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das bread

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Posts posted by das bread

  1. I agree it's incredibly strong, but it does have it's weaknesses. It may resist stuns but broken bones and respiratory damage can be used.

    Restricting access to non-antags and greytiders should be well achievable through stronger moderation, do you think that there is more that can be changed here?

    I don't agree that it should be disabled, or removed at all. Balance here relies on the intended use of the gene, and the use within the ruleset. I don't see that being challenged often except when a geneticist gives out genes for free, which can result in a serious punishment.

    53 minutes ago, bryanayalalugo said:

    Not only that, if it's coupled with any other equipment (hard suits, science garbage meme chems, traitor/antag abilities) it ends up even MORE overpowered. Hulk gene is also notoriously also abused by non-antags at times.

     

    A vampire hulk, ling hulk,  I haven't seen anyone effectively using this. You're right armor and hardsuits makes it hard for anyone to stop them and they can really do some damage here. You could rush the AI and smash before they could even notice you. It's scary to imagine an emag + hardsuit + hulk, that would overdo it. Maybe here you can see that is overpowered and could use some balancing.

  2. 4 hours ago, Calecute said:

    It's a little bit unfleshed I think. But tbh I like the way war works right now in practice SoPwise. 

    I totally agree, I just wonder what differences could we find for another Syndicate Agent round type? I assume the assets are easy to forward into another antag round. Instead of Nuclear Operatives maybe just a saboteur team, so what could we find to add or remove during a different war? 

  3. All paperwork of course can't be followed during war, since it's well recognized there is such an immediate threat to the station.

    The Standard Operating Procedure calls for all weapon restrictions to be lifted due to the nature of the event. This ensures the crew is well armed against the powerful agents and ensuing deathwatch that will come. Supply starts printing slugs, ordering powerful armor and shotguns, RD follows too. We see usually 60+ armored and well equipped crew members up against at most 6 agents.

    This ruleset lends to a war party really having to separate the crew to do major damage. It becomes more of the calculated and tactical approach we'd expect from highly trained agents and lends to the lore well. I really appreciate this gamemode and the power of the Syndies here, a cold and calculated strike team is what is the most successful.

    What would you like to see for a potential different ruleset, that could keep that level of immersion, what could you see also leading to a Syndicate success with adaptations to the S.O.P. for this hypothetical new scenario?

  4. There's plenty of bad AI like you mentioned. Really I think the solution here are better methods for griefing the AI. It's hard to disable cameras as it is, let alone after engineers have been at play.

    Even last night the AI was WHINING about any little form of trespass or crew spending time in each others departments. I know it's a stressful role, but chill out.

    Maint access is very necessary for Engineering. I'd say installing some upgrades 30 minutes into the round is well to be expected or even encouraged in terms of improving their work station.

  5. I've never been good with a disabler beam. I think I can channel the AI through some quantum tunneling with the cyborg disabler. I just become the John Wick of disablers.

     

    I do find the taser just does the job better and the greytider calms down instead of throwing soda-bombs at me.

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