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About AzuleUtama

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  1. When you get to be the unholy combo - A vampire and a changeling at the same time: Also that action bar did prove to be a hindrance when trying to look up...
  2. Damn, reaper sure is casual when directing his cultist minions these days -
  3. When the stars align on a surplus crate...
  4. I was chosen to cleanse the station of all Vampire corruption on this recent shift. Suffice to say, the rapid holy fists of justice helped me to slay 3 vampires so that they may never harm the crew ever again! (The other 2 died in prison):
  5. This is more of a gameplay-based reasoning for Nuke Ops being restricted to humans-only. As with BeanOS's list above, many of the races have specific disadvantages which can cause them to hinder the Nuke Ops team if someone were to use them. Some examples of this are; IPCs due to instantly dying from EMP which makes armor near useless for them, Vox due to the increased brute damage and bonus chance for them to get broken bones and Slime people due to them leaking water onto floor tiles when bleeding, which will slip up their team-mates if they do not have no-slip protection of some sort. Humans don't have any kind of racial advantage/disadvantage - which is great for Nuke Ops since it means they don't need to pick or avoid certain kinds of Nuke Ops gear to work around their team. We did have a PR made to allow players to pick a race of their choice rather than playing human only, but this was rejected for the reasoning above -
  6. I should have clarified it a bit better in my other 2 posts, but the intent behind certain actions is also important when defining what is and isn't powergaming. My issue with the examples I listed above is when they are being done not in response to a threat or for some kind of RP interaction, but instead just done soon after the round starts to get as big of an advantage as possible over antagonists or security. Going back to stunprods for example, making one for self-defense when red alert gets declared and it's being made clear that a certain antagonist is wreaking havoc? That's not necessarily powergaming since you have a reason to be making one. Did someone attempt to kidnap or attack you in the corridors and they got away? Also somewhat justified since you're likely on edge at that point. Rushing the nearest high capacity power cell and igniter at the start of the round and making a prod in the first few minutes because "the station is likely going to have people causing trouble and I need to defend myself and others"? That's powergaming to me - your intent is just to maximize your chances of winning against an antagonist regardless of what the round even ends up being. This applies to many other items on board the station as well. For example, are you getting an EVA suit to explore the gateway/space, or so you can't be sleepy penned by traitors? Are you making speed-boosting drugs to mess around with / deal to crew members for RP, or so you can pop a pill when you spot someone dragging another person away so you can run up and save them with the antag unable to react in time or keep you stunned? Did you go and get yourself prescanned in the cloner because you're in a dangerous job such as shaft miner or you're about to embark on a suicide mission, or are you just a civilian who wants to make sure they don't die and have the opportunity to call out who killed you if it does happen since there's no CMD rule in place?
  7. A lot of the points you're making there aren't logical. If being onboard an NT station is dangerous and there's clearly a risk to all employees while they're on the job then why don't they all get pepper spray or a self defence taser as part of their standard loadout? Why even have the security team if they're expected to fail almost all the time? From what I remember seeing and something I agree is likely the case, the round you play is implied to be "The shift", where everything goes wrong and either corporate sabotage, monsters or complete chaos descends on to the station. Shifts before that have otherwise been normal, security have handled minor troublemakers as expected and nothing has gone horribly wrong. This is why the security team only start with tasers and batons, they're expected to maintain the peace on a normal shift not be armed with auto rifles and tele-shields right from the get go because the Syndicate are likely to send people down to wreak havoc. This extends to the points I made about making stun prods and stealing security gear - at the start of the round there's no threat to the station and you've no reason to think someone's after you. So why start stockpiling several self-defence items "just in case"?
  8. I see powergaming as abusing metaknowledge for heavy in-game benefits rather than the use of macros, which are more a feature of BYOND. Building stuff in your department isn't really powergaming in most cases - a brig physician building themselves a bunch of surgical and medical equipment and computers is something you tend to see quite often and isn't really giving them a massive 'advantage' for the round. Powergaming is more along the lines of equipping or preparing yourself to absolutely 100% win against the antags / security by any means possible, regardless of how much of a threat they are or if they've even been announced (for antags). Here's a few examples of what i'd argue is 'powergaming' for different roles on the station: Security - Going out of your way when the round starts to acquire all the tools you need to kill or defend against all possible antagonists. For example, getting a circular saw for clings, holy water syringes for vampires, xray/cns implants, R&D equipment such as NVGs and AEGS, stun-resistant chemicals, multiple medkits to heal yourself with and early access to the armory or getting cargo to order you guns to bypass the need for the warden to open it. All of the above being done before any actual antagonists are confirmed or if any of them are a serious threat, so you can immediately have an advantage against them no matter what. Non-Security - Getting 'legal' items from R&D at round start such as NVGs or implants, making stunprods ready to use on anything 'just in case', stealing or acquiring sec weapons such as tasers and not handing them over, making various memechems for yourself or to use on others and getting some kind of armor. Again, all of this being done before antagonists are confirmed or even if they are so you're ready to 'defend' anyone who might call for help over the radio, rather than letting security go after them. Antags - This depends on what their objectives are - a hijack traitor or a nuclear operative is effectively going up against the entire station, so many of the above examples wouldn't really be powergaming since they need all the advantages they can get in most cases. If on the other hand you only have to steal a hypospray or kill a civilian, going out of your way to do things such as bomb the armory, murder several officers to prevent them from coming after you, order or get the QM to order you several weapon / null crates or killing the AI to prevent it from watching you could be seen as going too far, since you're not exactly going against the entire station when doing these.
  9. As the station is slowly devoured by a blob and command scramble to arm the Nuke - A syndicate agent, his holoparasite and some dead prisoner they found slowly wait for the big fireworks show in space.
  10. Well for a start they shouldn't be patrolling maintenance or the station in general armed with lavaland loot in the hopes they may "stumble" into an antagonist doing something and "defend" the person they're kidnapping/murdering. Rule 8 states that only security should be actively hunting antagonists barring extremely powerful ones such as wizards and nuke ops. Implementing z-level checks isn't a great solution to the issue of miners running around the station with lavaland gear either. Outside of it being snowflakey in terms of which items we would need to blacklist from station use as well as not making a lot of sense for some of the items being unusable, it would also make miner antagonists unable to use any of the gear they actively risked an early death trying to get. IMO, if the use of lavaland loot on the station is causing problems with most rounds it would be better to look at reducing the amount of items actually on lavaland to start with and/or updating space law to prohibit the carrying or use of certain lavaland items while on the station.
  11. AzuleUtama

    Guide to Blob

    Problem with blob is that you have no communication with the other cores until you burst, so plans like this have to be sprung on people when they have likely made plans of their own already. Also, doing that means no split consciousness given you'll probably be dead before you put a resource node down. 2 Blobs working together is much stronger than just bombing a key target and leaving the rest to the other roundstart blob(s).
  12. When the admins decided to give everyone guns to celebrate the 4th July:
  13. I think with Vampire stuns they're referring to their screech ability which will stun from a fair distance unlike glare. As for Wizard there's a few spells such as magic missile, clown staff and I think rathen's secret. Not sure on whether they need nerfing given how rare wizard is for people. There's also the ERT's taser pistol, but I'd maybe keep that given ERT callouts aren't something you see every shift.
  14. I think right now it's too strict against the antagonists. Whenever I roll traitor especially I'm always having to second guess every action I take because I don't know if it's alright to shoot the civilian coming into maintenance after me when I've assassinated someone, or if I'm right to shoot an officer seemingly following me before he can whip out his taser and throw me in perma for the rest of the shift since I have contraband on me. This leads to me and I'm guessing many others just playing pure stealth, doing our 1 objective and then going the rest of the round without really causing more conflict unless we or someone we're assisting has a hijack objective. While allowing people to just murderbone whenever is an equally dumb idea for obvious reasons, I'd prefer an antag ruleset similar to Fulpstation where as long as there's the smallest connection to your objectives you can kill people, and security are free game no matter what your objectives are given they are freely allowed to taser and search anyone so long as it's code blue. If they can end a traitors round that easily, the same should really apply to them as well.