Jump to content

MrMagolor

Members
  • Posts

    83
  • Joined

  • Last visited

Posts posted by MrMagolor

  1. As of late, there have been several issues with recent PRs and lore conflicts, i.e. the Slime People and Diona reworks. I feel that a lore team would be essential here- not just to be able to justify changes to existing things, but also new additions.

     

    I think that the lore team should be picked from admins, and directed by headmins, while they work alongside maintainers and community managers.

     

    I can't elaborate much more on this, but feel free to add your own ideas/opinions.

  2. 8 hours ago, Dinarzad said:

    Worth remembering that on /tg/ bone breaks aren't really a thing so being whapped once or twice is not an immediate death sentence.  That said, even over on /tg/ you'd really just be using the Crusher to get the killing blow, not fighting something the entire time with it.

    Use the gun to do the bulk of the fight and when you think it's just about dead start using the crusher.  This is easier with a med-hud as it should so the boss' HP that way.

    Megafauna are meant to be the ultimate encounters, high risk high reward. If you die your corpse is fuckin gone-zo, but the rewards for a kill can be great.  This ultimately means melee is never going to be perfectly viable, just because the damage required to make those monsters that much of a threat is going to make melee struggle to compete, and lowering that damage would make megafauna simply too easy for the rewards they dish out.
    It's an unfortunate side effect but one I don't think that could be fixed without breaking other parts of it in worse ways.

    Crusher trophies require you to do at least 50% of damage on a mob with the crusher.

  3. 1 hour ago, BeanOS said:

    You aren't supposed to engage megafauna in melee alone, not even an ash walker is...

    If ash walkers are going to fight megafauna, they need to try and kite and throw spears (which does a decent amount of damage) and due to their speed, it is a doable task.

    If you are wanting to fight megafauna in melee ( which you shouldn't ) then you will need a couple people, alternating holding the aggro, and although I have never seen someone try to do it, I'd imagine it would be possible to ping pong some of the megafauna, exceptions would be like the colossus, who I don't really see a viable method of engaging in melee combat.

    I'm saying even in a team. I can't close in and disengage fast enough to not get hit myself.

     

    Also, "I shouldn't"? The entire point of this post is that it SHOULD be viable to fight megafauna in melee.

  4. Even with CornMyCob's PR that adds crusher trophies (which is still yet to be merged), the issue is that megafauna/player movespeed makes melee very unviable to use on lavaland. The issue is, you can't make it viable without increasing player movespeed (which is most likely widely opposed) or decreasing megafauna action speed (which is also a minor part of CMC's PR).

     

    I just want to see: what is the community's stance on this?

  5. 14 minutes ago, DerpehBoi said:

    i think unwrenched pipes should act like a vent/scrubber. when you run into the unwrenched bit you pop out of the vents. (this can apply to ANY vent crawling thing not just spiders)

    that already does happen. The issue is that it prevents you from getting back into the pipes, or travelling long distances.

  6. As of late I've seen people just bypass welding vents and flat-out unwrench atmos pipes to deal with terror spiders- which not only do the terrors have no counter to, it also has no negative effect on the crew. I believe the distro pressure is meant to be about 9000 kPa, and unwrenching supply pipes knocks you back yet has no real atmos effect.

    I don't think it should be completely exempted as a strategy, just make it more of a last-ditch solution than anything.

  7. 3 hours ago, Kyet said:

    I've informed blessed that "you can try" is going to be interpreted as permission to do something, and that players shouldn't get in trouble for doing things that a reasonable person would assume, based on the ahelp, that they have permission to do.

    Does this mean the command bans will get lifted, since the only reason they did the thing that warranted the ban was under false pretenses?

  8. 3 hours ago, Kyet said:

    Having just tested this:

    1. Queen screech does not trigger alarms.
    2. Physically smashing the camera to bits (attacking it until it totally deconstructs) though, DOES trigger alarms. I think this is fine.

    That's a bit confusing then: unless both chargers at robotics were full, I can't think of any reason why an engiborg would head to elec maint so coincidentally with my using nest. The camera was constructed after round-start though, but I doubt that makes a difference.

     

    On the other hand, I did spawn in cryo, within eyesight of a civilian: is it possible that the engiborg was just going to check elec maint to see if I fled there?

  9. 26 minutes ago, Kyet said:

    Queens have to nest before they can lay eggs.

    When they nest, they emit a screech.

    This screech breaks lights/cameras near them.

    The intention is that by automatically breaking nearby cameras, it stops the AI instantly tracking them down by the 'locate on camera' option.

    Obviously, if their screech breaking cameras generates an instant alarm for the AI, that's a bug. It shouldn't be doing that.

    I mean, I can't think of another reason why somehow immediately after using the nesting ability, I saw an engiborg come up not long after.

  10. When a queen of Terror nests, it breaks the camera, thus alerting the AI.

    This makes queen/princess terror start nigh-impossible if engineering is proactive and places cameras in rooms without them (ie elec maint, turbine)

     

    And even if you are in a room with no cameras when you nest, going into any room with vents and a camera gives the AI the ability to instantly see where you are.

     

    I'm fine with the AI being able to see that a camera is destroyed via intuition, just not instantly getting an alarm.

     

    (End salt-induced suggestion)

  11. 2 minutes ago, BeanOS said:

    You can always ahelp that, admins are usually chill about minor changes like that, at the end of the day they want people to enjoy themselves and perform actions that entertain.

    The idea of silencing an AI like that, is the exact opposite to entertainment, it is akin to "cyborg hell", the state of being a cyborg with no power cell for an extended period.
    At that point you have only one option, to ghost, which then locks you out of doing anything else.

    Not to mention that, afaik, a "functional AI" would only count if the AI was, you know, functional.

  12. 38 minutes ago, Rurik said:

    Eh I don't much mind the beeping/talking. The ability for them to call the borgs to their location at all times (as I understand it, at least) in binary chat hurts, though. Since the borgs will try to kill you 9 times out of 10 regardless of their laws, you will be forced to kill the borgs as well. Thats all well and dandy, till I'm forced to blow all the borgs at the RD console and then I feel bad about ruining their rounds via "ha you exploded guess you hope someone walks by and gives you to the roboticist and not just stick you in their pocket for the rest of the round."

    The hard parts always been keeping the AI in your possession, never getting in. Though to be fair if you don't go the thermite/vampire mist route or the bit more risky desword strat, it can be fairly hard as well.

    If you do that then the AI will still be on your ass and you can forget hiding anyways.

  13. Just now, Spacemanspark said:

    Because the AI is vastly more different/ difficult than the posibrain, it's a giant role in the game and taking it away can be a rather big blow.

    On the other hand, it pretty much necessitates having to buy a storage implant. And you can already turn off its radios anyways- why would speakers be much more different?

  14. On 6/5/2019 at 3:53 PM, CornMyCob said:

    They go through 9 tiles of rock, which is 3 more than the advanced plasma cutter.

    The fact they don't move fast on lavaland is a bug that will need fixing, they are meant to.

    The issue is that the regular plasma cutter can be stored in a belt slot, and can be infinitely refilled.

    A fucking gigantic exosuit plasma cutter ought to feel like one.

  15. I also agree.

    10 hours ago, Fursamie said:

    The ashdrake was either lured or chased a miner back to the mining station. But lavaland's difficulty can be combated with things like goliath hide plates(?), ash drake bone armour, bone weapons (iirc bone axes do the same damage as a fireaxe), and other things.But I'm not gonna deny that it is unbelievably hard (at least for me) because of the fact that TG and paracode are pretty different, namely your bones don't get broken in one hit from a megafauna on TG, and paradise spessmen cant run as fast as TG spessmen.

    Crafting most of those things requires being able to kill those critters in the first place. Also, from what I saw in the code, ash drakes have a chance to spawn randomly where any other lavaland critter does (except from a tendril of course)

  16. Just now, BeanOS said:

    Ash walkers are faster than humans, they can take advantage of that movement speed to deal with Goliath far easier than crew can.

    The Goliath tick-timer can feel random, so even if you kite properly you can get randomly hit.

     

    And again, the issue with slowness isn't diona, it's people that are already wounded.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use