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Posts
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Posts posted by Viz
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Updated most of this. Especially relationships.
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7 minutes ago, Longpipe23 said:
Yeah, hang on a minute let me find it. It's uh, 8008135.
Heh, you imbecile, you troglodyte, you have just given me your life savings!
Wait a minute, this is not a credit card number! This is "BOOBIES" spelled with numbers on a calculator! Drat! Foiled again!
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Just call it a Disguise Kit or something and you're golden.
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Can I get credit card number too?
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36 minutes ago, procdrone said:
stunlocking by spamming stuns is quite annoying(and battery draining). my proposition to fix the gap the secborgs left when they were removed, is to add cablecuffs to selected or all modules. Then you can still kidnap people, and dont have the big mean disabler turret on wheels
The existence of these cable cuffs was part of the reason for generalist borg removal however, iirc.
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Oh yeah this reminded me to delete the one on the wiki thanks.
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Either a rule or straight up code a limit. Like holy shit I've actually seen the server grind to a halt because of someone doing this. I can't imagine what the benefit of allowing this to happen is.
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I have a feeling the range thing is gonna be enough. Since at this point you can just... shoot them dead.
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I like the mask a lot.
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That's pretty funny hello :)
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AT LONG LAST. Very nice art friend :) I like the mime a lot.
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1 hour ago, Charliminator said:
all ideas here are good except the drink idea. drinks can just be printed for basically nothing and, I doubt people would want cocktails mid famine.
Instead, I suggest providing medicine. All the basic stuff and maybe a couple of specialised chems, perhaps the chems required/amounts should be semi random, pulling from a list of all possibilities, to keep the goal fresh.That would be very good and potentially encourage people to make chems that aren't usually worth making.
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One thing to consider here is that these vampires were designed with holy water and such being used against them in mind. So there's definitely ways to stop them. I personally have not had the opportunity to fight them with these means though.
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1 hour ago, Spacemanspark said:
The issue is what's encouraged and what players may feel they're expected to do to get to that point.
If that's the case then yeah, I misunderstood the point and I don't disagree. Though I think the difficulty of getting all this blood plus the upcoming removal of many instant stuns will temper the capability of your average player to go wild like that.
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Jade Slimes... She is real
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100% agree. It's extremely easy to forget/miss polls which include things like extending the round, or changing the map. Giving that to karma also makes sense.
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Fuckin FINALLY. You are an artsy person NOW so start posting the art you DORK. Your progress is very inspiring and I'm really happy for you, and looking forward to seeing more of it, friend. :)
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I like this. You could also have some sort of station goal machine to be built to engage engineering/science into which the food is inserted. Like dunno, some sorta refrigerated bluespace capsule.
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6 hours ago, Vallidian said:
DISCLAIMER: There are my personal opinions based on what I witnessed while spectating or playing myself. I love the changes to Vampires as it adds more variation then previously. Alternatively I only really saw "ITS OP" issues with Hemo.
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Full power blood needs to go back down to 500, not 1000.
My reasoning for this revert is after doing math based on full pop count (150 players), and how the gamemode determines the numbers of vampires.
vampire_amount = 1 + round(num_players() / 10)
If there are 150 people at high pop, that's 15 vampires attempting to get 1000 total blood for full power. That's 5 crew members for each just to get to full power. That doesn't take into account upkeep of the ability. Based on those numbers. That's half of the crew needed just for them to get full power. It leads to far too much murdering just for the sake of getting full power.
With lowpop of 50, that's 5 vampires needing to kill 25 to get full power alone.
An alternative is changing the gamemode's equation to have less vampires per crewmember. -
Blood Bringers Rite should not be able to work through windows. On Kerberos I noticed a vampire on the bridge use it, and it attacked a person standing in the primary main hallway, through 2 windows, and a space tile. Doors I can understand, but not glass and definitely not space. I believe that vampire later stated in deadchat that the regen rate of the rite was a little too powerful but I will let that person come forth if they'd like.
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Vampiric Claws needs to have their attack speed reduced slightly. It does decent damage and drains blood, but if they're glared you can get 16 hits in before the ability wears off which almost guarantees a kill.
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Blood Eruption should not ignore armor. Instantly stam crit people with hardsuits when it's an aoe is a bit powerful.
1. I don't think every vampire SHOULD reach full power. Full powered vampires on this rework are very powerful, and perhaps shouldn't even come up on every vampire round, let alone multiple of them.
2. Yeah that's weird. I think it's a limitation of code, though. Like how you can use laser pointers through walls with xray.
3. The claws mathematically are barely better than a welder DPS wise, an ability that costs blood should probably be worth actually using over a common tool.
4. Agreed. And I think that went through already, thankfully.
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Full power blood needs to go back down to 500, not 1000.
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Yo the cephalopod Freya one looks fucking badass!
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AEG Rework Suggestion
in Suggestions
Posted
Yeah. BoH needs this nerf. It still will be extremely good, you just won't be able to... stealth with a chainsaw.