Search found 454 matches
- Tue Feb 26, 2019 11:36 am
- Forum: Coding Feedback
- Topic: Nuke Op Weapon Values
- Replies: 4
- Views: 1728
Nuke Op Weapon Values
As a nuclear operative, have you ever wondered how good your weapon is relative to others? How much damage output you're really buying with your telecrystals? If it's really even worth it to buy another magazine, or even what bundles you should consider relative to others? Don't worry about that las...
- Sun Jul 29, 2018 8:26 am
- Forum: Coding Feedback
- Topic: Shuttle throwing everything on landing/takeoff
- Replies: 7
- Views: 2288
Re: Shuttle throwing everything on landing/takeoff
I didn't touch the throwdown/knock variable on either the new delta/box/meta whiteship, so that's probably something else having broken.
- Tue Jul 24, 2018 9:57 am
- Forum: Coding Feedback
- Topic: Firefighter mechs are awful at fighting fires
- Replies: 9
- Views: 2775
Re: Firefighter mechs are awful at fighting fires
The clamp opening doors is a cool idea. It should be able to open powered doors, too, like xenos or the jaws of life can (taking a bit of time).
- Sun Jul 22, 2018 6:38 am
- Forum: Coding Feedback
- Topic: The lavaland xenomorph ruin
- Replies: 80
- Views: 21357
Re: The lavaland xenomorph ruin
This ruin has always been a lazy, blatant rip of the hive I made for an away mission a long time ago, and it shows. I think it'd be best if it was taken out, and redesigned in its entirety as a space ruin. Ye olde research station experiment gone wrong sort of deal. It'd be far more isolated, look m...
- Thu Dec 07, 2017 9:00 pm
- Forum: Ideas
- Topic: Particle Physics - New Science Dept
- Replies: 9
- Views: 2778
Re: Particle Physics - New Science Dept
this is literally just a more complicated experimentor machine.
- Mon Dec 04, 2017 4:34 pm
- Forum: General Chat
- Topic: SS13 Related Art / Hand Drawn Art
- Replies: 2270
- Views: 725267
Re: SS13 Related Art / Hand Drawn Art
absolutely horrifying
- Fri Nov 24, 2017 3:29 am
- Forum: Ideas
- Topic: Make unarmed attacks do stamina damage instead of brute
- Replies: 76
- Views: 16236
Re: Make unarmed attacks do stamina damage instead of brute
Well, the removal of disarming in its conventional sense or being pushed down being a total death sentence is nice, but I think we should still keep weapon disarming around if it can only be used on guns. This makes them risky to use in melee combat, and could give someone the edge if they can knock...
- Wed Nov 22, 2017 4:06 pm
- Forum: Video Games
- Topic: cataclysm dark days ahead- You just cant win
- Replies: 1220
- Views: 327428
Re: cataclysm dark days ahead- You just cant win
pretty much the only thing that really truly matters early game is parkour expert (and second to that, movement speed like fleet footed + quick), in my experience. it's absolutely monstrously good. note that parkour expert is the REASON why you can even fight well on wreckages, cars, shrubs etc -- i...
- Wed Nov 22, 2017 1:42 pm
- Forum: Ideas
- Topic: Gun safeties
- Replies: 15
- Views: 2998
Re: Gun safeties
nah i actually like being able to accidentally shoot eachother because gun safety is non existent and people may not check for a leftover shell in a shotgun, for example. we already have firing pin mechanics that can prevent certain people from firing certain weapons, let's not make it even harder t...
- Thu Nov 16, 2017 1:40 am
- Forum: Ideas
- Topic: Co-op vs Backstabbing IC Announcements
- Replies: 33
- Views: 8029
Re: Co-op vs Backstabbing IC Announcements
None of our antags, with the single possible exceptions of blob and war ops, is able to go toe-to-toe with the crew at full heft. This right here is kind of a bad thing. The announcement system is the first step, there would need to be a lot of rebalancing in the end to make the crew less unstoppab...
- Thu Nov 16, 2017 1:21 am
- Forum: Ideas
- Topic: Co-op vs Backstabbing IC Announcements
- Replies: 33
- Views: 8029
Re: Co-op vs Backstabbing IC Announcements
I meant to say unfounded distrust, my bad there.
- Thu Nov 16, 2017 1:15 am
- Forum: Ideas
- Topic: Co-op vs Backstabbing IC Announcements
- Replies: 33
- Views: 8029
Re: Co-op vs Backstabbing IC Announcements
Yeah reducing unfounded trust is the entire point of this idea. Because not trusting people early on in gamemodes where you should is a dumb grudge-inducing waste of time. This helps deal with that early game. Although I understand the fears of basically preparing for war ops every round. Nuke ops, ...
- Thu Nov 16, 2017 12:26 am
- Forum: Ideas
- Topic: Co-op vs Backstabbing IC Announcements
- Replies: 33
- Views: 8029
Re: Co-op vs Backstabbing IC Announcements
Paranoia used in modes where paranoia is unfounded and detrimental to everyone is dumb.
- Thu Nov 16, 2017 12:04 am
- Forum: Ideas
- Topic: Co-op vs Backstabbing IC Announcements
- Replies: 33
- Views: 8029
Co-op vs Backstabbing IC Announcements
So presently we have two pretty distinct types of game modes: Backstabbing: Any kind of mode which involves being a sneaky sly frenchman like traitor, changeling, conversion modes and so on, where the crew tears itself apart. Security typically shoots at its own crew. Co-op: Any kind of mode which i...
- Wed Nov 15, 2017 5:58 am
- Forum: General Chat
- Topic: Screenshots General
- Replies: 2758
- Views: 912463
Re: Screenshots General
https://i.imgur.com/AlhUoEP.png War ops + 6 additional opperatives with their own shuttle to join in on the fun, versus a small ERT team alongside the crew obviously having about a 15 min heads up. Absolute chaos as 6 bombs were detonated simultaneously around the station. Ultimately, the ops mirac...
- Mon Aug 21, 2017 1:51 pm
- Forum: Coding Feedback
- Topic: Something needs to be done about Kudzu
- Replies: 69
- Views: 20680
Re: Something needs to be done about Kudzu
get rid of the dumber strains of kudzu that make it impossible to stop.
notable bluespace and space proof variants, as it allows it to spread through walls and into space, where it can return to the station and assault it indefinitely.
notable bluespace and space proof variants, as it allows it to spread through walls and into space, where it can return to the station and assault it indefinitely.
- Thu Aug 17, 2017 8:13 am
- Forum: Coding Feedback
- Topic: New APC sprites.
- Replies: 44
- Views: 13388
Re: New APC sprites.
It also included the increased contrast PR which was very popular.
- Wed Aug 16, 2017 9:31 pm
- Forum: Coding Feedback
- Topic: New APC sprites.
- Replies: 44
- Views: 13388
Re: New APC sprites.
you know, fwoosh, i am listening. there's a PR up that makes them not 3/4th perspective, that makes them more easily readable with increased contrast, and will be changing the pixel shifting so it's more aligned with the terminals. you really should check out the 4 something PRs up that were made in...
- Tue Aug 15, 2017 12:38 am
- Forum: Coding Feedback
- Topic: New APC sprites.
- Replies: 44
- Views: 13388
Re: New APC sprites.
@Bluespace I argue these ones can do that a little bit better. The UI is laid out vertically, with equipment, power, and environment all laid out on top of eachother. The new sprite now reflects that vertically too, rather than horizontally. @Lumipharon I think an increase in contrast is in order, x...
- Mon Aug 14, 2017 11:31 pm
- Forum: Coding Feedback
- Topic: New APC sprites.
- Replies: 44
- Views: 13388
Re: New APC sprites.
You don't need to be an art major or at all experienced in art to tell me what you don't like that's more descriptive than "I don't like it". Bluespace brought up valid points, and I agree with him, there's a PR xhuis made to try and remedy some of these. https://github.com/tgstation/tgsta...
- Mon Aug 14, 2017 10:19 pm
- Forum: Coding Feedback
- Topic: New APC sprites.
- Replies: 44
- Views: 13388
Re: New APC sprites.
People dislike new sprites on the basis of them being new and that's the most they'll ever admit. If you have an actual complaint that can be actually remedied that's NOT just revert it, please, tell us. I adressed the muddy blurring issue with the PR, it's because I wanted it to appear like it's sh...
- Mon Aug 14, 2017 1:28 am
- Forum: Coding Feedback
- Topic: Excessive ammunition types
- Replies: 54
- Views: 15408
Re: Excessive ammunition types
I think that the best course of action right now is to take a critical look at the ammo types in game, and view them not as how much damage they deal, but how many hits it takes for them to kill an unarmored person (and afterwards tweak armor values according to how many hits it should take to kill ...
- Tue Aug 08, 2017 2:19 pm
- Forum: Coding Feedback
- Topic: Excessive ammunition types
- Replies: 54
- Views: 15408
Re: Excessive ammunition types
Well, if a combat rework ever does happen that largely or completely removes stun as a mechanic in the game, we'd need to tweak bullet, armor, and weapon values a lot since we won't have stupid crutch insta-win items handed out like candy to everyone anymore.
- Mon Aug 07, 2017 4:23 am
- Forum: Coding Feedback
- Topic: Excessive ammunition types
- Replies: 54
- Views: 15408
Re: Excessive ammunition types
Problem is that a lot of these aren't very good, and the lack of compatibility between most guns and their ammo types means even if you do find a gun, you're not likely to be able to print any ammo for it or take its bullets out for your other gun. Like why do we have a .357 revolver and a 7.62x38mm...
- Sun Aug 06, 2017 1:36 pm
- Forum: Coding Feedback
- Topic: Excessive ammunition types
- Replies: 54
- Views: 15408
Re: Excessive ammunition types
The amount of DAMAGE you take from fire stacks however is not. The longer you've been on fire, the faster you'll take damage. Being on fire for 5 seconds is close to harmless. Being on fire for 10 seconds is much, much more dangerous, and being on fire for 20 seconds will kill you. 0.5 fire stacks w...
- Fri Aug 04, 2017 10:41 am
- Forum: Coding Feedback
- Topic: Excessive ammunition types
- Replies: 54
- Views: 15408
Re: Excessive ammunition types
Haem is terrible. A human starts with 560 units of blood (can be overfilled to 600 through injections with no negative effects), and will die at around 60% of their blood contents, so around ~340/560 blood. Now you CAN make them unconscious without killing them at a higher value, like at around mayb...
- Thu Aug 03, 2017 7:20 pm
- Forum: Coding Feedback
- Topic: Excessive ammunition types
- Replies: 54
- Views: 15408
Excessive ammunition types
So we have a lot of different kinds of bullets and ammunition types in the game. A lot of these are unbalanced, overpowered, useless, redundant, or unfun to play against. On top of that, it just makes ammo compatibility an absolute nightmare as there are so many guns which can only use one kind of a...
- Mon Jul 31, 2017 6:42 pm
- Forum: Coding Feedback
- Topic: Remove all forms of little-no maintenance, indefinite stuns
- Replies: 84
- Views: 16784
Re: Remove all forms of little-no maintenance, indefinite st
CO2 is much, much, much more obvious on the point of no return, and takes much, much longer to do so. N2O by comparison happens in about 2 seconds, typically faster than you can pull your internals out in, and you have no way to know at a glance whether you're just giggling from light exposure to in...
- Mon Jul 31, 2017 3:28 pm
- Forum: Coding Feedback
- Topic: Remove all forms of little-no maintenance, indefinite stuns
- Replies: 84
- Views: 16784
Re: Remove all forms of little-no maintenance, indefinite st
indefinite stuns are not fun to play against. nobody likes being basically dead but with the slight chance of maybe coming back so they don't ghost, and instead look at a black screen or are held hostage for 20+ minutes. they're not fun. get rid of both, or at least with N2O make it either slow you ...
- Thu Jul 27, 2017 11:42 am
- Forum: Coding Feedback
- Topic: The Virology nerf
- Replies: 61
- Views: 12616
Re: The Virology nerf
I'm coming at it from the angle that it is totally disconnected from everything else in the game. It is invisible, unbeatable, and sometimes unstoppable. The virologist has pretty much objectively the most boring job on the whole entire station, in that he is completely removed from all drama and pl...
- Thu Jul 27, 2017 8:07 am
- Forum: Coding Feedback
- Topic: The Virology nerf
- Replies: 61
- Views: 12616
Re: The Virology nerf
Maybe we should just remove virology from the game entirely. It has no real place here, isn't fun to play as, and isn't fun to play against. You have a dude who sits totally removed from the round and its drama in complete silence creating deadly diseases/cures that can cripple or help the entire cr...
- Wed Jul 05, 2017 8:17 pm
- Forum: Coding Feedback
- Topic: Traitor Chem Kit too hilariously deadly
- Replies: 43
- Views: 10052
Re: Traitor Chem Kit too hilariously deadly
it's not about whether silent instant kills are balanced it's about whether they're fun to play against, or have it used on you. we got rid of parasting for a reason. we got rid of stungloves for a reason. we got rid of the old sleepy pen + c4 combo. instant invisible death is not fun to play again...
- Wed Jul 05, 2017 7:40 am
- Forum: Coding Feedback
- Topic: Traitor Chem Kit too hilariously deadly
- Replies: 43
- Views: 10052
Re: Traitor Chem Kit too hilariously deadly
it's not about whether silent instant kills are balanced it's about whether they're fun to play against, or have it used on you. we got rid of parasting for a reason. we got rid of stungloves for a reason. we got rid of the old sleepy pen + c4 combo. instant invisible death is not fun to play against.
- Tue Jun 27, 2017 7:06 pm
- Forum: Video Games
- Topic: Vomit Induced Heart Attacks (Darkest Dungeon)
- Replies: 181
- Views: 47496
Re: Vomit Induced Heart Attacks (Darkest Dungeon)
I have tried and tried to enjoy this game, I really have, but I can't. I love the atmosphere, the art style, the sounds and music, the combat mechanics and stress and dark oppressive feel. It's all superbly done. What I DON'T like is that it is pretty much all up to RNG, to a disgusting extent. How ...
- Wed Jun 14, 2017 1:45 am
- Forum: Ideas
- Topic: Abandoned Station Spawn Ruin (Space)
- Replies: 101
- Views: 22507
Re: Abandoned Station Spawn Ruin (Space)
Sounds like a fun ghost role, sure. Just try not to make it absolutely huge like the actual station.
- Sun Jun 11, 2017 6:41 pm
- Forum: Coding Feedback
- Topic: Can we just make syndie forward base kill leaving scientists
- Replies: 60
- Views: 16862
Re: Can we just make syndie forward base kill leaving scient
Or we could give them a much different role than they have now and go "screw the rules" on the whole "ruins should have minimal impact on rounds" thing.
- Thu Jun 08, 2017 9:10 pm
- Forum: Ideas
- Topic: BRING BACK SLAPCRAFTING
- Replies: 41
- Views: 9346
Re: Remove tablecrafting/crafting menu
Ah right, that was added recently.
- Thu Jun 08, 2017 9:04 pm
- Forum: Ideas
- Topic: BRING BACK SLAPCRAFTING
- Replies: 41
- Views: 9346
Re: Remove tablecrafting/crafting menu
I actually rather like the crafting menu, but it can DEFINITELY use improvements. I think if we made it closer to CDDA's crafting menu, it would be a lot more usable. Here's what it has that we don't. -Subcategories -Separates the craftable objects, components required, and the item's stats/descript...
- Tue Jun 06, 2017 2:27 am
- Forum: General Chat
- Topic: SS13 Related Art / Hand Drawn Art
- Replies: 2270
- Views: 725267
Re: SS13 Related Art / Hand Drawn Art
What's with the cat ears in these commissions? I swear half the humans in them have cat ears.
- Wed May 31, 2017 9:23 pm
- Forum: Ideas
- Topic: Meat Hook for Warden
- Replies: 17
- Views: 4845
Re: Meat Hook for Warden
[youtube]Oq28y7W6TGI[/youtube]
- Mon May 22, 2017 3:13 am
- Forum: Coding Feedback
- Topic: Kudzu
- Replies: 49
- Views: 11539
Re: Kudzu
Yeah, something like requiring you to stand still while you plant the kudzu (maybe for 10 seconds) would make it *way* more possible to stop someone who's just spamming them in the middle of the hall and able to cover the entire station in seconds. Still, it needs more nerfs than that. Maybe a limit...
- Fri May 19, 2017 3:14 am
- Forum: Coding Feedback
- Topic: Kudzu
- Replies: 49
- Views: 11539
Kudzu
So can we do something about this already? It can single-handedly DESTROY the station. It's LUDICROUSLY powerful, LUDICROUSLY fast expanding, goes through walls, into space, grabs and kills people in SECONDS, spawns monsters, drains oxygen, is borderline indestructible sometimes, is impassable, can ...
- Wed May 17, 2017 2:04 pm
- Forum: Ideas
- Topic: Non-human races should have even more downsides.
- Replies: 39
- Views: 7518
Non-human races should have even more downsides.
You heard me. I want them to suffer. Lizards should be forced to have digitigrade legs, so they will be universally vulnerable to glass shards. They should also be much more vulnerable to cold, possibly even putting them to sleep if it goes on long enough. Fly people should be super vulnerable to br...
- Tue May 02, 2017 11:18 am
- Forum: Ideas
- Topic: Make lava tiles a parallax like space
- Replies: 17
- Views: 3518
Re: Make lava tiles a parallax like space
Parallax only occurs because something is very, very far away from you. Such as slow moving mountains in the distance when contrasted with much faster moving trees/ground near you. Space effectively doesn't MOVE in reality (but we do it in SS13 anyway, because it's pretty). Lava is both right in fro...
- Sat Apr 29, 2017 3:56 pm
- Forum: General Chat
- Topic: SS13 Related Art / Hand Drawn Art
- Replies: 2270
- Views: 725267
Re: SS13 Related Art / Hand Drawn Art
holy shit it totally is
- Sat Apr 29, 2017 1:52 pm
- Forum: Coding Feedback
- Topic: Fire freezing is fucking retarded
- Replies: 12
- Views: 2684
Re: Fire freezing is fucking retarded
what even is testing
- Thu Apr 27, 2017 7:11 am
- Forum: Ideas
- Topic: Xenoarcheology = Soft port (Fossils!)
- Replies: 14
- Views: 5113
Re: Xenoarcheology = Soft port (Fossils!)
it wouldn't matter if there's a lot of job content that could only be used when rounds reach 1-2 hours in length. the gameplay mechanics of how ALL our antagonists work (especially crazily chaotic things like rev, wizard, nuke ops, blob etc), how random events work (and how lethal they are like mete...
- Tue Apr 25, 2017 8:42 am
- Forum: Ideas
- Topic: Quality of Life Controls and Player Feedback
- Replies: 22
- Views: 5002
Re: Quality of Life Controls and Player Feedback
It's not DIFFICULT to load shells into a shotgun, it's just tedious and requires a huge amount of button clicking to achieve, which is annoying to do. You could easily counteract the balance by putting a LIMIT on how rapid the loading is. It doesn't have to be instant or anywhere near goon's speed. ...
- Mon Apr 24, 2017 2:36 am
- Forum: Ideas
- Topic: Quality of Life Controls and Player Feedback
- Replies: 22
- Views: 5002
Re: Quality of Life Controls and Player Feedback
Both of these functions are fufilled by ammo boxes which will pick up all ammo of a type on the ground and fill a magazine automatically. I think there are boxes for shotguns, or maybe the bandolier acts that way for shotguns Yes, but this should be applied to every type of container, I feel. Adds ...
- Mon Apr 24, 2017 1:03 am
- Forum: Ideas
- Topic: Quality of Life Controls and Player Feedback
- Replies: 22
- Views: 5002
Re: Quality of Life Controls and Player Feedback
Manually loading shotguns requires a HUGE AMOUNT OF CLICKS. I think everyone can agree that by now, less clicks is better. There's no need to make the act of loading an 8 shell shotgun take *at least* 16 clicks or more. If you're worried about balance because it makes reloading too quick, you could ...