Search found 1528 matches

by Oldman Robustin
Mon May 18, 2015 4:38 am
Forum: Resolved Requests
Topic: Jim Otis - Engineer roundstart stealing CE's equipment
Replies: 7
Views: 2705

Jim Otis - Engineer roundstart stealing CE's equipment

Your byond account: ForcefulCJS Your character name: Oldman Robustin Their character name: Jim Otis Their byond account(optional, but useful if you can provide it): --- Server and time: Sibyl, 11:30pm EST Logs and/or screenshots: Not really needed, It's just me calling for his arrest (and not gettin...
by Oldman Robustin
Sun May 17, 2015 2:11 am
Forum: Coding Feedback
Topic: Shadowlings (Gamemode suggestion/replacement)
Replies: 264
Views: 68434

Re: Shadowlings (Gamemode suggestion/replacement)

I think surgery being able to replace a corrupted organ of the thralls would be an excellent way to revert them. Seems interesting, but I generally imagined their minds were altered, not an organ changed. Feature freeze is also in effect, so it'll have to wait. Make it the brain, expose their brain...
by Oldman Robustin
Sat May 16, 2015 8:21 pm
Forum: Coding Feedback
Topic: Security/Traitor Balance as a Symptom of Population
Replies: 167
Views: 34565

Re: Security/Traitor Balance as a Symptom of Population

Someone should make a poll to determine what the average tension level of the station should be Occasional sudden bursts of crime that sec cracks down on? Constant low-level traitor activity? Sec running like headless chickens to get to the latest murder before a new one is called in? The Tensioner...
by Oldman Robustin
Sat May 16, 2015 8:09 pm
Forum: Coding Feedback
Topic: Shadowlings (Gamemode suggestion/replacement)
Replies: 264
Views: 68434

Re: Shadowlings (Gamemode suggestion/replacement)

I think surgery being able to replace a corrupted organ of the thralls would be an excellent way to revert them.
by Oldman Robustin
Sat May 16, 2015 3:12 pm
Forum: Coding Feedback
Topic: Security/Traitor Balance as a Symptom of Population
Replies: 167
Views: 34565

Re: Security/Traitor Balance as a Symptom of Population

I don't see how increasing the number of traitors is supposed to help much. Each one is still going to be individually weak so you'll end up with 10 brigged/dead traitors instead of 6. Lowering the price of some gear will help a bit but I don't really see it changing a whole lot either. What kind o...
by Oldman Robustin
Fri May 15, 2015 9:34 pm
Forum: Coding Feedback
Topic: Security/Traitor Balance as a Symptom of Population
Replies: 167
Views: 34565

Re: Security/Traitor Balance as a Symptom of Population

I think using stealth also became less popular with changes. The new hardsuit modes, guns and whatever are.. well, cool and neat. So usually people dont ever step out of suits. But in my experience, combined stealth+assault is very powerful. The attack team makes their way through the station, gunn...
by Oldman Robustin
Fri May 15, 2015 8:06 am
Forum: Coding Feedback
Topic: Security/Traitor Balance as a Symptom of Population
Replies: 167
Views: 34565

Re: Security/Traitor Balance as a Symptom of Population

I would've said flashbaning but I never got to try it since nobody ever takes the shitty projector anyway unless its the clown projecting a horn as LE FUNNY MEME TRAITOR. Anyone, bump traitor up to 30 points for a week. Or give them Syndie uplink as default for a week. ANYTHING to make traitor feel ...
by Oldman Robustin
Fri May 15, 2015 2:00 am
Forum: Coding Feedback
Topic: Security/Traitor Balance as a Symptom of Population
Replies: 167
Views: 34565

Re: Security/Traitor Balance as a Symptom of Population

If sec has caught you in chameleon mode they can just follow you around at a safe distance and call for backup until there's 10 greased up dudes ready to knock you out of disguise and validate you.

It's a mediocre traitor item at best.
by Oldman Robustin
Thu May 14, 2015 2:38 am
Forum: Coding Feedback
Topic: Locked Nukeop Hardsuits
Replies: 124
Views: 29038

Re: Locked Nukeop Hardsuits

How is it that I'm the bad guy for "forcing" this shit upon people, but it's ok for people to force explosive implants upon me ? It's awesome that your opinion is worth more than mine!! Oh man I don't think I could do a parody of shitty coderbus logic better than that. Explosive implants ...
by Oldman Robustin
Thu May 14, 2015 2:02 am
Forum: Coding Feedback
Topic: Security/Traitor Balance as a Symptom of Population
Replies: 167
Views: 34565

Re: Security/Traitor Balance as a Symptom of Population

I also dislike traitor items as a means to balance against the AI because that leaves out cult, rev, changeling, and thralls/shadowlings. It also forces you to buy said traitor items instead of being able to use whatever tools you have around you, which is a terrible waste of the sandbox elements o...
by Oldman Robustin
Tue May 12, 2015 11:22 pm
Forum: Coding Feedback
Topic: Security/Traitor Balance as a Symptom of Population
Replies: 167
Views: 34565

Re: Security/Traitor Balance as a Symptom of Population

I don't see how you can buff certain traitor items without making them absolute bullshit. ForcefulCJS is talking about parapen C4 but that was not fun, or interesting - It was a really dull way of killing people with more or less no counterplay. The revolver is already the strongest gun you'll find...
by Oldman Robustin
Tue May 12, 2015 11:16 pm
Forum: Coding Feedback
Topic: Security/Traitor Balance as a Symptom of Population
Replies: 167
Views: 34565

Re: Security/Traitor Balance as a Symptom of Population

Of Kor's ideas, I think all of them are terrible with the sole exception of the portable crew monitor, and that can be simply fixxed by requiring CMO access to use, and needs an ID logged in, just like any other computer. Since this also means that a tator could see CMO with it out, disarm, steal t...
by Oldman Robustin
Tue May 12, 2015 11:10 am
Forum: Coding Feedback
Topic: Security/Traitor Balance as a Symptom of Population
Replies: 167
Views: 34565

Re: Security/Traitor Balance as a Symptom of Population

I've been planning a thread like this, but like the OP I felt like the issue would require a long dissertation that I'm really not in the mood for. Hard cap is a red herring and the people pushing for it are just taking another step at reducing the appealing attributes of Sybil while getting nothing...
by Oldman Robustin
Mon May 11, 2015 11:09 pm
Forum: Coding Feedback
Topic: Locked Nukeop Hardsuits
Replies: 124
Views: 29038

Re: Locked Nukeop Hardsuits

lumipharon wrote:Pretty sure that was a seperate change someone made to patches/bruisepacks etc, to not work without exposed skin.
Yea but the hardsuit change was around when I last played. Meaning whoever added locked hardsuits should have been able to foresee this.
by Oldman Robustin
Mon May 11, 2015 1:21 pm
Forum: Coding Feedback
Topic: Locked Nukeop Hardsuits
Replies: 124
Views: 29038

Re: Locked Nukeop Hardsuits

It is planing to fail and paying for it making it more likely that you WILL fail psychologically and resource wise. That is a deep problem with purchasing a wimpy self gib implant instead of having it as a default. Uplink implant is sorta similar but it can actually work though that is mostly due t...
by Oldman Robustin
Mon May 11, 2015 5:37 am
Forum: Coding Feedback
Topic: Locked Nukeop Hardsuits
Replies: 124
Views: 29038

Re: Locked Nukeop Hardsuits

The whole point of the change was to increase player freedom. If I don't want to explode when I die, I shouldn't be forced to. If players want to try and roleplay with captured operatives, they should be able to even if it's "not a roleplay mode". And if someone does want to explode when ...
by Oldman Robustin
Mon May 11, 2015 12:31 am
Forum: Coding Feedback
Topic: Locked Nukeop Hardsuits
Replies: 124
Views: 29038

Re: Locked Nukeop Hardsuits

Also apparently the hypospray injects Saline-Glucose.

This all reads like a bad joke, but knowing Coderbus it's all completely well-intentioned but completely ignorant of how the game operates.
by Oldman Robustin
Mon May 11, 2015 12:11 am
Forum: Coding Feedback
Topic: Locked Nukeop Hardsuits
Replies: 124
Views: 29038

Locked Nukeop Hardsuits

1. Go into crit in front of medical supplies 2. Fellow Nukeops can't remove my suit to apply bruisepacks/syringes 3. I'm unhealable because of some completely insane rationale from the coderbus. Ok I get it, people could loot nukeops. That was the punishment for fluking or rambo'ing, explosive impla...
by Oldman Robustin
Sun May 10, 2015 9:41 pm
Forum: General Chat
Topic: Why is this incinerator leaking heat and pressure?
Replies: 32
Views: 8642

Re: Why is this incinerator leaking heat and pressure?

I'm looking at the assembly code but I cannot see anything wrong with it. If you paint the airlock during assembly it will set the path that it will use to create the finalized airlock to the glass Research airlock subtype, which has heat_proof set to 1, and if you paint the airlock after assembly ...
by Oldman Robustin
Sun May 10, 2015 4:05 pm
Forum: General Chat
Topic: Why is this incinerator leaking heat and pressure?
Replies: 32
Views: 8642

Re: Why is this incinerator leaking heat and pressure?

So I built one similar to the screenshot, near atmos, with 1 airlock, and it worked fine. Then I built one with 4 research airlocks to the North/South/East/West and then 4 walls covering the corners, and it went back to leaking like crazy. I can't figure out this voodoo. Why would it not leak out of...
by Oldman Robustin
Sat May 09, 2015 5:04 pm
Forum: Coding Feedback
Topic: Gang War feedback
Replies: 345
Views: 76670

Re: Gang War feedback

>Be captain >Reports of gang tags and converting >Want cargo loyal so we can get more implants if need be >Cargo tech on duty runs from the sight of me, chase him into maint and implant him >BLAH BLAH LIFE OF CRIME. He names his leader, AI tracks him, he's arrested within 30 seconds. >Gang leader te...
by Oldman Robustin
Sat May 09, 2015 4:19 pm
Forum: General Chat
Topic: Why is this incinerator leaking heat and pressure?
Replies: 32
Views: 8642

Re: Why is this incinerator leaking heat and pressure?

I just did it.

It's exactly as he said, research painted airlock are magic that don't leak anything.

My dreams are now attainable.
by Oldman Robustin
Sat May 09, 2015 2:40 pm
Forum: General Chat
Topic: Why is this incinerator leaking heat and pressure?
Replies: 32
Views: 8642

Re: Why is this incinerator leaking heat and pressure?

When I programmed the airlock painter I wrote it in such a way that it will always set heat_proof to 0, EXCEPT for the glass research airlock where it will set it to 1. So if you want a heat-proof airlock, turn it into a glass airlock during construction, then paint it in the Research palette. Thin...
by Oldman Robustin
Sat May 09, 2015 2:36 pm
Forum: Coding Feedback
Topic: Carnivorous changelings: Electric Boogaloo
Replies: 47
Views: 12986

Re: Carnivorous changelings: Electric Boogaloo

>fucking a numerous amount of my points and like half of oldman's fuck it, just merge it and we'll see how it goes, people will hate lings anyways inb4 the new ling meta is to farm mining mobs inb4 the new ling meta is get the spider puke ability asap, use in isolated area, eat own spiders That's a...
by Oldman Robustin
Sat May 09, 2015 2:52 am
Forum: General Chat
Topic: Why is this incinerator leaking heat and pressure?
Replies: 32
Views: 8642

Why is this incinerator leaking heat and pressure?

http://i.imgur.com/s7j2j3A.png

Seriously. Within 5 seconds of firing it up I was being crushed and burned standing a few tiles away. When I've done similar fire mixes in Toxins or the Incinerator I could stand between the airlocks and not feel a thing.
by Oldman Robustin
Thu May 07, 2015 11:56 am
Forum: Coding Feedback
Topic: Carnivorous changelings: Electric Boogaloo
Replies: 47
Views: 12986

Re: Carnivorous changelings: Electric Boogaloo

These ablities and point systems basicly push lings towards snowballing, while thats not necessarily bad (as pretty much thats what happens with a shadowling), it does completely remove people from the round via what I assume would be a gibbing. As far as I recall we've always tried to avoid antag'...
by Oldman Robustin
Thu May 07, 2015 8:33 am
Forum: Coding Feedback
Topic: Carnivorous changelings: Electric Boogaloo
Replies: 47
Views: 12986

Re: Carnivorous changelings: Electric Boogaloo

So wait, when did an antagonist killing people become a bad thing again? There is a difference between traitor running in hallways gunning down everyone, so shuttle gets called. And : pew, dead, absorbed, not noticed by anyone x 28 times + recall shuttle, because I did not get all the abilities. Im...
by Oldman Robustin
Thu May 07, 2015 7:04 am
Forum: Coding Feedback
Topic: Gang War feedback
Replies: 345
Views: 76670

Re: Gang War feedback

Yeah, I can see how implants can be too OP. I was thinking of having it like cult where it doesn't deconvert people, but can block conversions. Or make it require two implants --one to deconvert, another to block future conversions :) Please God No. When it's a game mode where it is easy enough to ...
by Oldman Robustin
Wed May 06, 2015 10:59 pm
Forum: Coding Feedback
Topic: Gang War feedback
Replies: 345
Views: 76670

Re: Gang War feedback

Again, implants are the single greatest factor shitting on Gang War right now. 1. Implant a tagger 2. He names every gang leader/member he's ever seen 3. Sec PDA's the AI with names and within 5 minutes one of the gangs is completely eviscerated with no hopes of recovering. 4. Sec has an army of loy...
by Oldman Robustin
Wed May 06, 2015 10:39 pm
Forum: Coding Feedback
Topic: Carnivorous changelings: Electric Boogaloo
Replies: 47
Views: 12986

Re: Carnivorous changelings: Electric Boogaloo

Yes, Yes, and Yes to all these changes. Ling is one of the most common antags and yet they are far more likely to induce sleep than fear. Anyone who claims getting more points will make them OP, unkillable, or as one idiot put it "exponentially more powerful" has clearly never played ling ...
by Oldman Robustin
Tue May 05, 2015 9:20 am
Forum: Coding Feedback
Topic: It's currently to easy to call the shuttle.
Replies: 45
Views: 14228

Re: It's currently to easy to call the shuttle.

Rounds go on far too long MUCH MORE than they are cut too short. Sometimes even if WE CAN FIX THIS, its still just a better round to call the shuttle and enjoy the slight thrill of evacuating a mangled station than repairing it all and spending an additional hour on station while most of the crew go...
by Oldman Robustin
Tue May 05, 2015 9:15 am
Forum: Coding Feedback
Topic: Remove reagant blob until you can fucking balance properly.
Replies: 56
Views: 12561

Re: Remove reagant blob until you can fucking balance proper

burning is one thing because there are so many ways to deal with burning, one of which is a hard counter, but damn man i can't defend morphine Even if you overcome the knockout with chemistry, I don't think there is a way to deal with the overdosage and addiction effects. Dropping items is usually ...
by Oldman Robustin
Mon May 04, 2015 10:27 pm
Forum: Coding Feedback
Topic: Remove reagant blob until you can fucking balance properly.
Replies: 56
Views: 12561

Re: Remove reagant blob until you can fucking balance proper

>Dark green bleb in Viro, crew has it contained to the room. Everyone is responding almost perfectly, no way is the blob going to survive this. >Get splashed several tiles away >YOUVE TAKEN TOO MUCH MORPHINE >Medic drags me away >Literally spend the next 15 minutes in Medbay unconscious >WAKE UP >BA...
by Oldman Robustin
Mon May 04, 2015 9:48 pm
Forum: Closed Policy Discussion
Topic: Events/Button-Mashing/Badminning Discussion
Replies: 52
Views: 14080

Re: Events/Button-Mashing/Badminning Discussion

Things were better for a few days, now the last 48 hours has been creeping toward the 50% button-shit ratio again.

8 Wizards are not fun. Meteor Spam isn't fun. Invincible Vines aren't fun. List goes on.

Stahp
by Oldman Robustin
Sun May 03, 2015 9:25 am
Forum: General Chat
Topic: Little things you learned that are game changing
Replies: 2455
Views: 676636

Re: Little things you learned that are game changing

Going straight out of Chapel massdriver should get you to Derelict every time.

Going straight south from lower arrivals airlocks should get you to Pirate radio station every time.

Not sure how to get to Old Tcomms/White ship, but I should have it sooner or later.
by Oldman Robustin
Sat May 02, 2015 6:59 pm
Forum: Coding Feedback
Topic: Gang War feedback
Replies: 345
Views: 76670

Re: Gang War feedback

I think its fine as is. Bigger gangs seems like it would ruin the fun and just turn things into a warzone. This isnt Rev. It will never be rev due to the fundamentally different objectives. It's also possible to make bigger gangs without opening the door to flash spamming a department and turning t...
by Oldman Robustin
Sat May 02, 2015 6:15 pm
Forum: Coding Feedback
Topic: It's currently to easy to call the shuttle.
Replies: 45
Views: 14228

Re: It's currently to easy to call the shuttle.

No. Just No.

Short Answer: No

Long Answer: Nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
by Oldman Robustin
Sat May 02, 2015 1:13 am
Forum: Coding Feedback
Topic: Gang War feedback
Replies: 345
Views: 76670

Re: Gang War feedback

So in the same post you say that you should remove cooldown on gangpens, literally turning it back into rev V rev without the easily spotted FLASH, but also complain that gangs don't function well in large groups? Make them bigger AND also easier to coordinate, boom now you have a decent gametype i...
by Oldman Robustin
Sat May 02, 2015 1:12 am
Forum: Coding Feedback
Topic: Gang War feedback
Replies: 345
Views: 76670

Re: Gang War feedback

Gang war gets shit on by security during high-pop games. Loyalty implant destroys the gangs way too easily, once one dude gets caught tagging he squeals on the whole gang and gang cannot hope to fight sec. It plays like a shitty revolution with a high cooldown conversion tool, easily identifiable co...
by Oldman Robustin
Wed Apr 29, 2015 8:53 am
Forum: Coding Feedback
Topic: Gang War feedback
Replies: 345
Views: 76670

Re: Gang War feedback

A recruitment message combined with hidden HQ storage would do wonders for centralizing the gang. Trying to organize new recruits is frustrating since you're already juggling a lot of tasks as gang leader. I don't think the gangs need to become massive, but almost every gang war I see ends up someth...
by Oldman Robustin
Tue Apr 28, 2015 10:16 pm
Forum: Coding Feedback
Topic: Gang War feedback
Replies: 345
Views: 76670

Re: Gang War feedback

The maint mechanic was actually pretty good. Encouraging gangs to tag from maint meant that maint was the most valuable territory to control. If you wanted to beat maint. sprayers you had to either spray inside the territory away from walls or fight for control of maint. I thought it was pretty appr...
by Oldman Robustin
Tue Apr 28, 2015 10:08 pm
Forum: Coding Feedback
Topic: Remove reagant blob until you can fucking balance properly.
Replies: 56
Views: 12561

Re: Remove reagant blob until you can fucking balance proper

So are you just going to bitch about every new change that happened since you were gone or what I've made one feedback thread? The rest of any complaining is either confined to OOC (isn't that what it's for?) or was admin stuff that's on the policy forum. In terms of in-game mechanics the only thin...
by Oldman Robustin
Mon Apr 27, 2015 10:19 pm
Forum: Coding Feedback
Topic: Remove reagant blob until you can fucking balance properly.
Replies: 56
Views: 12561

Re: Remove reagant blob until you can fucking balance proper

Yeaaaaaahh..... Chemblob is only nominally balanced at best. The win rate for blob seems to be quite high to me (anecdotal). This is because that while there exists a counter for many blob types (but not all- omnizine blob I'm looking at you), there are simply too many blob types and the counters a...
by Oldman Robustin
Mon Apr 27, 2015 10:08 pm
Forum: Coding Feedback
Topic: Remove reagant blob until you can fucking balance properly.
Replies: 56
Views: 12561

Re: Remove reagant blob until you can fucking balance proper

Uh I definitely played Blob when xray lasers were a thing. Telescience was a thing too and that's something that current blobs don't have to deal with. I also noticed they seem to get stupid amounts of resources now. I'm seeing them throw down 10-15 squares a minute before they even have their first...
by Oldman Robustin
Sun Apr 26, 2015 7:44 pm
Forum: Coding Feedback
Topic: Remove reagant blob until you can fucking balance properly.
Replies: 56
Views: 12561

Re: Remove reagant blob until you can fucking balance proper

The blob has a 50% chance of winning. What do you think happens when we remove the reagents? My answer to this is to have chemicals that can counter blobs. For example I know that a fire extinguisher(water) fucks up certain blobs (forget which one). I never had difficulty winning as blob before it ...
by Oldman Robustin
Sun Apr 26, 2015 7:39 pm
Forum: Coding Feedback
Topic: Remove reagant blob until you can fucking balance properly.
Replies: 56
Views: 12561

Re: Remove reagant blob until you can fucking balance proper

Steelpoint wrote:At the very least some of the more insane reagent's were removed (I think). I recall that one reagent that essentially melted anything it hit. That was over powered to all hell.
Wasn't removed. My evaporated spacesuit, bag, and all my equipment yesterday testified to that.
by Oldman Robustin
Sun Apr 26, 2015 6:27 pm
Forum: Coding Feedback
Topic: Remove reagant blob until you can fucking balance properly.
Replies: 56
Views: 12561

Remove reagant blob until you can fucking balance properly.

We find the blob in incinerator before the Level 5 biohazard announcement even shows up. I haul down all the blob fighting tools from security. The crew is alert and prepared. JK THE BLOB MADE ITS FACTORY RED SO NOW EVERY 10 SECONDS IT SENDS OUT A MINIBLOB THAT HAS SMOKE WHICH LIGHTS EVERYONE ON FIR...
by Oldman Robustin
Sun Apr 26, 2015 6:18 pm
Forum: Closed Complaints
Topic: [Vekter] Being awful, aka Why nobody wants to play security
Replies: 6
Views: 1357

[Vekter] Being awful, aka Why nobody wants to play security

My BYOND: ForcefulCJS Admin: Vekter Time: ~1:20pm EST I was HoS for one of the first times since I'd returned. I was finally prepared to fully shoulder the shitstorm that is SS13. Level 5 Biohazard shows up and the HoP immediately hands out all-access without warning or asking me. The armory is loot...
by Oldman Robustin
Wed Apr 22, 2015 7:30 pm
Forum: Successful Complaints
Topic: Admins are being shitty w/buttons and have 0 accountability
Replies: 22
Views: 4837

Re: Admins are being shitty w/buttons and have 0 accountabil

That said, telling security "You've done too good a job of suppressing the antags, as punishment we're going to fuck your station up" is kind of shitty too. It would be nice if security would more commonly get some powerful toys or a ninja ally or some sort of pseudo-antag objective to ma...
by Oldman Robustin
Wed Apr 22, 2015 6:15 pm
Forum: Successful Complaints
Topic: Admins are being shitty w/buttons and have 0 accountability
Replies: 22
Views: 4837

Re: Admins are being shitty w/buttons and have 0 accountabil

It does depend on what you class as an event. Something that completely re-structures the game is actually, ironically, less disruptive. Because peoples expectations change when things seem vanilla and then shit tons of meatyores hit etc. I think we do have to be careful about restricting events th...