Search found 702 matches
- Sun Oct 25, 2015 2:43 pm
- Forum: Resolved Appeals
- Topic: 3/3 in shitty bans this month, this time for bombing a wiz.
- Replies: 72
- Views: 17685
Re: 3/3 in shitty bans this month, this time for bombing a w
This ban is dumb and a prime example of excessive rules bogging the game down. It used to not matter that the game was unbalanced or not so well designed or the code wasn't perfect because you could smooth over the cracks using the games own mechanics. How is any player with the information and opt...
- Sun Oct 25, 2015 6:23 am
- Forum: Closed Policy Discussion
- Topic: Bomb Policy II: Electric Boogaloo
- Replies: 60
- Views: 15887
Re: Bomb Policy II: Electric Boogaloo
I understand if you bomb without warning and FAIL to kill the antag, but if you SUCCEED and some unknowable piece of information keeps the round going, THATS WHY YOU BAN THEM?!! Gives me a headache too. It's fucking retarded that you have to use metaknowledge that may or may not trigger. Mulligan i...
- Sun Oct 25, 2015 3:20 am
- Forum: Coding Feedback
- Topic: Revolutionary Thread
- Replies: 48
- Views: 10700
Re: Revolutionary Thread
Rev is one of the most popular gamemodes, second behind gang based on the most recent forum poll. Gang was pretty new at the time so it might actually be *the* most popular gamemode. It's fine. Good quick 'n dirty stress-relief. Basically a low rule TDM round where sec can and will shoot anyone that...
- Sun Oct 25, 2015 3:13 am
- Forum: Resolved Appeals
- Topic: 3/3 in shitty bans this month, this time for bombing a wiz.
- Replies: 72
- Views: 17685
Re: 3/3 in shitty bans this month, this time for bombing a w
The wizard DISARMED a chemist and shot him with itching powder, he had no weapons except the syringe gun he had just stolen, he had no offensive spells, he was not enough of a threat to justify detonating a MAXCAP in MEDBAY and rendering one of the most highly trafficked areas on the station inhabi...
- Sat Oct 24, 2015 11:21 pm
- Forum: Resolved Appeals
- Topic: [RescueRanger] Garcia Hotspur - Jobban for arming the crew
- Replies: 6
- Views: 2060
Re: [RescueRanger] Garcia Hotspur - Jobban for arming the cr
I don't recall people getting banned for !AMERICA! rounds where the armory is handed out in the past, so long as it isn't done every round, and that's without adequate rationale, i.e. lowpop sub-30 pop with no one guarding the armory. I mean, what's better, everyone being armed or no one being armed...
- Sat Oct 24, 2015 10:50 am
- Forum: Coding Feedback
- Topic: Remove Cult Conversion and stun paper.
- Replies: 28
- Views: 5878
Re: Remove Cult Conversion and stun paper.
> Cult talismans fine for fucking years. > Suddenly cults OP. > Ignores the elephant in the room that is changing the number to convert from 3 to 2 and making the starting cultists 4, which solves nothing other than making more cults fluke, but the rest are flat rolls after you get a couple conversi...
- Sat Oct 24, 2015 10:44 am
- Forum: Resolved Requests
- Topic: Clown Murder
- Replies: 20
- Views: 5189
Re: Clown Murder
>if you accrue over 10 minutes I get to perma or execute you because space law Never said that, the point is that at over 10 minutes you are elgible for a perma, and any case you are elgible for being perma'd, you're also elgible for an execution - both effectively do the same thing and remove some...
- Sat Oct 24, 2015 6:10 am
- Forum: Resolved Requests
- Topic: Clown Murder
- Replies: 20
- Views: 5189
Re: Clown Murder
The kill was not legit, and heres why. Not even the HoS can execute without captain authorization. That rule is never enforced these days, and for good reason - it's unwieldy, useless in almost every round since the Captain is invariably the least competent person on the station while being a gigan...
- Fri Oct 23, 2015 10:06 pm
- Forum: Resolved Requests
- Topic: Clown Murder
- Replies: 20
- Views: 5189
Re: Clown Murder
And since fucking when are officers allowed to MURDER PEOPLE without authorization. Last I checked, beating people as guard is, you know, AGAINST SECURITY POLICY. ESPECIALLY if you do it until they DIE. Since sec rules were relaxed really. You really don't see officers asking for head authorization...
- Fri Oct 23, 2015 9:48 pm
- Forum: Spriting and Mapping
- Topic: Away missions 2: Rebirth
- Replies: 23
- Views: 7635
Re: Away missions 2: Rebirth
If we're really worried about people fucking off through the gateway, we could make a new Away Team job. Do it. We need more non-assistant jobslots anyway, and I'm sure assistants would happily sign up for that instead. Bonus points for equipping them like a mini ERT squad with a commander, 2 secme...
- Fri Oct 23, 2015 9:34 pm
- Forum: Resolved Requests
- Topic: Clown Murder
- Replies: 20
- Views: 5189
Re: Clown Murder
Description of what happened: I was clowning around with a spray bottle of water, standard clown stuff. I walk with August down the hall, and they shoot at me for no reason. I run away, and later find they've set me to arrest because Beepsky is after me. Then I run into them, and they chase me down...
- Fri Oct 23, 2015 7:54 pm
- Forum: Ideas
- Topic: Potentially terrible gang idea
- Replies: 26
- Views: 4540
Re: Potentially terrible gang idea
Maybe that might get Security off the gangs' case. It'd be proposing an alternative win-condition, i.e. gangs could have to take over the station OR another dominator. Sec will always clamp down on gangs even if they're poised to exclusively fight each other, simply because they CAN murder them, an...
- Fri Oct 23, 2015 5:40 pm
- Forum: Coding Feedback
- Topic: Shadowlings
- Replies: 99
- Views: 24721
Re: Shadowlings
Saccing a thrall to slow the shuttle is a one-time deal.Kor wrote:>sac one thrall to stall the shuttle a whopping 15 minutes
>you also have an ability to revive thralls
>you can do this infinite times
May as well just make the shuttle uncallable during shadowling.
- Fri Oct 23, 2015 5:28 pm
- Forum: Ideas
- Topic: Potentially terrible gang idea
- Replies: 26
- Views: 4540
Re: Potentially terrible gang idea
Current limit is at 2. It would also further solidify the whole "gang base" thing. I remember early on people like oldman really wanted something like this and I feel the same. Other abilities could be tacked onto the dom as well if you wanted, to have a bit more advanage in setting up a ...
- Fri Oct 23, 2015 5:24 pm
- Forum: Ideas
- Topic: Potentially terrible gang idea
- Replies: 26
- Views: 4540
Re: Potentially terrible gang idea
I also like the suggestion of giving Gang's access to cheaper offensive tools and removing the implant breakers, so its a game more of fighting instead of who gets to convert security first. > Converting sec. > After the nerfs. > Ever. They're pure liabilities. Like I did last gang round, it's far ...
- Fri Oct 23, 2015 5:08 pm
- Forum: Ideas
- Topic: Merge taser and disablers into one 2 hit stun
- Replies: 32
- Views: 5424
Re: Merge taser and disablers into one 2 hit stun
Nooooooooope. Just put up a poll and you'll see how little support this idea has. We already have: 1. Tasers. One-shot stun, easily jukable, low ammo, doesn't go through windows/etc. 2. Disablers, 3-shot stun, impossible to juke, ridiculously high ammo, goes through windows/etc. Disablers are flat b...
- Fri Oct 23, 2015 4:59 pm
- Forum: Ideas
- Topic: Nerf patches
- Replies: 50
- Views: 10139
Re: Nerf patches
* Add a short (i.e. shorter than current bruise packs/ointment/gauze ) delay to patches, and remove the delay from bruise packs, ointment and gauze Opinions? I can agree with this. The bruise pack/ointment delay is ridiculously obnoxious in the first place, and the sole getaround that makes using t...
- Mon Oct 19, 2015 3:56 pm
- Forum: Coding Feedback
- Topic: Remove pre-hatch thralling for Shadowlings
- Replies: 40
- Views: 9146
Re: Remove pre-hatch thralling for Shadowlings
They got perfect nightvision/thermals and healed in dark, was harmed in light to a lesser extent that the main dudes. Speaking of NV, why do core shadowlings get thermals instead of NV thermals? This needs to be changed, it's kind of obnoxious not being able to see doors or equip mesons or whatever...
- Mon Oct 19, 2015 3:54 pm
- Forum: Coding Feedback
- Topic: Self-surgery and surgery delay removal
- Replies: 55
- Views: 11556
Re: Self-surgery and surgery delay removal
If the augments are so powerful I would be more worried about solo antags teams auging up to make superhuman murder gangs. Nerf the augs. Augs aren't powerful and were already nerfed. You used to be able to use a welder once or twice and a few things of wire to heal all damage. It takes an entire s...
- Sun Oct 18, 2015 6:30 pm
- Forum: Coding Feedback
- Topic: Lethality feedback thread
- Replies: 27
- Views: 5183
Re: Lethality feedback thread
I'll begin by saying Pneumatic cannons are the biggest bullshit there is. An assistant can make it and instacrit anyone in one hit. That shit simply shouldn't exist. 1. It doesn't instacrit usually, but you'll be a few seconds away from crit due to bloodloss. 2. It takes several parts to assemble, ...
- Sun Oct 18, 2015 3:37 am
- Forum: Ideas
- Topic: Some ideas to make medbay more traitorous
- Replies: 11
- Views: 2731
Re: Some ideas to make medbay more traitorous
Holy shit yes. The beakers should not list their ingredients on cryo to make sabotage viable. 100% agree. How about the ability to soak patches or bruise/burnpacks in a beaker full of anything to transfer the reagents in the beaker to them, split evenly if it's a stack of packs; in addition to their...
- Sun Oct 18, 2015 3:32 am
- Forum: Coding Feedback
- Topic: Self-surgery and surgery delay removal
- Replies: 55
- Views: 11556
Re: Self-surgery and surgery delay removal
The actual reason was 'it's a bug', because it was. The tag was 'bug squashing' and so forth.Alex Crimson wrote:So fucking powergamey. Self-surgery was removed for a reason.
- Sat Oct 17, 2015 11:34 pm
- Forum: Coding Feedback
- Topic: Reagent obfuscation
- Replies: 22
- Views: 4341
Re: Reagent obfuscation
It only took a billion years for this to happen. +++. Finally you can spike the bartender's drinks or make chems without people 5 tiles away immediately knowing 'HEY, SHE'S MAKING POISON!'
- Sat Oct 17, 2015 11:27 pm
- Forum: Coding Feedback
- Topic: Self-surgery and surgery delay removal
- Replies: 55
- Views: 11556
Re: Self-surgery and surgery delay removal
+++ for self-surgery. Added so many different tricks, made augmentations and implants actually vaguely viable for antags despite taking longer to implement, permitted changing your identity if you had the right tools and a good deal of time, allowed you to hide things in yourself for permabrigging a...
- Fri Oct 16, 2015 4:03 pm
- Forum: Coding Feedback
- Topic: Holoparasites
- Replies: 136
- Views: 29119
Re: Holoparasites
I still dont know what to do about them being confusing/immune to a normal officers weapons but utterly worthless against an armory reaponse though. Make them stunnable but just as fast as a human. Might be cool. You get two fighters at the cost of two points of weakness and unreliability. That see...
- Fri Oct 16, 2015 4:01 pm
- Forum: Coding Feedback
- Topic: Holoparasites
- Replies: 136
- Views: 29119
Re: Holoparasites
In response to the "Can't catch up", only unrobust idiots will try, instead of popping out of his face, tanking the hit, and memeing you until you're slow They can't. There's a delay in the camera when they summon themselves which makes that very difficult to hit you, and even then there'...
- Fri Oct 16, 2015 3:59 pm
- Forum: Coding Feedback
- Topic: Remove pre-hatch thralling for Shadowlings
- Replies: 40
- Views: 9146
Re: Remove pre-hatch thralling for Shadowlings
Speaking of NV, why do core shadowlings get thermals instead of NV thermals?Stickymayhem wrote:They got perfect nightvision/thermals and healed in dark, was harmed in light to a lesser extent that the main dudes.
- Fri Oct 16, 2015 10:03 am
- Forum: Coding Feedback
- Topic: Holoparasites
- Replies: 136
- Views: 29119
Re: Holoparasites
> People actually think holoparasites are good. They're just the new meme item. That second person you purchase for 12 TC? Unreliable, you could get any old chucklefuck from obs, and they probably won't do what you want. Plus, they easily kill you by accident. Holoparasites have several glaring weak...
- Fri Oct 16, 2015 6:06 am
- Forum: Coding Feedback
- Topic: Tele baton- OP!
- Replies: 25
- Views: 5660
Re: Tele baton- OP!
Speaking of flashes, what's even the point of them outside of stunning borgs. I guess they blind you, but when you could just stun somebody instead that's almost not even a positive thing, and they so rarely make me "drunk" after I get flashed that I genuinely don't see the point. Robusti...
- Fri Oct 16, 2015 5:55 am
- Forum: Coding Feedback
- Topic: Implant rejection is bullshit
- Replies: 60
- Views: 14636
Re: Implant rejection is bullshit
Something that might be apt to note that most people don't recognize, is that 'balancing' each mode so every group has a 50% chance of winning is not always the way to do things. I, at least, find things are invariably far more fun and interesting if it's an uphill battle for the protagonists - it g...
- Fri Oct 16, 2015 12:10 am
- Forum: Coding Feedback
- Topic: Implant rejection is bullshit
- Replies: 60
- Views: 14636
Re: Implant rejection is bullshit
wait are you suggesting rev heads be able to be deconverted? No. Just a return to how things worked before Implants Before implants was years ago. Not only would the removal of implants force security to gun down the entire station when gangs are discovered, but, as what happened in old rev rounds,...
- Thu Oct 15, 2015 10:41 pm
- Forum: Coding Feedback
- Topic: Remove pre-hatch thralling for Shadowlings
- Replies: 40
- Views: 9146
Re: Remove pre-hatch thralling for Shadowlings
Here's a solution: give unhatched shadowlings glare.
You still have the unhatched thrall cap (3~ I believe), but you now have a way of muting/stunning people and not having an instant shuttle call.
You still have the unhatched thrall cap (3~ I believe), but you now have a way of muting/stunning people and not having an instant shuttle call.
- Thu Oct 15, 2015 9:18 pm
- Forum: Coding Feedback
- Topic: Remove pre-hatch thralling for Shadowlings
- Replies: 40
- Views: 9146
Re: Remove pre-hatch thralling for Shadowlings
I've had a lot of success with pre hatch thralling especially for developing support for when I have to hatch. This. Also you can explain away an attempted abduction as a joke or whatever, possibly serve some time but not get removed so long as they don't know about slings. I honestly don't think I...
- Thu Oct 15, 2015 9:01 pm
- Forum: Coding Feedback
- Topic: Sling starting numbers
- Replies: 1
- Views: 550
Sling starting numbers
Can we go back to having 3-4 starting slings instead of 2? I don't think I've ever had a remotely enjoyable sling round since the numbers were nerfed, and they rarely ever get off the ground as a result, most not even knowing there ARE slings for upwards 40 minutes before the shuttle is called from ...
- Thu Oct 15, 2015 3:50 pm
- Forum: Coding Feedback
- Topic: Cannon weapon thingy with flouro acid loaded
- Replies: 101
- Views: 22700
Re: Cannon weapon thingy with flouro acid loaded
How is using a ridiculous amount of chemicals from one of the more important jobs for a single kill ghetto? Doesn't it have bad range too? You need chemicals to build the Cannon? I didn't think it was that expensive, the chems are only used as ammunition and even loaded with glass the thing fucking...
- Thu Oct 15, 2015 3:43 pm
- Forum: Coding Feedback
- Topic: Cannon weapon thingy with flouro acid loaded
- Replies: 101
- Views: 22700
Re: Cannon weapon thingy with flouro acid loaded
Can we seriously fucking nerf the Pneumatic Cannon already? One hit kills are a fucking joke. Its bulky, knocks yourself down, is one shot and not trivial to make for most jobs though. It does however provide you with an instant "GG I WIN NO RE" weapon. Not even fucking Traitors have acce...
- Thu Oct 15, 2015 8:10 am
- Forum: Coding Feedback
- Topic: Cannon weapon thingy with flouro acid loaded
- Replies: 101
- Views: 22700
Re: Cannon weapon thingy with flouro acid loaded
Don't nerf it. Pneumatic cannons are single-shot, and if you load it with beakers of acid then it's one shot period, and you won't be able to make enough acid to get more than one or two shots with it anyway, and anyone can tell you're making crazy amounts of acid anyway. To be honest, I don't remem...
- Thu Oct 15, 2015 4:26 am
- Forum: Ideas
- Topic: [Tacticool] Weapon Attachments
- Replies: 12
- Views: 4189
Re: [Tacticool] Weapon Attachments
Only if I can attach my esword to my laser gun will I be on board for the bayonet. It's too cool to not be able to do.
- Thu Oct 15, 2015 3:57 am
- Forum: Coding Feedback
- Topic: Tele baton- OP!
- Replies: 25
- Views: 5660
Re: Tele baton- OP!
Thats the thing, to fucking survive a telo baton beating, you HAVE to have someone help you. If you dont you have to rely on them mis clicking. To survive a stun baton beating you HAVE to have someone help you. To survive a tase 'n lase you HAVE to have someone help you. To survive <insert stun her...
- Thu Oct 15, 2015 3:41 am
- Forum: Coding Feedback
- Topic: Cryosting is OP
- Replies: 26
- Views: 7171
Re: Cryosting is OP
Everything is OP! Holy shit just grab some coffee from a vendor. This is ridiculous.
- Thu Oct 15, 2015 3:35 am
- Forum: Coding Feedback
- Topic: Tele baton- OP!
- Replies: 25
- Views: 5660
Re: Tele baton- OP!
Aside from the obvious 'I was killed by this pls nerf' let me just break this down for you because this may as well be the dumbest thread I've seen on feedback in years. > The baton can keep someone on the ground, infinitely, and longer than a stun baton, it doesn't have a charge. Wrong. Each stun l...
- Tue Oct 13, 2015 8:26 pm
- Forum: Coding Feedback
- Topic: Slipping dealing brute damage.
- Replies: 13
- Views: 2891
Re: Slipping dealing brute damage.
Let's not discuss the stun duration otherwise shitflining will happen.
Water/clown PDAs/bananas never used to do damage. It's just irritating and adds nothing to the game. Lube damage is fine.
Water/clown PDAs/bananas never used to do damage. It's just irritating and adds nothing to the game. Lube damage is fine.
- Tue Oct 13, 2015 3:27 am
- Forum: Coding Feedback
- Topic: implant breaker + double implant too stronk
- Replies: 42
- Views: 8093
Re: implant breaker + double implant too stronk
> Help! Gangs are converting the station at a decent pace with some, but not much murderboning, and it ends up being gang v.s. gang until one team 'wins' and safely dominates, because there's no rational reason to risk domming when you can only dom twice, and if you don't have solid control you're j...
- Tue Oct 13, 2015 1:26 am
- Forum: Resolved Appeals
- Topic: [Gamarr] I didn't acount for shitty code, grudgeban ahoy
- Replies: 10
- Views: 1757
Re: [Gamarr] I didn't acount for shitty code, grudgeban ahoy
I gotta agree with Oldman here. Nothing went wrong, you asked them to do something dangerous and he brought the tools to do so, and building a shuttle is always a clusterfuck anyway. What, are you going to ban the guy who brought all the hydorponics crap because it was a clutter hazard? Or, in other...
- Mon Oct 12, 2015 1:04 am
- Forum: General Chat
- Topic: Stories of Awesome (Or something close to it.)
- Replies: 2028
- Views: 659091
Re: Stories of Awesome (Or something close to it.)
Someone stop him, he's using area denial equipment to slow down a literal validhunting army heading her way! Nerf nerf!Xhuis wrote:Amelius wrote:i cannot fight without water
- Sun Oct 11, 2015 8:52 pm
- Forum: General Chat
- Topic: Stories of Awesome (Or something close to it.)
- Replies: 2028
- Views: 659091
Re: Stories of Awesome (Or something close to it.)
> An hour or so ago. > Metastation, traitor, have to kill some lizard janitor. Okay, whatever, who cares. > Grab a toolbelt, tools, a medkit, a stunprod, and water; then announce through comms that I will kill the next person to walk through security followed by the rest of them one-by-one, and any ...
- Sat Oct 10, 2015 11:42 pm
- Forum: Resolved Appeals
- Topic: [Saegrimr] Emily Ranger - Note appeal
- Replies: 17
- Views: 3223
Re: [Saegrimr] Emily Ranger - Note appeal
But all stuns are lethal, right? You continue to misconstrue the point for around 1 hour and a half of ingame discussion and much more here. The point is that stuns are lethal in the sense that they are easily chained into a kill while the victim can do nothing to prevent it. They ENABLE a kill, an...
- Sat Oct 10, 2015 11:29 pm
- Forum: Resolved Appeals
- Topic: [Saegrimr] Emily Ranger - Note appeal
- Replies: 17
- Views: 3223
Re: [Saegrimr] Emily Ranger - Note appeal
Also if you read the attack logs, it was mostly just tabling Zoey, then stuffing him into disposals. Oh wait its a fucking stun better lethal them. Good thing that isn't the problem here! If you read the logs it was 100% unaggressed. He stole her jumpsuit, her shoes, her PDA and ID while she was a ...
- Sat Oct 10, 2015 10:32 pm
- Forum: Resolved Appeals
- Topic: [Saegrimr] Emily Ranger - Note appeal
- Replies: 17
- Views: 3223
Re: [Saegrimr] Emily Ranger - Note appeal
Yes, this is implied because of your "stuns = always lethal" attitude. Which is codified in spacelaw that stuns are usually lethal. Armed and dangerous entails that stunning weaponry, ranged or melee are considered as such. Intent is important, as I mentioned. [17:51:22]ADMIN: PM: Amelius...
- Sat Oct 10, 2015 10:21 pm
- Forum: Resolved Appeals
- Topic: [Saegrimr] Emily Ranger - Note appeal
- Replies: 17
- Views: 3223
Re: [Saegrimr] Emily Ranger - Note appeal
And that is relevant to this current discussion how? My behaviour in this round was 100% legitimate, and I am contesting the note. Previous notes are irrelevant in that discourse.Saegrimr wrote:I would also recommend other admins going into the DB and viewing his current batch of 35 notes.