Search found 702 matches

by Amelius
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...
by Amelius
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...
by Amelius
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...
by Amelius
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...
by Amelius
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...
by Amelius
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...
by Amelius
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...
by Amelius
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...
by Amelius
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...
by Amelius
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...
by Amelius
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...
by Amelius
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...
by Amelius
Fri Oct 23, 2015 5:40 pm
Forum: Coding Feedback
Topic: Shadowlings
Replies: 99
Views: 24721

Re: Shadowlings

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.
Saccing a thrall to slow the shuttle is a one-time deal.
by Amelius
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 ...
by Amelius
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 ...
by Amelius
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...
by Amelius
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...
by Amelius
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...
by Amelius
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...
by Amelius
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, ...
by Amelius
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...
by Amelius
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

Alex Crimson wrote:So fucking powergamey. Self-surgery was removed for a reason.
The actual reason was 'it's a bug', because it was. The tag was 'bug squashing' and so forth.
by Amelius
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!'
by Amelius
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...
by Amelius
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...
by Amelius
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'...
by Amelius
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

Stickymayhem wrote: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?
by Amelius
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...
by Amelius
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...
by Amelius
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...
by Amelius
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,...
by Amelius
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.
by Amelius
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...
by Amelius
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 ...
by Amelius
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...
by Amelius
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...
by Amelius
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...
by Amelius
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.
by Amelius
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...
by Amelius
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.
by Amelius
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...
by Amelius
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.
by Amelius
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...
by Amelius
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...
by Amelius
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.)

Xhuis wrote:
Amelius wrote:i cannot fight without water
Someone stop him, he's using area denial equipment to slow down a literal validhunting army heading her way! Nerf nerf!
by Amelius
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 ...
by Amelius
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...
by Amelius
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 ...
by Amelius
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...
by 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

Saegrimr wrote:I would also recommend other admins going into the DB and viewing his current batch of 35 notes.
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.