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Re: New tacticool gear for security! (R6 siege gadgets)

Speaking of TACTICOOL.
Can we bring back AUSOps, sec sprites then? The ones that made sec look pretty formidable despite being shitheads with tasers
by RG4
Tue Dec 13, 2016 12:55 pm
 
Forum: Ideas
Topic: New tacticool gear for security! (R6 siege gadgets)
Replies: 58
Views: 6722

Re: [Saegrimr] Blessedheretic - Lava staff shuttle

I suppose for a final note on this. This is absurdly dumb ban, even for as long as Saeg has been around it's not exactly fair considering he's witnessed Blessed antics before and didn't lift a finger. Yet when someone accidentally walks onto a damage tile and the OTHER people aren't rushing to this ...
by RG4
Tue May 31, 2016 5:09 pm
 
Forum: Resolved Appeals
Topic: [Saegrimr] Blessedheretic - Lava staff shuttle
Replies: 17
Views: 2511

Re: Changeling Overhaul

Paralysis Sting

Welcome back Easyling.
by RG4
Mon Nov 30, 2015 4:35 pm
 
Forum: Coding Feedback
Topic: Changeling Overhaul
Replies: 33
Views: 3964

Re: What do you faggots look like (REDUX)

We all look fab.
by RG4
Mon Nov 23, 2015 2:11 am
 
Forum: Off Topic
Topic: What do you nerds look like (REDUX)
Replies: 1291
Views: 197679

Re: Rebalancing Constructs

If there is a force threshold, it's much lower than it used to be. I found as Juggernaut it was harder to fight someone chucking batons at me than it was to fight a person with lasers. Melee is by far the easiest way to kill a jugg in open spaces because they're very slow, which is a bit silly. I'v...
by RG4
Fri Jul 31, 2015 8:31 am
 
Forum: Coding Feedback
Topic: Rebalancing Constructs
Replies: 51
Views: 5286

Re: Rebalancing Constructs

What about giving Chaplin some fun tools to fight the cult? Like a paladin blade, crusader armor,jew-jitsu robes,holy spells,miracles,etc.
by RG4
Fri Jul 31, 2015 2:13 am
 
Forum: Coding Feedback
Topic: Rebalancing Constructs
Replies: 51
Views: 5286

Re: Blob

I'm sorry blobs can shunt like malf AI's now? How and why?
by RG4
Thu Jul 23, 2015 6:32 pm
 
Forum: Coding Feedback
Topic: Blob
Replies: 9
Views: 929

Re: LAHARL'S "GO WORK THE FREAKING LAB" RnD GUIDE

Honestly Laharl this is my method and this is usually being the RD: 3 Mech Syringe Guns - These give Bio,EM,Data Theory, and grant materials 4 1 Intelicard - Gives you materials 5 and few other things I think that cap out at 5. 1 Flame Thrower - Combat 2 and Plasma 1 1 Plasma Sheet - Plasma 1 for th...
by RG4
Wed Jul 22, 2015 7:49 pm
 
Forum: General Chat
Topic: LAHARL'S "GO WORK THE FREAKING LAB" RnD GUIDE
Replies: 20
Views: 6292

Re: LAHARL'S "GO WORK THE FREAKING LAB" RnD GUIDE

Scones wrote:Flawed.

Capacitor from the tables before the power cells.

In the end you still have Super Power Cells and what not. If you want mats 7 wait for mining or be a SMART RD(or ask) and get the high risk boards and decon all of them and they'll give ya neat shit. Blue space is just as easy.
by RG4
Wed Jul 22, 2015 7:28 pm
 
Forum: General Chat
Topic: LAHARL'S "GO WORK THE FREAKING LAB" RnD GUIDE
Replies: 20
Views: 6292

Re: LAHARL'S "GO WORK THE FREAKING LAB" RnD GUIDE

If you wanna get it even quicker, I've timed this actually within 10-15 minutes even faster if no lag on your side. 3 Mech Syringe Guns Flame Thrower Plasma sheet Analzyer Intelicard Materials 5 and who slew of other shit Welding gasmask RPE Upgrade machines Make Mech Fabricator board Make SMES boar...
by RG4
Wed Jul 22, 2015 7:20 pm
 
Forum: General Chat
Topic: LAHARL'S "GO WORK THE FREAKING LAB" RnD GUIDE
Replies: 20
Views: 6292

Re: Coderbus Boogaloo Pt. II: Still Shitty

Safe to say when you can be permbanned from github and shit for disagreeing with the headcoder you know it's gone down from there.
by RG4
Tue Jul 21, 2015 12:39 am
 
Forum: Coding Feedback
Topic: Coderbus Boogaloo Pt. II: Still Shitty
Replies: 225
Views: 23985

Re: Coderbus Boogaloo Pt. II: Still Shitty

I'll put this as short as humanly possible. Literally as the nerfs and changes, whether its to the combat,gamemodes, or traitors in general have greatly reduced that /tg/ station was. You can go back a year in a half to a two years ago and see the game was fucking fine. Nobody needed TC increases, t...
by RG4
Mon Jul 20, 2015 8:15 am
 
Forum: Coding Feedback
Topic: Coderbus Boogaloo Pt. II: Still Shitty
Replies: 225
Views: 23985

Re: Give traitors 25-30TC, Syndiebombs 13-16TC

Closing the PR is bullshit. 80% of people voted in favour of increasing TC and there is no argumentation provided on why it is a bad change other then "the 40tc one also got closed. Severely pissed that it is not even left open to allow more discussion to happen. This would have been a very go...
by RG4
Sun Jul 19, 2015 5:55 pm
 
Forum: Coding Feedback
Topic: Give traitors 25-30TC, Syndiebombs 13-16TC
Replies: 80
Views: 8696

Re: Give traitors 25-30TC, Syndiebombs 13-16TC

Now in the future I think many of us can agree those changes went too far in the wrong direction. I'm amazed that people didn't realize after these sentences that someone was wrong. We're rolling out Armor Nerfs because it's too effective We're nerfing Traitors because they're too deadly We're addi...
by RG4
Sun Jul 19, 2015 5:48 pm
 
Forum: Coding Feedback
Topic: Give traitors 25-30TC, Syndiebombs 13-16TC
Replies: 80
Views: 8696

Re: Give traitors 25-30TC, Syndiebombs 13-16TC

Remember when 20 was enough for a traitor to cause havoc? http://mms.businesswire.com/media/20130619006530/en/373548/5/Pepperidge-Farm-Logo.jpg Remembers. Remember when we didn't have to make Syndicate Corporations or give traitors increases to their TC count to their job over terrible content updat...
by RG4
Sun Jul 19, 2015 3:46 pm
 
Forum: Coding Feedback
Topic: Give traitors 25-30TC, Syndiebombs 13-16TC
Replies: 80
Views: 8696

Re: Give nuke ops their CR-20s back?

Not-Dorsidarf wrote:Didnt the old ebow have a 6-shot capacity, at which point you'd have to wait like 30 seconds for it to fully reload? How do you kill with that reliably?

6 shots and it had like a recharge time of 2-5 seconds so basically you can run and gun with it very easily. Also 10 tox per bolt.
by RG4
Sat Jul 18, 2015 9:08 pm
 
Forum: Ideas
Topic: Give nuke ops their CR-20s back?
Replies: 32
Views: 3662

Re: Give nuke ops their CR-20s back?

Ebow is restricted from operatives for a very good reason. Which is? Formerly a weapon with: Infinite Ammo Unlimited Range Quiet and displays no hit message unavoidable stun + tox damage. Now give that to 5 Ops each with an energy shields, all they need to do is spam it down the halls. Costs 12 IC,...
by RG4
Sat Jul 18, 2015 5:51 pm
 
Forum: Ideas
Topic: Give nuke ops their CR-20s back?
Replies: 32
Views: 3662

Re: Give nuke ops their CR-20s back?

CPTANT wrote:
Scones wrote:Ebow is restricted from operatives for a very good reason.



Which is?

Formerly a weapon with:
Infinite Ammo
Unlimited Range
Quiet and displays no hit message
unavoidable stun + tox damage.

Now give that to 5 Ops each with an energy shields, all they need to do is spam it down the halls.
by RG4
Sat Jul 18, 2015 5:08 pm
 
Forum: Ideas
Topic: Give nuke ops their CR-20s back?
Replies: 32
Views: 3662

Re: Alium weed healing

Xenos are suppose to be overpowered because they're almost exclusively used as round extenders,special events, or the very rare xeno round.
;^)
by RG4
Thu Jul 16, 2015 2:58 pm
 
Forum: Coding Feedback
Topic: Alium weed healing
Replies: 19
Views: 2427

Re: The immortal gangster. Bad laser RNG and holy shit armor

Restore old armor values and remove limb damage cap, it works honestly. But I swear last time I touched a wire on /tg/ you could get critted because there wasn't a cap of damage.
by RG4
Wed Jul 15, 2015 6:38 pm
 
Forum: Coding Feedback
Topic: The immortal gangster. Bad laser RNG and holy shit armor.
Replies: 18
Views: 1692

Re: The immortal gangster. Bad laser RNG and holy shit armor

Firstly my armour buff has not been merged. Secondly, for thousandth time, it has been proven that there is NO difference between RNG armour and logical armour in terms of defence. Mathematically you got the same defence either way. It's like all the armor nerfs and changes to combat are horrendous...
by RG4
Wed Jul 15, 2015 3:53 pm
 
Forum: Coding Feedback
Topic: The immortal gangster. Bad laser RNG and holy shit armor.
Replies: 18
Views: 1692

Re: Nienhaus' Sprites

Stormtrooper Armor?
by RG4
Wed Jul 15, 2015 4:34 am
 
Forum: Spriting and Mapping
Topic: Nienhaus' Sprites
Replies: 237
Views: 48263

Re: psa: you can beat/strip lizards FNR--

shit furry bait but that's just your opinion though It completely is their opinion, not representative of the admins or the rules either. Scones has already been quite vocal of their opinion of anything fur related, apparently that includes lizards now. Anyway as Saegrimr has said this really shoul...
by RG4
Wed Jul 15, 2015 12:30 am
 
Forum: For No Reason Trash
Topic: psa: you can beat/strip lizards FNR--
Replies: 48
Views: 5102

Re: Removes singulo in favour of the TEG

Removing the Sing is like removing the clown, it's such a staple of SS13 that if you remove it you're literally a faggot. If you don't want the Sing then don't set it up,
by RG4
Tue Jul 14, 2015 5:02 am
 
Forum: Coding Feedback
Topic: Removes singulo in favour of the TEG
Replies: 16
Views: 1437

Re: Ebows

Gun Hog wrote:I will ask here. Would you guys like me to return the old, pre-Parika E-bow? To clarify, I mean the OLD, old version that basically worked like a venomous, self-recharging taser.

And bring back old tasers.
by RG4
Sat Jul 11, 2015 3:22 pm
 
Forum: Coding Feedback
Topic: Ebows
Replies: 24
Views: 2370

Re: Armour Nerfs

rev uplinks Changeling is terrible and we've disabled it anyways. I've never played a round where Rev heads had uplinks to purchase gear, and I think it's safe to since within having a 4ish year play time with SS13 that it's a good thing. Old ebows need to be back, nerfing them is retarded and make...
by RG4
Thu Jul 09, 2015 8:34 pm
 
Forum: Coding Feedback
Topic: Armour Nerfs
Replies: 234
Views: 20231

Re: Staff of animation objects are too deadly

Why not just reduce the damage animated objects do? Shit like chairs,medkits,or fucking syringes being able to crit you with relative ease is fucking retarded. Do the same for Malf AIs and their really dumb ability to make doors and shit suddenly become alive and deal massive damage, least make smal...
by RG4
Wed Jul 08, 2015 5:14 pm
 
Forum: Coding Feedback
Topic: Staff of animation objects are too deadly
Replies: 31
Views: 2812

Re: Player spiders OP

Also little do you know, from the creator of it BlessedHeretic.
Using rats = win.
by RG4
Wed Jul 08, 2015 1:17 am
 
Forum: Coding Feedback
Topic: Player spiders OP
Replies: 15
Views: 2175

Re: Staff of animation objects are too deadly

Scones wrote:These are where the melee armor nerfs hurt the worst, in such an oddly specific situation

That''s why I said the armor nerfs were so fucking stupid because all instances where Mining RIGS,Riot suits,etc are useful are incredibly specific situations.
by RG4
Wed Jul 08, 2015 1:12 am
 
Forum: Coding Feedback
Topic: Staff of animation objects are too deadly
Replies: 31
Views: 2812

Re: Armour Nerfs

Someone's suggestion to make trying to disarm a guy with an e-sword have a chance to basically get hit by it instead was good, since it is this beam of burnng laser death. That would make it easier to use in melee, without worrying so much about an old greyshirt disarming you so easily. Having high...
by RG4
Sat Jul 04, 2015 4:22 pm
 
Forum: Coding Feedback
Topic: Armour Nerfs
Replies: 234
Views: 20231

Re: Armour Nerfs

SP I'm the camp of retaining the old armor values before any nerfing. Personally I found thing quite fine and it actually protected security/anyone wearing armor, but it wasn't too effective to make it over powered. ACTUAL WEAPONS such as ebows/swords,revolvers,lasers, anything that deals large amou...
by RG4
Fri Jul 03, 2015 5:27 pm
 
Forum: Coding Feedback
Topic: Armour Nerfs
Replies: 234
Views: 20231

Re: All these recent changes to security.

Of all the times I've played sec I never remember armor actually being useful outside HoS,Riot,or bullet proof sets. Standard armor was more of a factor in completely dying and having an extra spot for the taser to stay instead of taking up a backpack slot. 100% of the times when you were attacked ...
by RG4
Fri Jul 03, 2015 2:12 am
 
Forum: Coding Feedback
Topic: All these recent changes to security.
Replies: 47
Views: 5442

Re: All these recent changes to security.

Here's what should be done. Sec has been buffed in all the wrong ways, and recent changes are primarily correcting this. Nerf/change ggnore flashes, remove babbycams and other nigh uncounterable passive gear (proposed implants). Remove taser delay. Add a couple shots. Increase taser range. Bam, sol...
by RG4
Thu Jul 02, 2015 9:57 pm
 
Forum: Coding Feedback
Topic: All these recent changes to security.
Replies: 47
Views: 5442

Re: All these recent changes to security.

Here's what should be done. Sec has been buffed in all the wrong ways, and recent changes are primarily correcting this. Nerf/change ggnore flashes, remove babbycams and other nigh uncounterable passive gear (proposed implants). Remove taser delay. Add a couple shots. Increase taser range. Bam, sol...
by RG4
Thu Jul 02, 2015 2:57 pm
 
Forum: Coding Feedback
Topic: All these recent changes to security.
Replies: 47
Views: 5442

Re: Goliaths and their Tentacles

HOLY FUCK.
If you were a miner and you couldn't figure out the attack pattern and how to DODGE the tentacles then you usually died and that was the punishment. Killing them with the KA or the resonator is easily some the easiest shit one can accomplish when you knew how to not get stunned.
by RG4
Thu Jul 02, 2015 2:55 pm
 
Forum: Coding Feedback
Topic: Goliaths and their Tentacles
Replies: 4
Views: 866

Re: Traitors Buying Nuke Op Hardsuits

If you wanna make it deceptive then make a chameleon space suit that mimics the appearance of every space suit and not hard suits? It makes the TC cost reasonable and allows for clever deception with use of ID hiding objects. Dick around with a red space suit,change it standard, fuck around,repeat,h...
by RG4
Thu Jul 02, 2015 3:12 am
 
Forum: Coding Feedback
Topic: Traitors Buying Nuke Op Hardsuits
Replies: 21
Views: 2326

Re: Flashbangs

When have flashbangs ever been any issue?
Seriously name one time they've ever been bad.
You can't.
They never were.
Stop being mini-paps/persons fixing non-issues is bad and you should feel bad, even you SP.
by RG4
Thu Jul 02, 2015 3:07 am
 
Forum: Coding Feedback
Topic: Flashbangs
Replies: 54
Views: 6535

Re: All these recent changes to security.

I remember while back when Security,Antags, and everyone else were more or less on even footing. Nobody bitched about armor being too powerful,antags being too weak,sec being too strong. So many bad changes(which I hate personally, fuck anyone else that likes them) disrupted core gameplay on /tg/ to...
by RG4
Wed Jul 01, 2015 8:00 pm
 
Forum: Coding Feedback
Topic: All these recent changes to security.
Replies: 47
Views: 5442

Re: Economy [MIAUW EDITION]

Like if you guys wanted goonchem,many races, and a money economy then why not use gooncode?
by RG4
Sun Jun 28, 2015 5:52 pm
 
Forum: Coding Feedback
Topic: Economy [MIAUW EDITION]
Replies: 44
Views: 6046

Re: Additional Races

Catbeast must be 100% valid at all times if they're ever added. Make it a punishment race for someone to play as if they do bad.
by RG4
Sun Jun 28, 2015 2:43 pm
 
Forum: Ideas
Topic: Additional Races
Replies: 74
Views: 8958

Re: Jetspacks go faster with red stripes

DA RED WUNZ GO FASTA
by RG4
Sun Jun 28, 2015 2:36 pm
 
Forum: Coding Feedback
Topic: Jetspacks go faster with red stripes
Replies: 43
Views: 5094

Re: Paprika ban appeal

paprika wrote:I never furthered any divide between coders and players.

Image
by RG4
Tue Jun 23, 2015 3:16 am
 
Forum: Resolved Appeals
Topic: Paprika ban appeal
Replies: 91
Views: 10989

Re: Removing the Head of Personnel

Remove ID consoles from the other heads. That is an amazingly retarded ID because it takes the only thing the HoP is good for other than becoming the owl or divving out all access during cult rounds. Least the bridge console made sense when you put the Warden,CE,RD, and CMO id's in you got ID privs ...
by RG4
Sun Jun 21, 2015 10:34 pm
 
Forum: Ideas
Topic: Removing the Head of Personnel
Replies: 57
Views: 5553

Re: Operatives and teleport boards.

This isn't new, like at all. I remember rounds as Ops flying to the comms sat and nicking the board for EXTREME INSERTION.
by RG4
Fri Jun 19, 2015 11:21 pm
 
Forum: Coding Feedback
Topic: Operatives and teleport boards.
Replies: 34
Views: 3662

Re: Augmentations

Cheimon wrote:A non-disarmable stun baton would be fantastically useful.

Especially if you could spawn with augments for some other sort of trade off.

No,bad.
by RG4
Fri Jun 19, 2015 11:18 pm
 
Forum: Ideas
Topic: Augmentations
Replies: 53
Views: 5666

Re: Augmentations

I once suggested a variety of job related augments that basically ran off a powercell. You can take the cell out and recharge it or swap it for a better cell of course. This were like engineers with augs would have full toolbelt as their hands,sec getting stun arms,aug mented lungs,etc,etc.
by RG4
Fri Jun 19, 2015 3:19 pm
 
Forum: Ideas
Topic: Augmentations
Replies: 53
Views: 5666

Re: Slowspace

oranges wrote:I'm sure I made it as fast as it was previously, are you saying you want it faster?

AFIAK when you reverted the speed you only moved maybe a small fraction faster than slow space but not comparable to original space.
by RG4
Fri Jun 19, 2015 3:11 pm
 
Forum: Coding Feedback
Topic: Slowspace
Replies: 20
Views: 2160

Re: Slowspace

I remember when we first made the complaint about slowspace, and that's what made me despise /tg/'s coders no matter what they're intentions are. Just a refresher, slow space was added for the following reasons, this is not a joke: REALISM NUKES OPS HAVING TROUBLE KEEPING UP TOGETHER IN GROUPS Why w...
by RG4
Fri Jun 19, 2015 5:54 am
 
Forum: Coding Feedback
Topic: Slowspace
Replies: 20
Views: 2160

Re: Stuffing corpses into bags of holding or folding boh bod

I would actually donate to /tg/ if this were a thing.
by RG4
Fri Jun 19, 2015 2:17 am
 
Forum: Ideas
Topic: Stuffing corpses into bags of holding or folding boh bodybag
Replies: 13
Views: 1569

Re: [Poll] xray gun nerf

To be fair, all he ended up doing was shortening their range to 15 tiles. They still pierce everything, the beams just won't go on forever and ever looping through space infinitely. I don't recall them doing that before, so this could practically be considered a fix. Rather than saying "NERFED...
by RG4
Thu Jun 18, 2015 8:00 pm
 
Forum: Coding Feedback
Topic: [Poll] xray gun nerf
Replies: 56
Views: 6236
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