Search found 106 matches

by Ergovisavi
Fri Aug 14, 2015 4:08 pm
Forum: Coding Feedback
Topic: Morphine needs a throw nerf
Replies: 46
Views: 9640

Re: Morphine needs a throw nerf

There is already a PR that is working towards fixing this issue, move along. And yes, throwing bottles to auto-inject reagents into people is stupid, but that's mostly a problem with touch reactions defaulting to injecting reagents.
by Ergovisavi
Thu Aug 13, 2015 9:10 pm
Forum: Ideas
Topic: Emagged borgs caught too fast.
Replies: 31
Views: 6527

Re: Emagged borgs caught too fast.

It's almost like the AI being an near omniscient being is terrible gameplay.

Crazy idea, that.
by Ergovisavi
Thu Aug 13, 2015 9:08 pm
Forum: Coding Feedback
Topic: Fire
Replies: 6
Views: 1380

Re: Fire

Amelius wrote:See, that's exactly what I said, and it's shit. It used to be that fire stacks BUILT over time
That was never the case. You simply never gained or lost them at any point short of direct intervention.

Either way calm yer tits, I'm going to buff it.
by Ergovisavi
Thu Aug 13, 2015 7:48 pm
Forum: Coding Feedback
Topic: Fire
Replies: 6
Views: 1380

Re: Fire

The reason they're burning out is because you're not applying large amounts of fire stacks to them before setting them on fire. Fire is no longer a perpetual state, but one that slowly ticks away at your fire stacks until you eventually burn out of them. That said, the burn rate might be a little to...
by Ergovisavi
Wed Aug 12, 2015 6:04 pm
Forum: Closed Policy Discussion
Topic: Coders pressing buttons during rounds.
Replies: 34
Views: 7715

Re: Coders pressing buttons during rounds.

As someone with coder buttons, I don't press them unless an admin requests something to be pressed, or I'm actively investigating something weird going on. I didn't go through the admin process, and don't feel like anyone who didn't or isn't held to those responsibilities should be hitting buttons t...
by Ergovisavi
Sun Aug 09, 2015 11:45 pm
Forum: Closed Policy Discussion
Topic: Validkilling anyone with a harmful disease/organ
Replies: 14
Views: 3234

Re: Validkilling anyone with a harmful disease/organ

You can't remove the ayylien organs from them. And it's not a disease, filling them with reagents won't cause the problem to go away.

The cure is death.
by Ergovisavi
Sun Aug 09, 2015 7:36 pm
Forum: Closed Policy Discussion
Topic: Validkilling anyone with a harmful disease/organ
Replies: 14
Views: 3234

Re: Validkilling anyone with a harmful disease/organ

If you, as an antagonist, dragged out a bunch of slimes from Xenobio, you would've been valid. The only method of stopping you from flooding the station with slimes that are hostile to humans is to murder you.

In the end, the shuttle ended up full of slimes. That were attacking people.
by Ergovisavi
Tue Jul 21, 2015 7:49 pm
Forum: General Chat
Topic: Who cares what MSO thinks?(The fuck does host mean anymore?)
Replies: 60
Views: 14502

Re: Who cares what MSO thinks?(The fuck does host mean anymo

Whoever runs the servers holds the power... MSO could spawn himself as wizard every round and it'd be within his right to do so. I'd quit playing on the server, but it's his every right, and as a result, he has last say on any decision in regards to the server itself, since he holds the keys to it a...
by Ergovisavi
Tue Jul 21, 2015 4:31 pm
Forum: Coding Feedback
Topic: Body fire is underpowered
Replies: 12
Views: 2148

Re: Body fire is underpowered

If we're going to do this, Hot air should take another hit. It's a shit mechanic. Far less interesting than a roaring inferno.
by Ergovisavi
Tue Jul 21, 2015 4:11 pm
Forum: Coding Feedback
Topic: Give traitors 25-30TC, Syndiebombs 13-16TC
Replies: 80
Views: 16192

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

Aimless off topic rambling aside... I'm all for someone editing the amount of TC's if they go in and inspect the TC cost of every single item in order to ensure that nothing falls off the map and/or creates new issues, and if you want to do it so bad Oldman, do it yourself. A blanket increase is jus...
by Ergovisavi
Fri Jan 02, 2015 7:47 am
Forum: Coding Feedback
Topic: The new hunger system
Replies: 71
Views: 15540

Re: The new hunger system

I literally can barely tell the difference between the old system and the new system. You still don't get hungry for a bazillion years, and the bonuses for eating well are fairly lackluster. Add in the fact that syndi-cakes are still bullshit overpowered...
by Ergovisavi
Fri Jan 02, 2015 5:05 am
Forum: Coding Feedback
Topic: Stun Overhaul Feedback
Replies: 134
Views: 28400

Re: Stun Overhaul Feedback

There is no method currently available in the game to heal stamina damage other than the passive regeneration you constantly have going, or sleeping. I added it to my PR, but since this one was added instead, changelings are fucked.
by Ergovisavi
Fri Jan 02, 2015 4:02 am
Forum: Coding Feedback
Topic: Stun Overhaul Feedback
Replies: 134
Views: 28400

Re: Stun Overhaul Feedback

Malkevin wrote:That doesn't really explain why they the HoP didn't go down from 7 shots

!!SCIENCE!! needs to be done.
That's because his inherent stamina recovery probably gave him enough ticks inbetween shots
by Ergovisavi
Fri Jan 02, 2015 3:49 am
Forum: Coding Feedback
Topic: Stun Overhaul Feedback
Replies: 134
Views: 28400

Re: Stun Overhaul Feedback

Fun fact, paprika changed disablers to be children of lasers, as opposed to having the energy flag they used to, so it now checks against laser protection Everything and their mother has laser protection, making disablers laughably useless. Good job paprika. HoP's cap has 50% laser resistance, so ev...
by Ergovisavi
Tue Dec 30, 2014 6:23 pm
Forum: Coding Feedback
Topic: Can only have one apprentice
Replies: 9
Views: 2840

Re: Can only have one apprentice

Looking into this further, this is the result of people ghosting while alive. Your mind datum is still attached to your old body, and so you are not considered for candidacy.
by Ergovisavi
Tue Dec 30, 2014 6:10 pm
Forum: Coding Feedback
Topic: Can only have one apprentice
Replies: 9
Views: 2840

Re: Can only have one apprentice

This code has not been touched since the 19th of September, and you can only get that message if there aren't enough ghosts. The available ghosts either had their Wizard preference turned OFF, or were antag banned.
by Ergovisavi
Wed Dec 24, 2014 1:55 am
Forum: Coding Feedback
Topic: Bullshit Removals and Coder Complaints.
Replies: 149
Views: 32974

Re: Bullshit Removals and Coder Complaints.

I find it odd that people complain about running out of healing as a miner, when there's A) A medkit, B) An enemy type designed explicitly for the purpose of functioning as a health pack.

One bruise pack is all you need on the asteroid.
by Ergovisavi
Sun Dec 14, 2014 1:31 pm
Forum: Closed Policy Discussion
Topic: [POLL] New Antagonist Policy
Replies: 62
Views: 17222

Re: [POLL] New Antagonist Policy

Murdering everyone on the station because of magboots? Fine, go for it. Makes the game scarier.

Murdering everyone on the station because of magboots, and then ALSO recalling the shuttle repeatedly just to be a huge dick? Not cool, please ban.
by Ergovisavi
Sun Dec 14, 2014 1:24 pm
Forum: Closed Policy Discussion
Topic: [POLL] Murderbone as antag
Replies: 170
Views: 44862

Re: [POLL] Murderbone as antag

Murderbonering is fine, SS13 without it is dull, as the sense of paranoia is quicky, quickly lost.

The one thing that isn't fine is repeatedly recalling the shuttle while also murderbonering. You've had your fun, time to move on with the round.
by Ergovisavi
Sat Dec 13, 2014 6:03 am
Forum: Coding Feedback
Topic: What the fuck is wrong with the adrenal implant?
Replies: 43
Views: 10566

Re: What the fuck is wrong with the adrenal implant?

If you're so angry about chem implants, go to chemistry and make some of your own... Seriously, it's not that hard to get 20 units of synap, 10 units of hyperzine, and 20 units of tricord or DD and make yourself a chem implant you can pop to robust the crime dogs. Except that's not how it works. Ad...
by Ergovisavi
Sat Dec 13, 2014 2:12 am
Forum: Coding Feedback
Topic: What the fuck is wrong with the adrenal implant?
Replies: 43
Views: 10566

Re: What the fuck is wrong with the adrenal implant?

If someone is effectively immune to stuns, they're either A) A syndicate operative with an adrenal implant, B) A changeling, C) A hulk. If you're incapable of nonlethally detaining someone, lasering them to crit has always been okay.
by Ergovisavi
Fri Dec 12, 2014 4:47 am
Forum: General Chat
Topic: How to properly defend the AI sat
Replies: 54
Views: 11398

Re: How to properly defend the AI sat

Saegrimr wrote:You carry it with your hands like a big boy, and drag the other.
You can't drag Gibtonite.
mikecari wrote:What would produce tier 0 gibtonite anyway? Stopping it at the very last second?
Yes.
by Ergovisavi
Fri Dec 12, 2014 3:14 am
Forum: Coding Feedback
Topic: Advanced Mop is Bad, and not worth using.
Replies: 25
Views: 6708

Re: Advanced Mop is Bad, and not worth using.

>Using the mop or soap >Not using your ridiculous amounts of space cleaner, and diluting it with water, so you get more out of it to the point where it's nearly infinite but still don't slip people Let's not kid ourselves and pretend that the entire point of the mops isn't to slip people, so you can...
by Ergovisavi
Thu Dec 11, 2014 5:08 pm
Forum: Coding Feedback
Topic: Vote for stun overhauls
Replies: 47
Views: 11924

Re: Vote for stun overhauls

I may well be wrong but I feel that Ergo's overhaul was born out of frustration with the current system and only looks so far as to remove stuns from the game, and not far enough into the ramifications of such a act. And where, exactly, did I not look? Stuns don't go away. There's still there. They...
by Ergovisavi
Wed Dec 10, 2014 7:13 am
Forum: Coding Feedback
Topic: Stun Overhaul
Replies: 56
Views: 10646

Re: Stun Overhaul

Obviously, catching everything in the game at first glance is pretty hard, and the PR isn't finished yet.

Currently double checking everything works correctly, and investigating on what to do with disarm intent, among other things.
by Ergovisavi
Sat Dec 06, 2014 10:38 am
Forum: Ideas
Topic: Minor Suggestions
Replies: 3767
Views: 954392

Re: Minor Suggestions

Raven776 wrote:Floor tiles were nerfed to shit.
Oh no, they're only throwforce 10! Exactly as much force as an extinguisher, a very commonly used weapon!
by Ergovisavi
Sat Dec 06, 2014 2:36 am
Forum: Ideas
Topic: Expensive Armor from Protolathe
Replies: 68
Views: 15652

Re: Expensive Armor from Protolathe

You forgot slime extract.
by Ergovisavi
Sat Dec 06, 2014 2:17 am
Forum: General Chat
Topic: Simple Questions Thread
Replies: 2095
Views: 539884

Re: Simple Questions Thread

The gibbed bits will be poisonous! That is... so convoluted yet plausible for murder... If you want to take this a bit further, you can do some silly stuff. Take corpse. Stab with our new sleepypens, that contain mute toxin. Throw the corpse in the gibber. The mute toxin will be in the meat. Grind ...
by Ergovisavi
Fri Dec 05, 2014 8:35 am
Forum: General Chat
Topic: Simple Questions Thread
Replies: 2095
Views: 539884

Re: Simple Questions Thread

How do I roll on ground to extinguish fire? Resist button It also gets you out of sleeper buttons in 1 click, and if you spam it enough, can get you out of cryo tubes. Yes I know I asked only about fire. Do I need to rest on ground first? Clicking the little button will do it, you don't have to lay...
by Ergovisavi
Thu Dec 04, 2014 10:05 am
Forum: Coding Feedback
Topic: So now explosions destroy all the things
Replies: 102
Views: 29559

Re: So now explosions destroy all the things

There's already a fix PR up, keep thine pants on

Also, tragic as this is, it's also fucking hilarious.
by Ergovisavi
Thu Dec 04, 2014 8:44 am
Forum: Roleplaying
Topic: "Sentient" Monkeys
Replies: 45
Views: 16394

Re: "Sentient" Monkeys

We could just use "sapient" instead.
by Ergovisavi
Thu Dec 04, 2014 5:42 am
Forum: Coding Feedback
Topic: Emergency Response Team
Replies: 76
Views: 15028

Re: Emergency Response Team

A chemical can't revive people because corpses don't process chemicals.
by Ergovisavi
Thu Dec 04, 2014 5:40 am
Forum: General Chat
Topic: Little things you learned that are game changing
Replies: 2455
Views: 676604

Re: Little things you learned that are game changing

Spraybottles and Guns work like extinguishers do for propelling you through places without gravity.

Which means the Proto-Kinetic Accelerator is an infinite charge space maneuvering tool. Useful.
by Ergovisavi
Wed Dec 03, 2014 9:46 am
Forum: Coding Feedback
Topic: When is the game "Hard Enough"?
Replies: 24
Views: 6972

Re: When is the game "Hard Enough"?

If we're talking about complexity, most of the station fails fairly hard (honk) in that regard. Jobs are generally based on a combination of two things: 1. Rote memorization of information 2. RNG Part of this problem is because introducing UI to support stranger mechanics is difficult, but a lot of ...
by Ergovisavi
Wed Dec 03, 2014 9:12 am
Forum: Coding Feedback
Topic: When is the game "Hard Enough"?
Replies: 24
Views: 6972

Re: When is the game "Hard Enough"?

As for when things are "hard enough?" Good hard is things like new-mining. You have a risk vs reward mechanic, and the job is difficult but not same-y. I find it funny you should mention this, as the person who changed it, I find the current state of mining to be really, really bad. It's ...
by Ergovisavi
Sat Nov 29, 2014 1:05 pm
Forum: Coding Feedback
Topic: Feedback forums hostility
Replies: 95
Views: 26773

Re: Feedback forums hostility

Remember when NTstation did voting

Where is NTstation now again?

Hmmm.

Coders should respond to feedback and do so without dick waving, but MUH VOTING isn't viable.
by Ergovisavi
Sat Nov 29, 2014 3:24 am
Forum: Closed Policy Discussion
Topic: Animated statues and accountability of the people inside
Replies: 8
Views: 3030

Animated statues and accountability of the people inside

So yesterday, I got turned into a statue mob by a wizard with a staff of animation. I proceeded to kill at least 10 people, and demolish a decent amount of the station. Eventually, it wore off, and I became a normal crewmember, and even eventually killed the wizard with my fireaxe. Can station crew ...
by Ergovisavi
Thu Nov 27, 2014 2:13 am
Forum: Ideas
Topic: Construction mech
Replies: 33
Views: 6947

Re: Construction mech

Not a fan of this. A) We already have something like this with the Ripley + RCD + Cable + Clamp B) Mechs a shit C) We have a problem with robotics already being a superpower with a ridiculous amount of influence on the station already D) Why the hell wouldn't we just buff engineers ability to actual...
by Ergovisavi
Thu Nov 27, 2014 1:44 am
Forum: Coding Feedback
Topic: Slimes Attacks misterslimeperson.
Replies: 4
Views: 1092

Re: Slimes Attacks misterslimeperson.

Please make an issue report on Github, where this kind of stuff is supposed to go.

If it's an obvious bug or SEEMS like a bug, make an issue report.
by Ergovisavi
Sat Nov 22, 2014 2:07 am
Forum: General Chat
Topic: What to do as atmos tech
Replies: 12
Views: 3598

Re: What to do as atmos tech

Rhisereld wrote:Watch people scratch their heads trying to flood the place because they almost never check the consoles.
Isn't this the equivalent of roundstart plasma loop sabotage, AKA a bannable metagame offense?
by Ergovisavi
Sat Nov 22, 2014 1:56 am
Forum: Ideas
Topic: Bring back old cult new cult has devolved into golemfest
Replies: 31
Views: 6912

Re: Bring back old cult new cult has devolved into golemfest

>Previous cult
>Subtle

Right, because slipcult mass conversion in a hallway wasn't the easiest way to handle things.

I think constructs make cult more interesting, the more asymmetrical gameplay we have, the better, in my opinion.
by Ergovisavi
Sat Nov 15, 2014 3:29 am
Forum: General Chat
Topic: Simple Questions Thread
Replies: 2095
Views: 539884

Re: Simple Questions Thread

How to defib: They must have LESS than 180 Burn damage, LESS than 180 brute damage, (They can have 179 brute and 179 burn and still be resuscitated) it must not have been more than three minutes since they last died. There are specific messages for each of these scenarios. They must ALSO be in their...
by Ergovisavi
Sat Nov 15, 2014 1:53 am
Forum: Ideas
Topic: Remove Disappointing Artifact Rooms
Replies: 31
Views: 5666

Re: Remove Disappointing Artifact Rooms

Remove and replace with meaningful rooms is what I meant. Here's a question for you; What is a meaningful room? 1) A room that contains a robust item? 2) A room that contains something that would disrupt the standard round? 3) A room that has a massive gamechanging object? If it's 1, do we really n...
by Ergovisavi
Sat Nov 15, 2014 1:36 am
Forum: Coding Feedback
Topic: Can we have a visual indicator for Space Lube'd floors?
Replies: 70
Views: 13209

Re: Can we have a visual indicator for Space Lube'd floors?

The distance that space lube throws you is completely irrelevant, if it moved you zero tiles, it'd still be overpowered. The reason that space lube is overpowered is because it puts all the action on the person using it. There's no counterplay. There is no possible way the player who slips on it cou...
by Ergovisavi
Fri Nov 14, 2014 2:29 am
Forum: Coding Feedback
Topic: Can we have a visual indicator for Space Lube'd floors?
Replies: 70
Views: 13209

Re: Can we have a visual indicator for Space Lube'd floors?

Space lube has always been a terrible (if hilarious in certain contexts) mechanic, and I find it pretty funny that few people complained about it. Lube has always been overpowered. An invisible, incredibly long stun that can't be blocked by anything? It's just a bad game mechanic. Every nook ops rou...
by Ergovisavi
Fri Nov 14, 2014 2:25 am
Forum: Ideas
Topic: Remove Disappointing Artifact Rooms
Replies: 31
Views: 5666

Re: Remove Disappointing Artifact Rooms

So when I did a quick pass over the artifact rooms previously, I tried to make them a little bit better by adding some items that might be valuable. That said, I didn't want to put anything that could potentially destabilize the round (Fireball spellbooks, Combat Mechs, overpowered guns), which is w...
by Ergovisavi
Sat Nov 08, 2014 11:43 pm
Forum: Ideas
Topic: Fix Firefighter APLU
Replies: 37
Views: 6775

Re: Fix Firefighter APLU

So you mean the Atmos hardsuit that already exist? Or are you getting rid of that too? No, I am leaving the Atmos hardsuit where it is. I might not agree with its inclusion, but it's already there. It, and the CE suit are keeping its fire immunity. There will be two secure closets for atmos persone...
by Ergovisavi
Sat Nov 08, 2014 11:30 am
Forum: Ideas
Topic: Fix Firefighter APLU
Replies: 37
Views: 6775

Re: Fix Firefighter APLU

firesuits are going to be nerfed btw, they will only reduce fire damage (unless you're wearing an ADVANCED firesuit that is available in atmos). (a person without a firesuit will be dead by the time one with one hits crit) What possible reason would there be for nerfing firesuits? There's a few rea...
by Ergovisavi
Thu Nov 06, 2014 11:31 am
Forum: Coding Feedback
Topic: Mining stim pens.
Replies: 126
Views: 27887

Re: Mining stim pens.

If miners were the one who got "mad loots" for their efforts then I could see justifying the coder's hardon for shitting on the average miner's experience. But frankly the only "fat loot" miners wlil ever get has absolutely nothing to do with actually mining (getting the syndica...
by Ergovisavi
Thu Nov 06, 2014 7:27 am
Forum: Coding Feedback
Topic: Mining stim pens.
Replies: 126
Views: 27887

Re: Mining stim pens.

I don't mind fighting monsters, the shift away from the ore tubes smelter room and the mining scanner addition and meson nerf were redundant as hell. I still don't see what the mining scanner has ever added to the mining experience, the whole press use key periodically thing wasn't really making th...