Gazers simply have to go or see a huge reduction in income.
I rushed AI sat for Gazers while someone else hit atmos tanks, within the first 5 minutes we generated more power than we would use for the entire round.
Search found 1528 matches
- Wed Jan 24, 2018 12:27 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108197
- Tue Jan 23, 2018 9:15 pm
- Forum: Coding Feedback
- Topic: Water
- Replies: 47
- Views: 10821
Re: Water
I'm not sure doing stun based on quantity of water is feasible, especially since the most abused sources of water would presumably dump "a lot" of water out. Faster evaporation is definitely a solution but im worried it wouldn't address the problem of combat water like vape pens, water bot...
- Tue Jan 23, 2018 9:26 am
- Forum: Coding Feedback
- Topic: Water
- Replies: 47
- Views: 10821
Re: Water
you're not complaining about water you're complaining about stuns >Game has 100 ways to stun someone >Have an issue with one of them >SO UR BITCHEN BOUT STUNS EH? I'll wait a couple more days for coherent feedback but if the only opposition I hear is the same shit I heard in 2016 salt/ided/gitgud, ...
- Tue Jan 23, 2018 7:44 am
- Forum: Closed Policy Discussion
- Topic: Why does IC revenge mitigate Admin intervention?
- Replies: 73
- Views: 15395
Re: Why does IC revenge mitigate Admin intervention?
>Dont mention any specifics >No intention of raising specifics or relitigating an old ahelp >Nothing against the admins who made the decision since it was in-line with our policy >Only issue with with the policy itself >Dupont start shitposting about the specific incident and some other totally unre...
- Tue Jan 23, 2018 5:44 am
- Forum: Coding Feedback
- Topic: Water
- Replies: 47
- Views: 10821
Re: Water
Delete the first 3 posts and we might still have a hope for a productive discussion. I've killed at least 10 people in the last week using slipspam, when I find myself consistently resorting to tactics that even have me going "eh this is pretty shitty, but hey it works", it's probably time...
- Tue Jan 23, 2018 3:10 am
- Forum: Coding Feedback
- Topic: Water
- Replies: 47
- Views: 10821
Water
Water has gotten a little insane. After I nerfed the other slips (almost 2 years ago!) the metagame has slowly and invariably shifted to water spam for inflicting mass casualties. I'm seeing: 1) Simple mobs using water tank smashing religiously. It's practically become a core part of simple mob bala...
- Mon Jan 22, 2018 5:20 pm
- Forum: Coding Feedback
- Topic: Cultist Deconversion?
- Replies: 58
- Views: 11674
Re: Cultist Deconversion?
I had mixed feelings about that round to be sure. But it was also hard to gauge because the closing minutes saw 2 connection-ending lagspikes. I myself was killed in brig hallway after being frozen for 30+ seconds, I tabbed out to check the server status only to hear the dreaded "THWACK THWACK&...
- Mon Jan 22, 2018 4:09 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108197
Re: Clockwork Cult 2.0
pressure sensors can be destroyed in one hit so if you seen an active steam vent all you need to do is alt-click it and then hit the pressure sensor with an extinguisher This is a joke right? You can't plop the entire crew into a linear battle arena and then expect the 30 fucking guys behind you an...
- Sat Jan 20, 2018 7:36 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108197
Re: Clockwork Cult 2.0
The steam vents conceals everything so its impossible to know which have been cleared, and you don't clear vents in "one hit" theyre pretty damn tanky. Also I only advocate where advocacy is needed - there's a lot I don't like about cult gameplay either. I'll also repeat what I've pitched ...
- Sat Jan 20, 2018 12:13 am
- Forum: Coding Feedback
- Topic: Cultist Deconversion?
- Replies: 58
- Views: 11674
Re: Cultist Deconversion?
i play for fun lol but you seriously cant sit here with a straight face telling me that stun talismans, manifests, blood boil, teleports, and global EMPs are balanced the only resource required by the cult is paper and if one cultist has any idea on what they're doing sec will have to effectively g...
- Fri Jan 19, 2018 11:12 pm
- Forum: Coding Feedback
- Topic: Cultist Deconversion?
- Replies: 58
- Views: 11674
Re: Cultist Deconversion?
Please keep shitposting coherent at least. Walking god? 100 hours played? Christ dude try again when you sober up. There is also the deep depressing irony that the only side that has to powergame to win right now IS THE CULT. You try setting up on station with no space base or lavabase during highpo...
- Fri Jan 19, 2018 9:03 pm
- Forum: Coding Feedback
- Topic: Cultist Deconversion?
- Replies: 58
- Views: 11674
Re: Cultist Deconversion?
Memeswords became a "Cult Master Only" option in the PR. They still have a 20m timer before even the master can forge them. I might tweak the order of the special procs so that they happen at the beginning, not the end, of the attack - since that's what allowed some people to get dusted wh...
- Fri Jan 19, 2018 11:28 am
- Forum: Coding Feedback
- Topic: Cultist Deconversion?
- Replies: 58
- Views: 11674
Re: Cultist Deconversion?
Couldn't tell you without bugging Atlanta. His old (good) site stopped tracking monthly data and his new site is broken to hell. Not to mention cult win rates were busted for most of December when we refactored to team antags. Cult was incapable of reporting a win to the stat system (the in-game cre...
- Fri Jan 19, 2018 8:27 am
- Forum: Closed Policy Discussion
- Topic: Why does IC revenge mitigate Admin intervention?
- Replies: 73
- Views: 15395
Re: Why does IC revenge mitigate Admin intervention?
The funfact is that there were no rules broken in this case in the first place but the admins stopped investigating as soon as he murdered the person. "No rules were broken, I mean nobody ruled on it, but if they did the rules definitely weren't broken by me the person" You told security ...
- Fri Jan 19, 2018 6:58 am
- Forum: Coding Feedback
- Topic: Cultist Deconversion?
- Replies: 58
- Views: 11674
Re: Cultist Deconversion?
Lastly on the flip side I'll offer my security perspective on why the cult seems so weak and why I absolutely do not understand where Kor's description of this antag that " multiplies like crazy in secret on top of having a large arsenal of powers. Not fun being a punching bag in a war of attri...
- Fri Jan 19, 2018 6:21 am
- Forum: Coding Feedback
- Topic: Cultist Deconversion?
- Replies: 58
- Views: 11674
Re: Cultist Deconversion?
Every antag should be an unkillable monster in *theory. There's absolutely no reason an NVG+Revolver traitor should lose to anyone. There's no reason a bunch of dudes who can ambush the crew with automatic weapons and infinite LMG borgs should ever conceivably fail to get some floppy bit of plastic ...
- Thu Jan 18, 2018 5:07 pm
- Forum: Coding Feedback
- Topic: Cultist Deconversion?
- Replies: 58
- Views: 11674
Re: Cultist Deconversion?
Deconversion is faster in the PR. Adding a cuff/holywater check to prevent summoning would make it all but useless. I'm currently toying with a few options to make it less attractive to operate a spacebase/miningbase and I ~may~ incorporate that into summoning. My biggest concern is that revealing w...
- Wed Jan 17, 2018 3:56 pm
- Forum: Closed Policy Discussion
- Topic: Why does IC revenge mitigate Admin intervention?
- Replies: 73
- Views: 15395
Re: Why does IC revenge mitigate Admin intervention?
>handle issue ic >want ooc solution anyways unless they were so bad and obnoxious that they literally fucked your mom IRL (lol get owned) I don't see why anything needs to be done Because the issue wasn't "handled" in IC just because they ended up getting killed while breaking the rules. ...
- Wed Jan 17, 2018 7:35 am
- Forum: Coding Feedback
- Topic: Cultist Deconversion?
- Replies: 58
- Views: 11674
Re: Cultist Deconversion
I laid out the dichotomy pretty clearly. Strip the radio asap and if they didn't yell for a summon theres a 99%+ chance they arent getting one. Carrying a tracking implant is also all but impossible for them to counter if you can get the warden or AI to check it shortly after they disappear, they wi...
- Tue Jan 16, 2018 4:59 pm
- Forum: Coding Feedback
- Topic: Rnd techwebs
- Replies: 215
- Views: 48908
Re: Rnd techwebs
Mineral distribution remains the biggest impediment and thats not "just a numbers issue". My solution was to simply move the ORM deep into cargo. ORM stores minerals as it does now. Each head/QM can use a modular program and/or the protolathe to request minerals. The request would include ...
- Sun Jan 14, 2018 11:07 pm
- Forum: Coding Feedback
- Topic: Cult summoning after shuttle left
- Replies: 8
- Views: 1805
Re: Cult summoning after shuttle lef
I was reading logs from cult rounds last night and thinking about what a beautiful form of balance it is. Its wonderful karma for the “antags detected, red alert and call it” heads, its really trivial to counter, sec can either recall and crush the cult or just not board the shuttle while theyve sti...
- Sat Jan 13, 2018 8:50 pm
- Forum: Coding Feedback
- Topic: Cultist Deconversion?
- Replies: 58
- Views: 11674
Re: Cultist Deconversion?
Grabbing a bounced radio as a cultist risks constantly exposing both yourself and your allies as cultists - taking it on the gamble that it will allow you to get a summon before someone kills or spaces you is a pretty nuanced move.
- Sat Jan 13, 2018 7:35 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108197
- Sat Jan 13, 2018 6:15 am
- Forum: Closed Policy Discussion
- Topic: Why does IC revenge mitigate Admin intervention?
- Replies: 73
- Views: 15395
Re: Why does IC revenge mitigate Admin intervention?
I mean it shouldn't be a hard principle. Rule breaking is rule breaking. Apply the punishment for the offense because as I've already written a small novel about, there's really no reason to ever hold back a warning or ban because someone got partially removed from a single round. You just have to u...
- Sat Jan 13, 2018 6:00 am
- Forum: Coding Feedback
- Topic: Cultist Deconversion?
- Replies: 58
- Views: 11674
Re: Cultist Deconversion?
I mean implants/bombs/whatever aren't mutually exclusive with deconversion. You leave their radio on, you give them the good boy juice, then either they get the summon and you get the cult base or you get the deconversion and maaaaybe you have to tell them to give you a bomb back (also tracking impl...
- Fri Jan 12, 2018 4:08 pm
- Forum: Coding Feedback
- Topic: Cultist Deconversion?
- Replies: 58
- Views: 11674
Re: Cultist Deconversion?
Summon Cultist has been one of the least used runes and I kind of liked the gameplay options it opened up where you could potentially use a cultist as bait to reveal or even destroy the primary cult base. Kor all I can say is that if cultists don't yell on radio about wanting a summon then its excee...
- Thu Jan 11, 2018 8:07 am
- Forum: Closed Policy Discussion
- Topic: Why does IC revenge mitigate Admin intervention?
- Replies: 73
- Views: 15395
Re: Why does IC revenge mitigate Admin intervention?
This smells like an admin complaint disguised as a policy thread Negative. Just seen this card used twice in-game and forums this week and it always strikes me as silly. One of those was a ticket I had handled but it's what I expected, someone griefed me without provocation, crit me and left me in ...
- Thu Jan 11, 2018 7:10 am
- Forum: Coding
- Topic: Merge Circuit Printers and Protolathes
- Replies: 10
- Views: 2980
Re: Merge Circuit Printers and Protolathes
I think merging circuit printer and protoalthe is a totally fine idea to be honest. The next generation of computers exist as modular computers, shadow just never finished replacing all the existing ones, although I don't think they should all be tablets, standalone desktops makes sense on a space ...
- Wed Jan 10, 2018 6:38 pm
- Forum: Closed Policy Discussion
- Topic: Why does IC revenge mitigate Admin intervention?
- Replies: 73
- Views: 15395
Why does IC revenge mitigate Admin intervention?
This is such a poor part of our policy. Warnings are (and should be) the chief mechanic for guiding player behavior. Retreating from a ban or a warning because someone got their shit stuffed in makes very little sense for guiding rule compliance. Getting killed by someone seeking revenge doesn't inf...
- Wed Jan 10, 2018 6:01 pm
- Forum: Coding
- Topic: Merge Circuit Printers and Protolathes
- Replies: 10
- Views: 2980
Merge Circuit Printers and Protolathes
I've been looking at how to improve Techwebs for months and this little issue has stymied a lot of good ideas. Circuit imprinters were apparently envisioned as one of the ways to keep RND relevant. People arguing about how engineer's should be the machinists got them "rewarded" with an imp...
- Wed Jan 10, 2018 5:31 pm
- Forum: Coding
- Topic: [100 usd] paid work, RnD role/job
- Replies: 18
- Views: 4736
Re: [100 usd] paid work, RnD role/job
I'm trying to do this for EVERY department, not just science, and I know exactly how to do it (well for science) without making it making the player into a human "Wiki to Button Clicking Translator". I was going to start with Engineering since I already have a half-dozen items sitting in o...
- Wed Jan 10, 2018 4:55 pm
- Forum: Coding
- Topic: 100 usd bounty [techwebs]
- Replies: 3
- Views: 2026
Re: 100 usd bounty [techwebs]
I will give you a firm pat on the back if you can also make sure that adding/tweaking techweb nodes isn't a nightmare with the UI change.
- Wed Jan 10, 2018 4:47 pm
- Forum: Coding Feedback
- Topic: Rnd techwebs
- Replies: 215
- Views: 48908
Re: Rnd techwebs
How do drop pods interact with Techwebs? Edit: At a glance its interesting, but it only uses an existing tech and worst of all it only adds a board. A board, where only two (realistically one) can print boards. Edit2: While I have your attention oranges, since you merged the "every line in pack...
- Tue Jan 09, 2018 1:11 am
- Forum: Coding Feedback
- Topic: Chemistry macros
- Replies: 89
- Views: 20985
Re: Chemistry macros
However removing that restriction without putting something else in place is also dumb. Yes, thats the entire theme here. Was chem balancing around it being a pain in the ass to click up chems a great system? No. Did it still prevent people from spamming the most annoying chem mixes? Yes. Now you'v...
- Mon Jan 08, 2018 11:09 pm
- Forum: Coding Feedback
- Topic: Chemistry macros
- Replies: 89
- Views: 20985
Re: Chemistry macros
"Number of clicks" is practically the only form of balance we have for gating non-antag weaponry. Removing it is a BIG DEAL. It also highlights one of the problems of chemistry: People are just Wiki pasters. Why dont we just replace all the chem buttons with all the (non-traitor) chems on ...
- Thu Jan 04, 2018 9:23 pm
- Forum: Spriting and Mapping
- Topic: Cult Sprite Shortage
- Replies: 2
- Views: 1428
Re: Cult Sprite Shortage
I don't use a special palette, I just use what we already have in cult_actions/cult_items. I was hoping to get the testmerge up today so you can see what I'm talking about.Cobby wrote:can you post your palette for cult stuff.
- Thu Jan 04, 2018 3:35 pm
- Forum: Closed Policy Discussion
- Topic: Turn on the exp job restrictions
- Replies: 90
- Views: 19601
Re: Turn on the exp job restrictions
I'd actually play Sec more if I knew I would have a halfway competent team. But even with XP restrictions thats probably a pipe dream. The most dangerous thing to a sec officer is having an incompetent colleague/superior. I honestly can't remember the last time I died to a revolver/ebow/esword but i...
- Thu Jan 04, 2018 6:57 am
- Forum: Spriting and Mapping
- Topic: Cult Sprite Shortage
- Replies: 2
- Views: 1428
Cult Sprite Shortage
So I've pretty much finished https://github.com/tgstation/tgstation/pull/33810 and the cult sprite shortage is worse than ever. As I've updated cult over the years it's been a struggle, I can only recolor or tweak so many recycled icons before it shows. I'm doing it all in the Dreammaker editor exce...
- Fri Dec 29, 2017 5:29 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108197
Re: Clockwork Cult 2.0
One of the biggest factors encouraging WAR right now is that it meshes perfectly with the teleporting asshole playstyle - you can dump gazers onto remote space-exposed portions of the station or just bust open windows to space so only people with space suits will bother with clearing them (very few ...
- Sat Dec 23, 2017 8:44 am
- Forum: Ideas
- Topic: Stun Combat Overhaul
- Replies: 65
- Views: 14409
Re: Stun Combat Overhaul
You can't do this without addressing slips.
Slips are still overtuned in my view and this PR would absolutely ruin any semblance of balance if stuns remains as is. You can't gut ranged stuns and then keep one of the most spammable and effective stuns in the game around.
Slips are still overtuned in my view and this PR would absolutely ruin any semblance of balance if stuns remains as is. You can't gut ranged stuns and then keep one of the most spammable and effective stuns in the game around.
- Fri Dec 22, 2017 4:55 am
- Forum: Closed Policy Discussion
- Topic: Dangerous shuttle purchases as non-antag.
- Replies: 63
- Views: 13518
Re: Dangerous shuttle purchases as non-antag.
Kor wrote:Also I agree the supermatter shuttle is overlethal but that is why that one is admin only
Kor wrote:but that is why that one is admin only
S-should I tell him?Kor wrote:admin only
- Thu Dec 21, 2017 3:46 am
- Forum: Coding Feedback
- Topic: Disk in the vault safe
- Replies: 51
- Views: 12020
Re: Disk in the vault safe
that means all the ops died like i said just wait to see if this is as bad as some people are speculating or just prevent the disk from being put in the safe if it's such an issue Warops seems near impossible now, every nukies round i've seen last week had a minor victory for them /at best/ Maybe i...
- Wed Dec 20, 2017 3:53 pm
- Forum: Coding Feedback
- Topic: Disk in the vault safe
- Replies: 51
- Views: 12020
Re: Disk in the vault safe
that means all the ops died like i said just wait to see if this is as bad as some people are speculating or just prevent the disk from being put in the safe if it's such an issue Warops seems near impossible now, every nukies round i've seen last week had a minor victory for them /at best/ Maybe i...
- Tue Dec 19, 2017 5:09 am
- Forum: Closed Policy Discussion
- Topic: Dangerous shuttle purchases as non-antag.
- Replies: 63
- Views: 13518
Re: Dangerous shuttle purchases as non-antag.
I joked that some of these shuttles were flying policy threads. On one hand I support Captain having discretion to do stupid dangerous shit and let ~emergent RP~ take care of it. Or alternatively, don't ride the death shuttles if you don't want to die. They invented pods for a reason. On the other h...
- Tue Dec 19, 2017 3:21 am
- Forum: Coding Feedback
- Topic: Disk in the vault safe
- Replies: 51
- Views: 12020
Re: Disk in the vault safe
Also there's a couple secret techniques for cracking the safe without a stethoscope.
Think outside the box.
Think outside the box.
- Tue Dec 19, 2017 12:19 am
- Forum: Coding Feedback
- Topic: Disk in the vault safe
- Replies: 51
- Views: 12020
Re: Disk in the vault safe
I like having a spot that isn't countered by explosives. Virtually any creative disk spot is simply ignored and blown up by the ops. I like that the safe forces the Ops to do something besides blow shit up and forces them into a defensive posture. NukeOp suits are hardened against explosives and eli...
- Mon Dec 18, 2017 4:32 pm
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108197
Re: Clockwork Cult 2.0
Except thats exactly what my PR enables?
Crew drags dead cultist past the servant blocker.
Marauders can't cross servant blocker.
Cultist stays dead.
One minute revive CD won't make things worse but its a negligible nerf.
Crew drags dead cultist past the servant blocker.
Marauders can't cross servant blocker.
Cultist stays dead.
One minute revive CD won't make things worse but its a negligible nerf.
- Sat Dec 16, 2017 1:56 am
- Forum: Coding
- Topic: maintainer complaint [oranges]
- Replies: 42
- Views: 10452
Re: maintainer complaint [oranges]
Yea this simmered my soufflé - perfect alignment of events had me seeing the spoiler topic title, I tried to write it off as a weak joke - then I see it again today with Cyberboss's damage control title and so I knew the spoilers were real. I'm not grabbing a pitchfork but it was astoundingly poor j...
- Sat Dec 16, 2017 1:51 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108197
Re: Clockwork Cult 2.0
I already made the PR out of impatience.
Dead cultists can cross the servant-blocker once the portals open.
Just too many rounds watching the same dude get rez'd 5 times because crew couldn't secure the body and 3-hit-immunity-every-10-seconds marauders would fish the corpse out with minimal risk.
Dead cultists can cross the servant-blocker once the portals open.
Just too many rounds watching the same dude get rez'd 5 times because crew couldn't secure the body and 3-hit-immunity-every-10-seconds marauders would fish the corpse out with minimal risk.
- Fri Dec 15, 2017 4:43 am
- Forum: Coding Feedback
- Topic: Clockwork Cult (now off of rotation, suggestions go in this thread)
- Replies: 455
- Views: 108197
Re: Clockwork Cult 2.0
Had a few rounds today, got to witness how disgusting marauder shields are now that cultists are routinely spawning them on station. Jesus christ 3 100% blocks that recharge every 10 seconds what a meme. Overall I think the last update was an improvement but the focus still needs to try and be nudge...