Search found 1528 matches

by Oldman Robustin
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

Re: Clockwork Cult 2.0

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.
by Oldman Robustin
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...
by Oldman Robustin
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, ...
by Oldman Robustin
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...
by Oldman Robustin
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...
by Oldman Robustin
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...
by Oldman Robustin
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&...
by Oldman Robustin
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...
by Oldman Robustin
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 ...
by Oldman Robustin
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...
by Oldman Robustin
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...
by Oldman Robustin
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...
by Oldman Robustin
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...
by Oldman Robustin
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 ...
by Oldman Robustin
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...
by Oldman Robustin
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 ...
by Oldman Robustin
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...
by Oldman Robustin
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. ...
by Oldman Robustin
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...
by Oldman Robustin
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 ...
by Oldman Robustin
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...
by Oldman Robustin
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.
by Oldman Robustin
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

Re: Clockwork Cult 2.0

Reebe Simulator:

Image


Seriously why is this a thing. Also why do brass skewers stun when we already have automatic floor-based fucking stun defenses. CC would be 23.7% more tolerable if these fucking insta-win spears didnt cover every single available fucking turf.
by Oldman Robustin
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...
by Oldman Robustin
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...
by Oldman Robustin
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...
by Oldman Robustin
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 ...
by Oldman Robustin
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 ...
by Oldman Robustin
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...
by Oldman Robustin
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...
by Oldman Robustin
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...
by Oldman Robustin
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.
by Oldman Robustin
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...
by Oldman Robustin
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...
by Oldman Robustin
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 ...
by Oldman Robustin
Thu Jan 04, 2018 9:23 pm
Forum: Spriting and Mapping
Topic: Cult Sprite Shortage
Replies: 2
Views: 1428

Re: Cult Sprite Shortage

Cobby wrote:can you post your palette for cult stuff.
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.
by Oldman Robustin
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...
by Oldman Robustin
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...
by Oldman Robustin
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 ...
by Oldman Robustin
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.
by Oldman Robustin
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
Kor wrote:admin only
S-should I tell him?
by Oldman Robustin
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...
by Oldman Robustin
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...
by Oldman Robustin
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...
by Oldman Robustin
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.
by Oldman Robustin
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...
by Oldman Robustin
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.
by Oldman Robustin
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...
by Oldman Robustin
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.
by Oldman Robustin
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...