Search found 222 matches
- Sun Jan 01, 2017 5:19 am
- Forum: Coding Feedback
- Topic: Flashbangs
- Replies: 115
- Views: 26328
Re: Flashbangs
I have also failed to see a single argument to why sec needs a screen wide stun, that they and their coworkers are immune to. If shit is really that bad, they have riot shotguns with rubber bullets. AHAHAHAHAHAHAHAHAHA When was the last time you used a shotgun? The spread keeps to a single tile for...
- Sun Jan 01, 2017 5:17 am
- Forum: Coding Feedback
- Topic: nerf EMP against malf AI cores
- Replies: 27
- Views: 5523
Re: nerf EMP against malf AI cores
Nope!Armhulen wrote:wait, in theory could you kill the ai as a revenant with malfunction?
- Sat Dec 31, 2016 4:19 pm
- Forum: Coding Feedback
- Topic: Interdiction lenses should probably require a powered cable
- Replies: 3
- Views: 1005
Re: Interdiction lenses should probably require a powered ca
A power cable would be difficult-to-impossible, but I can make it have to at least be in an area with an apc/next to a transmission sigil.
Not the best solution, really, but better than this.
Not the best solution, really, but better than this.
- Mon Dec 12, 2016 5:00 pm
- Forum: General Chat
- Topic: Every single possible thing you can do with a clock
- Replies: 20
- Views: 4491
Every single possible thing you can do with a clock
This iiiiiiiiiis: A list of every clockcult synergy, tip, and trick that I know of: General tips: You can unanchor clockwork structures with a wrench, though doing so will damage the structure by 25% of its maximum health. Damaged structures are, in general, weaker. Teamwork. Seriously. You can't lo...
- Fri Nov 25, 2016 3:00 am
- Forum: General Chat
- Topic: What do you think you're known for? (egothread)
- Replies: 247
- Views: 63721
- Wed Nov 16, 2016 7:44 pm
- Forum: Coding Feedback
- Topic: So, how do you feel about clockcult?
- Replies: 71
- Views: 15313
Re: So, how do you feel about clockcult?
This is todo; I plan to replace the emag modules with a small set of scripture and or a tool for each borg.D&B wrote:Converted borgs shouldn't receive the emmaged modules.
You just need one flash and you basically got rid of any and all obstacles for converting the AI and anyone else.
- Fri Nov 11, 2016 1:12 am
- Forum: Spriting and Mapping
- Topic: Lavaland Compound Sprites (now with map!)
- Replies: 67
- Views: 18573
Re: Lavaland Compound Sprites (now with map!)
There are survival pod-style windows, fyi.
- Sun Nov 06, 2016 2:51 am
- Forum: Coding Feedback
- Topic: How did you like shadowling?
- Replies: 10
- Views: 1744
Re: How did you like shadowling?
The ranged parasting was godawful, yes. Shadowling never got a nightvision toggle, just variable NV, which wasn't really of any help to it at all. The abilities it got were, uh, really bad; AoE confusion, AoE slowdown, blindness smoke that healed it and allies combined into one thing; it unlocked th...
- Sun Oct 30, 2016 8:04 pm
- Forum: Coding Feedback
- Topic: So, how do you feel about clockcult?
- Replies: 71
- Views: 15313
Re: So, how do you feel about clockcult?
Borg versus AI is "the second the AI is inattentive, the AI's apc is off and it's being converted/killed/whatever"
That's why syndiborgs were bullshit, for one.
That's why syndiborgs were bullshit, for one.
- Thu Oct 27, 2016 11:13 pm
- Forum: General Chat
- Topic: Simple Questions Thread
- Replies: 2095
- Views: 536179
Re: Simple Questions Thread
How do the Servant of Ratvar's cache-to-wall generation work. Can I honeycomb a single clock-wall and all the caches generate parts, or does it need to be one-for-one Where X=Clockwork Wall and C=Cache Will C XC C Have 3 caches generating parts or XC XC XC Have to be used for generating parts? It's...
- Thu Oct 27, 2016 10:17 pm
- Forum: Closed Policy Discussion
- Topic: AI suiciding to prevent subversion.
- Replies: 60
- Views: 20714
Re: AI suiciding to prevent subversion.
The AI specifically suiciding to prevent conversion before being converted is probably okay if kind of weird/shitty, because you're giving up the ability to be an antag/antag-lite role in favor of ruining somebody's fun via "law 1 says that I can't harm: being subverted is harm: I can ignore la...
- Wed Oct 26, 2016 3:18 pm
- Forum: Coding Feedback
- Topic: Sandals need to not be required for wizards
- Replies: 13
- Views: 3729
Re: Sandals need to not be required for wizards
Ideally you'd need to lose both legs to lose your shoes(and the same for arms/gloves) instead of losing them the second one limb gets cut off.
- Wed Oct 19, 2016 2:15 am
- Forum: Coding Feedback
- Topic: So, how do you feel about clockcult?
- Replies: 71
- Views: 15313
Re: So, how do you feel about clockcult?
Some issues exist, mostly with unlock progression/play; later scriptures don't get enough time to shine because you either can't get to them to use them or you do get to them, but are snowballing so wildly you don't need them anyway.
- Fri Sep 09, 2016 1:50 pm
- Forum: Coding Feedback
- Topic: EMP Blob
- Replies: 21
- Views: 4391
Re: EMP Blob
The counter to EMP blob is seriously just stay out of range that's not HARD to do the blob can't do shit if you can laser it before it can get close enough for you to be in EMP range.
Or, alternatively, you can actually just beat an EMP blob to death with a fireaxe.
Or, alternatively, you can actually just beat an EMP blob to death with a fireaxe.
- Sat Sep 03, 2016 4:26 pm
- Forum: Coding Feedback
- Topic: About Lava Staff
- Replies: 44
- Views: 10389
Re: About Lava Staff
Every 20 seconds.
- Tue Aug 23, 2016 12:19 pm
- Forum: Coding Feedback
- Topic: Can we remove birdboat, efficiency and dream from rotation?
- Replies: 32
- Views: 6117
Re: Can we remove birdboat, efficiency and dream from rotati
I should point out that, at the moment, neither box nor meta are being actively maintained.Anonmare wrote:Honestly if a map isn't being actively maintained it shouldn't be in rotation.
- Fri Aug 19, 2016 3:50 am
- Forum: Closed Policy Discussion
- Topic: Can someone betray their team under duress?
- Replies: 32
- Views: 8054
Re: Can someone betray their team under duress?
Absolutely not if you serve Ratvar you serve only him and his goals and not the people trying to get you to serve them(by having you tell them stuff) In general it's absolutely a terrible idea to let conversion antags get betrayed by their teammates because holy fuck is that an admin headache to dea...
- Tue Aug 02, 2016 10:51 pm
- Forum: Coding Feedback
- Topic: Flawed content getting crutches
- Replies: 27
- Views: 5355
Re: Flawed content getting crutches
It is not being used as what I think it means, which is "any instance of something that the related whatever could do without,I feel bad typing that but whatever but is disproportionately relied on by that whatever"
- Tue Aug 02, 2016 7:16 pm
- Forum: Coding Feedback
- Topic: Flawed content getting crutches
- Replies: 27
- Views: 5355
Re: Flawed content getting crutches
Clock Cult for example has gotten this barrage of content and crutches to the gamemode when it was inherently flawed in the first place. These constant buffs and crutches has made it difficult to play, understand, and ridiculously overpowered. Isn't clock cult's issue that it has no crutches and is...
- Tue Aug 02, 2016 6:37 pm
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3938
- Views: 1052170
Re: ITT: We make shitty suggestions and come up with poor id
Clock Cult's main method of conversion should be stun+convert traps.
- Tue Aug 02, 2016 6:35 pm
- Forum: Coding Feedback
- Topic: Flawed content getting crutches
- Replies: 27
- Views: 5355
Re: Flawed content getting crutches
Clock Cult for example has gotten this barrage of content and crutches to the gamemode when it was inherently flawed in the first place. These constant buffs and crutches has made it difficult to play, understand, and ridiculously overpowered. Isn't clock cult's issue that it has no crutches and is...
- Sun Jul 31, 2016 11:31 pm
- Forum: Town Hall
- Topic: TRIALMIN REVIEW: ForcefulCJS
- Replies: 54
- Views: 16523
Re: TRIALMIN REVIEW: ForcefulCJS
Having access to admin stuff for a while I can say that robustin really does just rant until his opponent gives the fuck up and very few admins really want to deal with him.
It's certainly an... effective strategy, if not really a point in his favor.
It's certainly an... effective strategy, if not really a point in his favor.
- Tue Jul 19, 2016 3:10 pm
- Forum: Coding Feedback
- Topic: Ratvar feedback thread
- Replies: 32
- Views: 8089
Ratvar feedback thread
Official feedback thread for Clock Cult.
You get the idea.
You get the idea.
- Mon Jul 11, 2016 2:48 am
- Forum: Spriting and Mapping
- Topic: Dreamstation [DREAMS DON'T DIE]
- Replies: 115
- Views: 41509
Re: Dreamstation [DREAMS DON'T DIE]
It wouldn't be dream if it didn't have the hallways, which are really just an excuse for the brig and command setup.
- Fri Jul 08, 2016 5:25 pm
- Forum: Coding Feedback
- Topic: Repairing bomb damage no longer a real option.
- Replies: 47
- Views: 10518
Re: Repairing bomb damage no longer a real option.
It's actually easier to repair bomb damage now that, for the most part, pipes remain undamaged, the station blueprints show where all the pipes are supposed to be, and grilles and other things protected by windows remain undamaged.
- Fri Jul 01, 2016 8:49 pm
- Forum: Coding Feedback
- Topic: Ratvar, the Clockwork Justiciar
- Replies: 160
- Views: 39723
Re: Ratvar, the Clockwork Justiciar
It is currently impossible to convert a cyborg, unless he WANTS to be converted. Flashes stun them only for a few short seconds now (because buffing silicons is what coders are about now), and stun visor doesn't work on them at all. The stun visor works on them fine, you just make to make sure the ...
- Sun Jun 26, 2016 8:36 pm
- Forum: Spriting and Mapping
- Topic: MetaStation Thread (v41J 11/05/2015)
- Replies: 197
- Views: 88540
Re: MetaStation Thread (v41J 11/05/2015)
The input and output for the AI's SMES are the same, and it'll lose power eventually; the terminal and the wires under the SMES shouldn't be on the same network.
- Fri Jun 24, 2016 12:23 am
- Forum: Coding Feedback
- Topic: Ratvar, the Clockwork Justiciar
- Replies: 160
- Views: 39723
Re: Ratvar, the Clockwork Justiciar
Ratvar cult generally has a harder time of summoning their god than blood cult does, due to having similar if not sometimes more extreme restrictions: To summon Ratvar, they need 10 human or silicon servants, 3 caches, 100 constructive value, and all active AIs have to be dead or converted and only ...
- Tue Jun 14, 2016 1:17 pm
- Forum: Coding Feedback
- Topic: Pixel projectiles
- Replies: 26
- Views: 6851
Re: Pixel projectiles
I've noticed it has SOME ISSUES, by which I mean it generally tries to fire at the center of the tile you clicked but the math is actually off pretty dang often and firing straight left will fire a shot that's going slightly downwards, while firing straight in any other direction doesn't do that, a...
- Tue Jun 14, 2016 3:08 am
- Forum: Coding Feedback
- Topic: Pixel projectiles
- Replies: 26
- Views: 6851
Re: Pixel projectiles
I've noticed it has SOME ISSUES, by which I mean it generally tries to fire at the center of the tile you clicked but the math is actually off pretty dang often and firing straight left will fire a shot that's going slightly downwards, while firing straight in any other direction doesn't do that, an...
- Sat Jun 11, 2016 6:12 pm
- Forum: Coding Feedback
- Topic: Ratvar, the Clockwork Justiciar
- Replies: 160
- Views: 39723
Re: Ratvar, the Clockwork Justiciar
The wiki descriptions are me; I tried to make them less flowery than the ingame desc but I don't know if it succeeded.
- Fri Jun 10, 2016 11:52 pm
- Forum: Coding Feedback
- Topic: Ratvar, the Clockwork Justiciar
- Replies: 160
- Views: 39723
Re: Ratvar, the Clockwork Justiciar
Belligerent, like a few other things, would be fine if the interface wasn't total shit.
- Fri Jun 10, 2016 7:53 pm
- Forum: Coding Feedback
- Topic: Ratvar, the Clockwork Justiciar
- Replies: 160
- Views: 39723
Re: Ratvar, the Clockwork Justiciar
I'm making slabs free to make in https://github.com/tgstation/tgstation/pull/18438 due to the abuse case that required them to cost alloy being removed in that same pr, by the way.
- Thu Apr 21, 2016 11:45 pm
- Forum: Coding Feedback
- Topic: Decide the future of cult in this poll
- Replies: 12
- Views: 3095
Re: Decide the future of cult in this poll
I'd like to note that my position isn't as simple as supporting newcult; I liked some of the ideas but a lot of it had problems, such as random runes, infinite stun mines, and the nar-sie summoning having only one message and no status tab indicator, as well as the still general "nobody has any...
- Wed Apr 13, 2016 1:53 am
- Forum: Coding Feedback
- Topic: The future of CULT: 2 competing updates (LONG)
- Replies: 21
- Views: 4820
Re: The future of CULT: 2 competing updates (LONG)
Stun mines are GONETM; they might return, someday, as a specific rune meant for being a mine, but not in my PR.
Also, interesting(?) fact: cult comms don't work while cuffed or stunned.
Also, interesting(?) fact: cult comms don't work while cuffed or stunned.
- Thu Apr 07, 2016 7:40 pm
- Forum: Coding Feedback
- Topic: Holoparasite Reviews **UPDATED :)***
- Replies: 65
- Views: 16199
Re: Holoparasite Reviews **UPDATED :)***
Is it possible to do a knockback without a stun [similar to how it works when wrenching pressurized airpipes <sometimes>?] to act as a gap creator? That would fill a niche I don't think any other holo [except TP support] has. Sadly no; a knockdown is a stun, you can't have one without also dragging...
- Thu Apr 07, 2016 7:22 pm
- Forum: Coding Feedback
- Topic: Holoparasite Reviews **UPDATED :)***
- Replies: 65
- Views: 16199
Re: Holoparasite Reviews **UPDATED :)***
Charger holos are pretty plain; I wanted them to have like, a microstun of 1 life tick but I got korveto'd so they just knock items out of your hands and go really fast. They're not bad, combatwise; they do 15 damage a hit and take 60% and do 20 damage on a charge, but they're really plain, a lot li...
- Thu Apr 07, 2016 1:24 am
- Forum: Coding Feedback
- Topic: Holoparasite Reviews **UPDATED :)***
- Replies: 65
- Views: 16199
Re: Holoparasite Reviews [Assassin + Lightning Holoparasite]
Some numbers/notes here; the assassin parasite's stealth attack ignores all armor and does 50 damage, normal attacks from it do 13. lightning parasites do about 5 damage a second with each beam, also ignoring all armor(but doesn't stun it just does a fancy shock effect)
- Sun Mar 20, 2016 5:10 am
- Forum: Coding Feedback
- Topic: Buff blob.
- Replies: 26
- Views: 5879
Re: Buff blob.
Maybe letting them shop chems with the objectively better ones having higher prices would help. Random reroll is like a prayer. Or let them know their first chemical before they plop down. Burning oil is a whole different matter when your start is surrounded by ample space tiles. If you knew you we...
- Sun Feb 21, 2016 8:13 pm
- Forum: Coding Feedback
- Topic: Blobs and Nuclear Codes
- Replies: 12
- Views: 2675
Re: Blobs and Nuclear Codes
At around 45 minutes it does automatically send the nuke codes, it's just that blob really never GETS that long.
- Mon Feb 15, 2016 9:40 pm
- Forum: Coding Feedback
- Topic: Sleeping Carp Gang
- Replies: 33
- Views: 8049
Re: Sleeping Carp Gang
The sleeping carp gang no longer has special equipment and instead has normal gang equipment.
- Sun Jan 24, 2016 8:50 pm
- Forum: Spriting and Mapping
- Topic: DiscStation Thread: Out of Rotation for Maintence
- Replies: 162
- Views: 53566
Re: DiscStation Thread: Slowly fixing everything
From Irc;
Apparently disc got disabled from map rotation because it was just too broken.mso wrote:somebody let them know that it got disabled from rotation for being too broke
- Tue Jan 19, 2016 5:17 pm
- Forum: Coding Feedback
- Topic: Revenants
- Replies: 74
- Views: 15737
Re: Revenants
It does remove the blessing from all affected tiles, but it costs 30 essence and doesn't do anything to keep the crew off you while you're doing that, though it does only reveal for a little bit.
- Sat Jan 16, 2016 3:48 pm
- Forum: General Chat
- Topic: Little things you learned that are game changing
- Replies: 2455
- Views: 672448
Re: Little things you learned that are game changing
You can repair an emagged APC by crowbarring it open and applying an APC frame to it, which is a lot faster than entirely replacing it. This doesn't work for hacked APCs, though. HOLY SHIT SINCE WHEN. I knew you could use APC frames on broken APCs to skip the last step of welding the broken one off...
- Sat Jan 16, 2016 3:37 pm
- Forum: General Chat
- Topic: Little things you learned that are game changing
- Replies: 2455
- Views: 672448
Re: Little things you learned that are game changing
You can repair an emagged or ninja drained APC by crowbarring it open and applying an APC frame to it, which is a lot faster than entirely replacing it. This doesn't work for hacked APCs, though.
- Sat Jan 16, 2016 2:58 am
- Forum: General Chat
- Topic: RoundTable?
- Replies: 12
- Views: 4164
Re: RoundTable?
I have no idea why this had to use mumble wouldn't IRC work basically the same or better
- Fri Jan 01, 2016 8:48 pm
- Forum: Coding Feedback
- Topic: Kor's shield nerf
- Replies: 11
- Views: 2979
Re: Kor's shield nerf
YES BUT WHAT WAS THE NERF
- Fri Dec 25, 2015 11:31 pm
- Forum: Coding Feedback
- Topic: Revenants
- Replies: 74
- Views: 15737
Re: Revenants
>Be at good health, slightly burned but fine >Get knocked out >Be asleep >Revenant appears and starts to drain me >Almost instantly Chemistbro starts punching revnant and dragging me way >I die from 2 second drain anyway If you got dragged away, you shouldn't have died; even moving you a single til...
- Fri Dec 25, 2015 4:45 am
- Forum: Coding Feedback
- Topic: Tesla needs to be toned down
- Replies: 111
- Views: 22106
Re: Tesla needs to be toned down
Tesla is much worse than the singu because if a singu escapes but R&D has been doing work, you can throw a bag of holding at it and kill it, while the tesla doesn't give a singular fuck about that. Suggested nerf: Make the bag of holding also kill the tesla when thrown into it, and make it so i...
- Thu Dec 17, 2015 4:41 pm
- Forum: Coding Feedback
- Topic: Shuttle movement changes
- Replies: 8
- Views: 1965
Re: Shuttle movement changes
That is, unfortunately, not true anymore. The transit tiles themselves teleport you to the edge of a random zlevel instead of throwing you down into a bunch of teleporters.