Search found 2351 matches
- Wed Apr 11, 2018 10:11 pm
- Forum: Video Games
- Topic: Guild Wars 2
- Replies: 14
- Views: 3829
Re: Guild Wars 2
I used to play that game. Then Heart of Thorns happened. Not falling for Anet's marketing ever again. HoT and the post-expansion content taking more than a year to release made it clear that their development team has severe management problems.
- Wed Apr 11, 2018 10:09 pm
- Forum: Ideas
- Topic: New Traitor Item: Crash Course to Stealth
- Replies: 26
- Views: 4696
Re: New Traitor Item: Crash Course to Stealth
What if it's just invisibility while standing still in certain light levels, aka literally the thing you can get from genetics but weaker?
- Wed Apr 11, 2018 9:55 pm
- Forum: Closed Policy Discussion
- Topic: Does War Ops abridge the rules and roleplaying?
- Replies: 101
- Views: 21487
Re: Does War Ops abridge the rules and roleplaying?
>Right to bear arms infringed on
1776 WILL COMMENCE AGAIN
1776 WILL COMMENCE AGAIN
- Wed Apr 11, 2018 9:53 pm
- Forum: Ideas
- Topic: New Traitor Item: Crash Course to Stealth
- Replies: 26
- Views: 4696
Re: New Traitor Item: Crash Course to Stealth
So sleeping carp but with stealth instead? Sounds pretty neat.
- Wed Apr 11, 2018 8:45 pm
- Forum: Ideas
- Topic: The virgin sting vs the chad absorb (ling ability tree rework)
- Replies: 27
- Views: 4988
Re: The virgin sting vs the chad absorb (ling ability tree rework)
goal here is to narrow their ability sets down to give them clear strengths and weaknesses But that's exactly my idea. It sounds like you want lings to focus almost exclusively on stealth though. Going loud should still be an option for lings, but we need to keep them from taking a dozen get out of...
- Wed Apr 11, 2018 7:01 am
- Forum: Ideas
- Topic: The virgin sting vs the chad absorb (ling ability tree rework)
- Replies: 27
- Views: 4988
Re: The virgin sting vs the chad absorb (ling ability tree rework)
@Saeg: It's like this is some kind of ideas board! I'd rather try to help brainstorm than complain. This is a lot more productive than screeching on the feedback forum to remove ling because I ded pls nerf @Arm: That would probably be for the best. Trying to make the mode line up with a movie is a ...
- Wed Apr 11, 2018 4:48 am
- Forum: Coding Feedback
- Topic: REMOVE LING remove ling
- Replies: 152
- Views: 29171
Re: REMOVE LING remove ling
I wouldn't mind seeing the revive timer increased a bit, but agian, if you honestly can't find a way to gib a body in SS13 the problem is you.
- Wed Apr 11, 2018 2:15 am
- Forum: Coding Feedback
- Topic: REMOVE LING remove ling
- Replies: 152
- Views: 29171
Re: REMOVE LING remove ling
Space loops you straight back on station most of the time and is generally considered a completely fucking retarded move since the ling will just revive and come back. The gibber can be armbladed and often is. The only reliable way is shuttlecrush which either gives the ling a chance to revive or g...
- Wed Apr 11, 2018 1:13 am
- Forum: Coding Feedback
- Topic: REMOVE LING remove ling
- Replies: 152
- Views: 29171
Re: REMOVE LING remove ling
This may be controversial, but what if we removed hidden stings entirely? I don't really think those are the issue. Biggest issue is the fucking comms and free revives. Remove those and ling might be somewhat balanced. The revives are fine if the crew aren't fucking retards who can't figure out how...
- Wed Apr 11, 2018 12:31 am
- Forum: Coding Feedback
- Topic: REMOVE LING remove ling
- Replies: 152
- Views: 29171
Re: REMOVE LING remove ling
This may be controversial, but what if we removed hidden stings entirely?
- Tue Apr 10, 2018 7:35 pm
- Forum: Coding Feedback
- Topic: REMOVE LING remove ling
- Replies: 152
- Views: 29171
Re: REMOVE LING remove ling
Much simpler idea Three categories of ling abilities, Combat, Stealth, and Regenerative If take an ability from any category, all abilities in any other categories go up in price by 1 So if you take armblade, armor, shield, screech, etc (all combat abilities), it costs what it usually does, but if ...
- Tue Apr 10, 2018 7:18 pm
- Forum: Ideas
- Topic: The virgin sting vs the chad absorb (ling ability tree rework)
- Replies: 27
- Views: 4988
Re: The virgin sting vs the chad absorb (ling ability tree rework)
@Saeg: It's like this is some kind of ideas board! I'd rather try to help brainstorm than complain. This is a lot more productive than screeching on the feedback forum to remove ling because I ded pls nerf @Arm: That would probably be for the best. Trying to make the mode line up with a movie is a b...
- Tue Apr 10, 2018 5:21 pm
- Forum: Coding Feedback
- Topic: REMOVE LING remove ling
- Replies: 152
- Views: 29171
Re: REMOVE LING remove ling
Lings can be frustrating, but do you guys really die to them that often? The traitors usually end up being way more dangerous in traitorchan rounds in my experience. I don't think I've actually died to a ling in months.
- Tue Apr 10, 2018 5:08 pm
- Forum: Ideas
- Topic: The virgin sting vs the chad absorb (ling ability tree rework)
- Replies: 27
- Views: 4988
Re: The virgin sting vs the chad absorb (ling ability tree rework)
antags kill people REEEEEEEE The current setup encourages murderbone a hell of a lot more than this. Lings will be a lot easier for everyone if they have to earn their abilities rather than have them all dumped on them at once. Loudly and confidently pursues objectives; does not hide from security ...
- Tue Apr 10, 2018 8:02 am
- Forum: Ideas
- Topic: The virgin sting vs the chad absorb (ling ability tree rework)
- Replies: 27
- Views: 4988
The virgin sting vs the chad absorb (ling ability tree rework)
No MS paint meme art because I'm fucking lazy The Virgin Sting Ling Meekly walks around using DNA extract sting to meet genome objectives Cannot function independently, must rely on telepathic hugbox Beta who must take every protective ability possible Uses feeble stings to weaken target; is afraid ...
- Tue Apr 10, 2018 7:38 am
- Forum: Coding Feedback
- Topic: REMOVE LING remove ling
- Replies: 152
- Views: 29171
Re: REMOVE LING remove ling
The hippie nerfs are a band-aid. Ling is broken because it can pick and choose a bunch of different abilities and become impervious to basically everything. None of the abilities are broken in a vacuum, it's combinations of various abilities that make ling broken. Implement a skill tree with powerfu...
- Mon Apr 09, 2018 10:17 pm
- Forum: Ideas
- Topic: A different engine for each map
- Replies: 99
- Views: 25026
Re: A different engine for each map
If you miss singulo so much, learn to delaimate the SM by applying one of my custom setups.
- Mon Apr 09, 2018 10:16 pm
- Forum: Closed Policy Discussion
- Topic: Does War Ops abridge the rules and roleplaying?
- Replies: 101
- Views: 21487
Re: Does War Ops abridge the rules and roleplaying?
I think it goes without saying that the officers get first call. Definitely hand out guns once everyone is armed though.
- Mon Apr 09, 2018 10:02 pm
- Forum: Closed Policy Discussion
- Topic: Does War Ops abridge the rules and roleplaying?
- Replies: 101
- Views: 21487
Re: Does War Ops abridge the rules and roleplaying?
I don't mind assistants making spears and other makeshift weapons and hunting down cults and the like. As long as they don't tide the brig to get their gear, I don't mind the help. They make useful cannon fodder. I get what you're saying though with the "innocent vigilantes". Act like an a...
- Mon Apr 09, 2018 9:56 pm
- Forum: Coding Feedback
- Topic: REMOVE LING remove ling
- Replies: 152
- Views: 29171
Re: REMOVE LING remove ling
I'm going to do my ling write-up later, but as a tl;dr of what I had in mind: No more of this glorified uplink shit. Lings get ability trees that function similarly to techwebs. 3 linear upgrade paths to keep it simple (possibly one for combat abilities, one for stealth abilities, and one for healin...
- Mon Apr 09, 2018 9:53 pm
- Forum: Closed Policy Discussion
- Topic: Remove Conversion Modes From Rotation
- Replies: 132
- Views: 26789
Re: Remove Conversion Modes From Rotation
It seems like we're all in agreement that constructs are too easy to obtain. What if we reworked how they're created? I was thinking that we get rid of soul shards from non-cultist sacrifices entirely. Instead, you make a rune, put a dead body and a cultist on it (living or dead), and invoke it to g...
- Mon Apr 09, 2018 10:05 am
- Forum: Closed Policy Discussion
- Topic: Remove Conversion Modes From Rotation
- Replies: 132
- Views: 26789
Re: Remove Conversion Modes From Rotation
One way I've proposed counteracting that is by locking some of the more powerful abilities behind membership gates, adding a bit more of a ramp up. Make it so that the powers become re-locked if membership falls below the threshold too. That way, deconverting a significant number of cultists becomes...
- Mon Apr 09, 2018 6:22 am
- Forum: Coding Feedback
- Topic: REMOVE LING remove ling
- Replies: 152
- Views: 29171
Re: REMOVE LING remove ling
Perfect timing, I actually had what I felt like was a good idea for a ling rework. How would you feel if certain abilities were mutually exclusive, and you had to earn evolution points?
- Mon Apr 09, 2018 6:21 am
- Forum: Closed Policy Discussion
- Topic: Remove Conversion Modes From Rotation
- Replies: 132
- Views: 26789
Re: Remove Conversion Modes From Rotation
But if the cult manages to escalate to that point, who's fault is it? You have to play actively against them. Cult requires a base to work effectively, and that's the key to fighting them. I agree that some of their abilities are OP, and thankfully Oldman is nerfing them significantly. Security will...
- Mon Apr 09, 2018 3:15 am
- Forum: Closed Policy Discussion
- Topic: Remove Conversion Modes From Rotation
- Replies: 132
- Views: 26789
Re: Remove Conversion Modes From Rotation
Playing HoS for 3 and a half years does things to a man. I think the reason that a lot of sec has trouble with conversion antags is because they don't like to actively pursue antagonists. Could be out of fear of the dreaded bwoink, the playerbase hating "shitcurity", or mechanics. Probably...
- Mon Apr 09, 2018 2:52 am
- Forum: Coding Feedback
- Topic: Bloodcult feedback thread
- Replies: 76
- Views: 18559
Re: Bloodcult feedback thread
The proposed changes seem to address a lot of the issues, great job with that. My only issue is that sacrificing someone to make a construct still feels like the superior option 99% of the time. wasn't this literally what robustin built his new cult around? He might have, and I think that's a bit o...
- Mon Apr 09, 2018 1:02 am
- Forum: Closed Policy Discussion
- Topic: Remove Conversion Modes From Rotation
- Replies: 132
- Views: 26789
Re: Remove Conversion Modes From Rotation
A. Oldman is way ahead of you. Cultists will get glowing eyes when they comprise 20% of the station population, and a red aura at 40%. B. You don't just discern cultists from how they look, you look at how they act. If they immediately run when you enter the room, they're probably a cultist. If they...
- Sun Apr 08, 2018 11:50 pm
- Forum: Closed Policy Discussion
- Topic: Remove Conversion Modes From Rotation
- Replies: 132
- Views: 26789
Re: Remove Conversion Modes From Rotation
If you honestly can't tell whether someone is a cultist or not, you might actually be retarded. https://puu.sh/zZ4K6/77d6b5e052.png One of these two is a cultist. Choose wisely. Dunk, search bag, drown in holy water, release. Also, if Oldman's PR goes through (spoiler alert it will), one will have ...
- Sun Apr 08, 2018 8:39 pm
- Forum: Closed Policy Discussion
- Topic: Does War Ops abridge the rules and roleplaying?
- Replies: 101
- Views: 21487
Re: Does War Ops abridge the rules and roleplaying?
Handing out the armory during war ops is optional in the same way that bathing is optional.
- Sun Apr 08, 2018 8:38 pm
- Forum: Closed Policy Discussion
- Topic: Remove Conversion Modes From Rotation
- Replies: 132
- Views: 26789
Re: Remove Conversion Modes From Rotation
If you honestly can't tell whether someone is a cultist or not, you might actually be retarded.
- Sun Apr 08, 2018 10:11 am
- Forum: Closed Policy Discussion
- Topic: Remove Conversion Modes From Rotation
- Replies: 132
- Views: 26789
Re: Remove Conversion Modes From Rotation
I'll grant you that they can be a bit of a clusterfuck. Rev is fine because once someone is implanted, that's it. Blood cult had problems, but coderbus is actively working to alleviate it. Cluck cult I dunno.
- Sat Apr 07, 2018 10:38 pm
- Forum: Admin Feedback
- Topic: Ambassadormagikarp
- Replies: 36
- Views: 12513
Re: Ambassadormagikarp
The least autistic admin
- Sat Apr 07, 2018 10:37 pm
- Forum: Closed Policy Discussion
- Topic: Remove Conversion Modes From Rotation
- Replies: 132
- Views: 26789
Re: Remove Conversion Modes From Rotation
Could someone explain something to me? Why is it that people prefer playing modes where getting defeated by the antags means you're out of the round permanently rather than a mode where you get to keep playing with free valids?
- Sat Apr 07, 2018 8:53 pm
- Forum: Closed Policy Discussion
- Topic: Remove Conversion Modes From Rotation
- Replies: 132
- Views: 26789
Re: Remove Conversion Modes From Rotation
>Remove half of the antags
lol ok
lol ok
- Sat Apr 07, 2018 8:52 pm
- Forum: Coding Feedback
- Topic: Bloodcult feedback thread
- Replies: 76
- Views: 18559
Re: Bloodcult feedback thread
The proposed changes seem to address a lot of the issues, great job with that. My only issue is that sacrificing someone to make a construct still feels like the superior option 99% of the time.
- Sat Apr 07, 2018 8:54 am
- Forum: Coding Feedback
- Topic: Bloodcult feedback thread
- Replies: 76
- Views: 18559
Re: Bloodcult feedback thread
@Yakumo_Chen The problem with the old research and talisman systems is that they weren't challenging but rather incredibly counterintuitive and autistic. Either everyone stumbled getting nothing done or someone sperged out and did it in 5 minutes. I think there needs to be some ramp up for more powe...
- Fri Apr 06, 2018 9:58 pm
- Forum: Coding Feedback
- Topic: Bloodcult feedback thread
- Replies: 76
- Views: 18559
Re: Bloodcult feedback thread
I've come up with a few more ideas: Aforementioned tome idea. Tome is used for spells, slap people with the charged tome to use it, charge goes away if tome leaves your hands. "Storing" spells is grossly OP, that change would fix half the problem. Cult only starts off with very basic spell...
- Fri Apr 06, 2018 5:07 am
- Forum: Coding Feedback
- Topic: Bloodcult feedback thread
- Replies: 76
- Views: 18559
Re: Bloodcult feedback thread
Cult ops is pants on head retarded no matter what context it's tried in. For balance, how about this: tome returns, is required in hand to use blood magic spells. Channeling the spell "charges" the come, whacking someone with it uses it. Charged tomes revert to normal when put in your bag....
- Thu Apr 05, 2018 7:33 am
- Forum: Coding Feedback
- Topic: Bloodcult feedback thread
- Replies: 76
- Views: 18559
Re: Bloodcult feedback thread
Fucking balance it so people stop complaining about my favorite mode
- Sun Apr 01, 2018 1:29 am
- Forum: General Chat
- Topic: OFFICIAL SERVER IS DOWN THREAD: MSO GOT HIGH!
- Replies: 508
- Views: 229775
Re: OFFICIAL SERVER IS DOWN THREAD: MSO GOT HIGH!
Make every round devil. We can honor Jesus by defeating Satan(s)!
- Fri Mar 23, 2018 1:55 am
- Forum: Ideas
- Topic: spawn all assistance in assistant storage again
- Replies: 32
- Views: 7031
Re: spawn all assistance in assistant storage again
Spawn all assistants in the burn chamber
- Fri Mar 23, 2018 1:20 am
- Forum: Coding Feedback
- Topic: Half Life airlock sounds
- Replies: 37
- Views: 7832
Re: Half Life airlock sounds
It was an inside job
- Thu Mar 22, 2018 10:46 pm
- Forum: Coding Feedback
- Topic: Half Life airlock sounds
- Replies: 37
- Views: 7832
Re: Half Life airlock sounds
My bad, it shouldn't have been merged at all then.
- Thu Mar 22, 2018 10:39 pm
- Forum: Coding Feedback
- Topic: Half Life airlock sounds
- Replies: 37
- Views: 7832
Re: Half Life airlock sounds
No note in the changelog, merged immediately before a code freeze
- Thu Mar 22, 2018 10:09 pm
- Forum: Coding Feedback
- Topic: Half Life airlock sounds
- Replies: 37
- Views: 7832
Half Life airlock sounds
Could somebody please tell me why these god awful airlock sounds were silently merged conveniently before the code freeze?
Edit: Our lord and savior is here https://github.com/tgstation/tgstation/pull/36639
Edit: Our lord and savior is here https://github.com/tgstation/tgstation/pull/36639
- Mon Mar 19, 2018 11:09 pm
- Forum: Former Admins
- Topic: [No Longer Admin] Kevinz000
- Replies: 201
- Views: 67992
Re: Kevinz000
Mashes buttons, plays music, and isn't afraid to run events when the round gets stale
11/10
11/10
- Mon Mar 19, 2018 6:29 pm
- Forum: Ideas
- Topic: bring back the singularity
- Replies: 109
- Views: 20107
Re: bring back the singularity
I'm going to take all this as my autistic custom setups being validated by the D E S I G N lead. Edit: On a related not,SM is a far better experience than the singularity or tesla in every possible regard. There's more room for customization, there's some means of recourse if it goes south, and ther...
- Sun Mar 18, 2018 11:19 pm
- Forum: Ideas
- Topic: give traitors some free items
- Replies: 24
- Views: 4246
Re: give traitors some free items
Half of the traitors would probably turn on each other to steal gear. I sincerely doubt there'd be a team deathmatch scenario. Would also make double agent rounds rather interesting.
- Sat Mar 17, 2018 9:31 pm
- Forum: Coding Feedback
- Topic: Sleepers no longer automatically generate chemical PR
- Replies: 144
- Views: 29604
Re: Sleepers no longer automatically generate chemical PR
Ding dong the witch is dead
- Sat Mar 17, 2018 9:01 pm
- Forum: Ideas
- Topic: Prioritize security job assignment at roundstart
- Replies: 42
- Views: 6816
Re: Prioritize security job assignment at roundstart
Case and point, I went on sybil one day as HoS, and midround a hulk started bashing down all of security's doors. Ahelped it. Kevin was on and told me "lol just kill them" Tried to kill them, slip on water. Hulk kills me, then proceeds to kill most of medbay and at least two more security...