Search found 2351 matches

by Luke Cox
Wed Apr 11, 2018 10:11 pm
Forum: Video Games
Topic: Guild Wars 2
Replies: 14
Views: 3822

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.
by Luke Cox
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?
by Luke Cox
Wed Apr 11, 2018 9:55 pm
Forum: Closed Policy Discussion
Topic: Does War Ops abridge the rules and roleplaying?
Replies: 101
Views: 21454

Re: Does War Ops abridge the rules and roleplaying?

>Right to bear arms infringed on

1776 WILL COMMENCE AGAIN
by Luke Cox
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.
by Luke Cox
Wed Apr 11, 2018 8:45 pm
Forum: Ideas
Topic: The virgin sting vs the chad absorb (ling ability tree rework)
Replies: 27
Views: 4987

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...
by Luke Cox
Wed Apr 11, 2018 7:01 am
Forum: Ideas
Topic: The virgin sting vs the chad absorb (ling ability tree rework)
Replies: 27
Views: 4987

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 ...
by Luke Cox
Wed Apr 11, 2018 4:48 am
Forum: Coding Feedback
Topic: REMOVE LING remove ling
Replies: 152
Views: 29106

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.
by Luke Cox
Wed Apr 11, 2018 2:15 am
Forum: Coding Feedback
Topic: REMOVE LING remove ling
Replies: 152
Views: 29106

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...
by Luke Cox
Wed Apr 11, 2018 1:13 am
Forum: Coding Feedback
Topic: REMOVE LING remove ling
Replies: 152
Views: 29106

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...
by Luke Cox
Wed Apr 11, 2018 12:31 am
Forum: Coding Feedback
Topic: REMOVE LING remove ling
Replies: 152
Views: 29106

Re: REMOVE LING remove ling

This may be controversial, but what if we removed hidden stings entirely?
by Luke Cox
Tue Apr 10, 2018 7:35 pm
Forum: Coding Feedback
Topic: REMOVE LING remove ling
Replies: 152
Views: 29106

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 ...
by Luke Cox
Tue Apr 10, 2018 7:18 pm
Forum: Ideas
Topic: The virgin sting vs the chad absorb (ling ability tree rework)
Replies: 27
Views: 4987

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...
by Luke Cox
Tue Apr 10, 2018 5:21 pm
Forum: Coding Feedback
Topic: REMOVE LING remove ling
Replies: 152
Views: 29106

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.
by Luke Cox
Tue Apr 10, 2018 5:08 pm
Forum: Ideas
Topic: The virgin sting vs the chad absorb (ling ability tree rework)
Replies: 27
Views: 4987

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 ...
by Luke Cox
Tue Apr 10, 2018 8:02 am
Forum: Ideas
Topic: The virgin sting vs the chad absorb (ling ability tree rework)
Replies: 27
Views: 4987

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 ...
by Luke Cox
Tue Apr 10, 2018 7:38 am
Forum: Coding Feedback
Topic: REMOVE LING remove ling
Replies: 152
Views: 29106

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...
by Luke Cox
Mon Apr 09, 2018 10:17 pm
Forum: Ideas
Topic: A different engine for each map
Replies: 99
Views: 25008

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.
by Luke Cox
Mon Apr 09, 2018 10:16 pm
Forum: Closed Policy Discussion
Topic: Does War Ops abridge the rules and roleplaying?
Replies: 101
Views: 21454

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.
by Luke Cox
Mon Apr 09, 2018 10:02 pm
Forum: Closed Policy Discussion
Topic: Does War Ops abridge the rules and roleplaying?
Replies: 101
Views: 21454

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...
by Luke Cox
Mon Apr 09, 2018 9:56 pm
Forum: Coding Feedback
Topic: REMOVE LING remove ling
Replies: 152
Views: 29106

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...
by Luke Cox
Mon Apr 09, 2018 9:53 pm
Forum: Closed Policy Discussion
Topic: Remove Conversion Modes From Rotation
Replies: 132
Views: 26734

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...
by Luke Cox
Mon Apr 09, 2018 10:05 am
Forum: Closed Policy Discussion
Topic: Remove Conversion Modes From Rotation
Replies: 132
Views: 26734

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...
by Luke Cox
Mon Apr 09, 2018 6:22 am
Forum: Coding Feedback
Topic: REMOVE LING remove ling
Replies: 152
Views: 29106

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?
by Luke Cox
Mon Apr 09, 2018 6:21 am
Forum: Closed Policy Discussion
Topic: Remove Conversion Modes From Rotation
Replies: 132
Views: 26734

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...
by Luke Cox
Mon Apr 09, 2018 3:15 am
Forum: Closed Policy Discussion
Topic: Remove Conversion Modes From Rotation
Replies: 132
Views: 26734

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...
by Luke Cox
Mon Apr 09, 2018 2:52 am
Forum: Coding Feedback
Topic: Bloodcult feedback thread
Replies: 76
Views: 18545

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...
by Luke Cox
Mon Apr 09, 2018 1:02 am
Forum: Closed Policy Discussion
Topic: Remove Conversion Modes From Rotation
Replies: 132
Views: 26734

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...
by Luke Cox
Sun Apr 08, 2018 11:50 pm
Forum: Closed Policy Discussion
Topic: Remove Conversion Modes From Rotation
Replies: 132
Views: 26734

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 ...
by Luke Cox
Sun Apr 08, 2018 8:39 pm
Forum: Closed Policy Discussion
Topic: Does War Ops abridge the rules and roleplaying?
Replies: 101
Views: 21454

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.
by Luke Cox
Sun Apr 08, 2018 8:38 pm
Forum: Closed Policy Discussion
Topic: Remove Conversion Modes From Rotation
Replies: 132
Views: 26734

Re: Remove Conversion Modes From Rotation

If you honestly can't tell whether someone is a cultist or not, you might actually be retarded.
by Luke Cox
Sun Apr 08, 2018 10:11 am
Forum: Closed Policy Discussion
Topic: Remove Conversion Modes From Rotation
Replies: 132
Views: 26734

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.
by Luke Cox
Sat Apr 07, 2018 10:38 pm
Forum: Admin Feedback
Topic: Ambassadormagikarp
Replies: 36
Views: 12492

Re: Ambassadormagikarp

The least autistic admin
by Luke Cox
Sat Apr 07, 2018 10:37 pm
Forum: Closed Policy Discussion
Topic: Remove Conversion Modes From Rotation
Replies: 132
Views: 26734

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?
by Luke Cox
Sat Apr 07, 2018 8:53 pm
Forum: Closed Policy Discussion
Topic: Remove Conversion Modes From Rotation
Replies: 132
Views: 26734

Re: Remove Conversion Modes From Rotation

>Remove half of the antags

lol ok
by Luke Cox
Sat Apr 07, 2018 8:52 pm
Forum: Coding Feedback
Topic: Bloodcult feedback thread
Replies: 76
Views: 18545

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.
by Luke Cox
Sat Apr 07, 2018 8:54 am
Forum: Coding Feedback
Topic: Bloodcult feedback thread
Replies: 76
Views: 18545

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...
by Luke Cox
Fri Apr 06, 2018 9:58 pm
Forum: Coding Feedback
Topic: Bloodcult feedback thread
Replies: 76
Views: 18545

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...
by Luke Cox
Fri Apr 06, 2018 5:07 am
Forum: Coding Feedback
Topic: Bloodcult feedback thread
Replies: 76
Views: 18545

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....
by Luke Cox
Thu Apr 05, 2018 7:33 am
Forum: Coding Feedback
Topic: Bloodcult feedback thread
Replies: 76
Views: 18545

Re: Bloodcult feedback thread

Fucking balance it so people stop complaining about my favorite mode
by Luke Cox
Sun Apr 01, 2018 1:29 am
Forum: General Chat
Topic: OFFICIAL SERVER IS DOWN THREAD: MSO GOT HIGH!
Replies: 508
Views: 229457

Re: OFFICIAL SERVER IS DOWN THREAD: MSO GOT HIGH!

Make every round devil. We can honor Jesus by defeating Satan(s)!
by Luke Cox
Fri Mar 23, 2018 1:55 am
Forum: Ideas
Topic: spawn all assistance in assistant storage again
Replies: 32
Views: 7030

Re: spawn all assistance in assistant storage again

Spawn all assistants in the burn chamber
by Luke Cox
Fri Mar 23, 2018 1:20 am
Forum: Coding Feedback
Topic: Half Life airlock sounds
Replies: 37
Views: 7830

Re: Half Life airlock sounds

It was an inside job
by Luke Cox
Thu Mar 22, 2018 10:46 pm
Forum: Coding Feedback
Topic: Half Life airlock sounds
Replies: 37
Views: 7830

Re: Half Life airlock sounds

My bad, it shouldn't have been merged at all then.
by Luke Cox
Thu Mar 22, 2018 10:39 pm
Forum: Coding Feedback
Topic: Half Life airlock sounds
Replies: 37
Views: 7830

Re: Half Life airlock sounds

No note in the changelog, merged immediately before a code freeze
by Luke Cox
Thu Mar 22, 2018 10:09 pm
Forum: Coding Feedback
Topic: Half Life airlock sounds
Replies: 37
Views: 7830

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
by Luke Cox
Mon Mar 19, 2018 11:09 pm
Forum: Former Admins
Topic: [No Longer Admin] Kevinz000
Replies: 201
Views: 67887

Re: Kevinz000

Mashes buttons, plays music, and isn't afraid to run events when the round gets stale

11/10
by Luke Cox
Mon Mar 19, 2018 6:29 pm
Forum: Ideas
Topic: bring back the singularity
Replies: 109
Views: 20097

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...
by Luke Cox
Sun Mar 18, 2018 11:19 pm
Forum: Ideas
Topic: give traitors some free items
Replies: 24
Views: 4236

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.
by Luke Cox
Sat Mar 17, 2018 9:31 pm
Forum: Coding Feedback
Topic: Sleepers no longer automatically generate chemical PR
Replies: 144
Views: 29584

Re: Sleepers no longer automatically generate chemical PR

Ding dong the witch is dead
by Luke Cox
Sat Mar 17, 2018 9:01 pm
Forum: Ideas
Topic: Prioritize security job assignment at roundstart
Replies: 42
Views: 6808

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...