Nuke Op Shuttle Turrets

For feedback on the game code and design. Feedback on server rules and playstyle belong in Policy Discussion.
Post Reply
User avatar
Takeguru
Joined: Wed May 07, 2014 5:20 pm
Byond Username: TakeGuru

Nuke Op Shuttle Turrets

Post by Takeguru » #114541

They're shit


The big issue is, it wasn't fucking changelogged that they were readded.

Oh, and the one main hall turret should only be able to shoot exterior OR interior, not both
Image
User avatar
Shaps-cloud
Code Maintainer
Joined: Thu Aug 14, 2014 4:25 am
Byond Username: Shaps

Re: Nuke Op Shuttle Turrets

Post by Shaps-cloud » #114552

This really should have gotten at least a changelog
P.S. Shoot Dr. Allen on sight and dissolve his body in acid. Don't burn it.
Image
lumipharon
TGMC Administrator
Joined: Mon Apr 28, 2014 4:40 am
Byond Username: Lumipharon

Re: Nuke Op Shuttle Turrets

Post by lumipharon » #114559

Only problem is there isn't enough turrets.

Last 3 ops rounds I've seen, evey single time, crew deconned the fucking walls and got inside.
User avatar
Takeguru
Joined: Wed May 07, 2014 5:20 pm
Byond Username: TakeGuru

Re: Nuke Op Shuttle Turrets

Post by Takeguru » #114562

I saw the turrets and made it my goal to figure out weakpoints.

There's nothing protecting the entire back half, the two on the cockpit can't shoot inside.

The one on the right side, just above the blast door, has the capability to shoot both inside and outside which is stupid.
Image
User avatar
Saegrimr
Joined: Thu Jul 24, 2014 4:39 pm
Byond Username: Saegrimr

Re: Nuke Op Shuttle Turrets

Post by Saegrimr » #114563

lumipharon wrote:Last 3 ops rounds I've seen, evey single time, crew deconned the fucking walls and got inside.
Why is this even still a thing? Like the entire thing was balanced around shuttle tiles being basically invincible. That's why the front of the ship has a shutters button because it was the only way to keep people from breaking in.
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
Gun Hog
Joined: Sat Apr 19, 2014 5:19 am
Byond Username: Gun Hog

Re: Nuke Op Shuttle Turrets

Post by Gun Hog » #114564

Just make them with resprited admin walls or such.
Bombadil
Joined: Wed Apr 23, 2014 12:23 am
Byond Username: Kromgar

Re: Nuke Op Shuttle Turrets

Post by Bombadil » #114573

Just remake the tiles invincible again christ
Planet Station Best Station

Vote Planetstation and Kor Phaeron 2017
User avatar
Remie Richards
Joined: Thu Apr 17, 2014 7:11 pm
Byond Username: CrimsonVision
Location: England, UK, Earth, Sol, Milky Way, Local Group, Virgo Supercluster, Known Universe
Contact:

Re: Nuke Op Shuttle Turrets

Post by Remie Richards » #114590

You say the turrets are shit but think about it.

Would you rather:
A. Be killed by the turrets and have one round ruined
or
B. Be banned for finding the ship

I'm p.sure one of the two is FAR more reasonable than the other.

and yeah, make the walls for the syndi ship invulnerable again, they weren't deliberately made constructable, that was just a side effect of all shuttle walls being normalised.
私は完璧
Zilenan91
Confined to the shed
Joined: Sun Jul 19, 2015 8:09 pm
Byond Username: Zilenan91

Re: Nuke Op Shuttle Turrets

Post by Zilenan91 » #114595

Remie Richards wrote:You say the turrets are shit but think about it.

Would you rather:
A. Be killed by the turrets and have one round ruined
or
B. Be banned for finding the ship

I'm p.sure one of the two is FAR more reasonable than the other.

and yeah, make the walls for the syndi ship invulnerable again, they weren't deliberately made constructable, that was just a side effect of all shuttle walls being normalised.

Yeah, it's really shit how they can be deconned. I remember a round where a stealth Op forgot to take off his syndicate headset, so security got onto the shuttle, and spaced the nuke. Also having turrets on the back of the ship would be awesome if at all possible.
Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
User avatar
Takeguru
Joined: Wed May 07, 2014 5:20 pm
Byond Username: TakeGuru

Re: Nuke Op Shuttle Turrets

Post by Takeguru » #114597

imblyings wrote:I don't really care what you do onboard it, you can put six max cap prox sensor welcoming gifts on it along with spacing the nuke for all I care. What matters is whether you were searching the syndie shuttle docking points at roundstart for no reason or not.
From the shuttle thread in policy.

So long as you aren't searching for the shuttle at round start, it's fine.
What I'm getting from his post is that so long as the nuke ops have been identified, they've went loud, whatever, shuttle fuckery is fair game.

Oh, and none of this changes the fact that it should have been change logged when it went live.
Image
User avatar
Saegrimr
Joined: Thu Jul 24, 2014 4:39 pm
Byond Username: Saegrimr

Re: Nuke Op Shuttle Turrets

Post by Saegrimr » #114609

Takeguru wrote:Oh, and none of this changes the fact that it should have been change logged when it went live.
The changelogs are usually a day or so behind actual changes sometimes. Also consider they used to be on the shuttle, and got mysteriously removed and nobody can figure out why.
Remie Richards wrote: Would you rather:
A. Be killed by the turrets and have one round ruined
or
B. Be banned for finding the ship
This is why i've been wanting those turrets back for months. Why bother with nitpicky policies when the game can handle it for you?
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
User avatar
Takeguru
Joined: Wed May 07, 2014 5:20 pm
Byond Username: TakeGuru

Re: Nuke Op Shuttle Turrets

Post by Takeguru » #114613

Solution: Only ban when they go hunting for it round start.

It should be open to fuck with in return because they're here to fuck up the station.

With a nuclear device.
Image
Bombadil
Joined: Wed Apr 23, 2014 12:23 am
Byond Username: Kromgar

Re: Nuke Op Shuttle Turrets

Post by Bombadil » #114630

Takeguru wrote:Solution: Only ban when they go hunting for it round start.

It should be open to fuck with in return because they're here to fuck up the station.

With a nuclear device.
So nuke ops need to leave an op to defend their shuttle now?
Planet Station Best Station

Vote Planetstation and Kor Phaeron 2017
Zilenan91
Confined to the shed
Joined: Sun Jul 19, 2015 8:09 pm
Byond Username: Zilenan91

Re: Nuke Op Shuttle Turrets

Post by Zilenan91 » #114657

Bombadil wrote:
Takeguru wrote:Solution: Only ban when they go hunting for it round start.

It should be open to fuck with in return because they're here to fuck up the station.

With a nuclear device.
So nuke ops need to leave an op to defend their shuttle now?

I think they should just make the shuttle walls indestructible again, but still able to be bombed open. Every single time I've seen Ops there have been engineers, miners, atmos techs, and security personnel fucking off to space to go find it and space the nuke.
Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
User avatar
Scones
Joined: Mon Nov 10, 2014 2:46 am
Byond Username: Scones
Location: cooler than thou

Re: Nuke Op Shuttle Turrets

Post by Scones » #114670

They don't even work 90% of the time
plplplplp WOOOOooo hahahhaha
User avatar
Takeguru
Joined: Wed May 07, 2014 5:20 pm
Byond Username: TakeGuru

Re: Nuke Op Shuttle Turrets

Post by Takeguru » #114684

I actually thought the one wall turret couldn't shoot inside at all because I walked past it like 5 times.

And then it put my leg into red in a single shot.
Image
TheNightingale
Joined: Fri Mar 20, 2015 5:07 pm
Byond Username: TheNightingale

Re: Nuke Op Shuttle Turrets

Post by TheNightingale » #114686

How about we replace them with pulse destroyers and give them 1,000 health? They don't work all the time, but when they do, they do.
lumipharon
TGMC Administrator
Joined: Mon Apr 28, 2014 4:40 am
Byond Username: Lumipharon

Re: Nuke Op Shuttle Turrets

Post by lumipharon » #114688

Saying it's "ok" to find the syndie shuttle as long as you're not doin it round start is still shit.

We had teleporter sith ops yesterday, so we teleported onto the bridge, meaning literally no possible clues as to where our shuttle was.

We get the disk in under 5 minutes, yet when I get back to the shuttle (NW by the way), people have already fucking broken in via the south end, deconned into every single fucking room of the shuttle etc etc.
Cheimon
Joined: Tue May 20, 2014 6:53 pm
Byond Username: Cheimon

Re: Nuke Op Shuttle Turrets

Post by Cheimon » #114726

I'm starting to think it might just be better to take the nuke with you. You can push them through teleporters, I assume.
User avatar
PKPenguin321
Site Admin
Joined: Tue Jul 01, 2014 7:02 pm
Byond Username: PKPenguin321
Github Username: PKPenguin321
Location: U S A, U S A, U S A

Re: Nuke Op Shuttle Turrets

Post by PKPenguin321 » #114738

i think the solution is significantly more turrets
like, one on every single wall
stay the fuck away from the syndie shuttle unless you're a syndie or get ready to get fucked up
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
Image
Post Reply

Who is online

Users browsing this forum: No registered users