Blob Changes

For feedback on the game code and design. Feedback on server rules and playstyle belong in Policy Discussion.
Post Reply

How fragile should space blobs be [CLOSED]

One Wrench Hit
3
14%
Two Wrench Hits
3
14%
Three Wrench Hits
6
29%
Four Wrench Hits
0
No votes
Five Wrench Hits
2
10%
OTHER: Post in the thread
0
No votes
ABSTAIN: Two Welder/Laser Hits
7
33%
 
Total votes: 21

User avatar
ChangelingRain
Joined: Thu Apr 17, 2014 3:36 pm
Byond Username: ChangelingRain
Github Username: ChangelingRain
Location: The biggest lake

Blob Changes

Post by ChangelingRain » #117107

Pull one changes blob space expansion from RNG to about 25% effect, meaning a blob tile on space has approximately 25% of its normal health.
https://github.com/tgstation/-tg-station/pull/11616
Three wrench hits, or in other words, 15 brute damage, will kill a space blob, or one laser or welder hit.

Pull two changes blob chemicals to be either more or less effective, specifically removing a few that either overlap or are just shit.
https://github.com/tgstation/-tg-station/pull/11569
Please tell me if you actually enjoyed Omnizine blob, Space Drugs blob, or Radioactive Liquid blob at all.
  • Skin Melter, Radioactive Liquid, Omnizine, and Space Drugs blob chemicals are gone.
  • Skin Melter specifically because it was Boiling Oil, but better.
  • Added Cryogenic Liquid blob chemical, which does 10 burn, 10 stamina, and injects the target with frost oil.
  • Renamed Skin Ripper to Ripping Tendrils, does 15 brute a hit with 10 bonus stamina damage.
  • Renamed Toxic Goop to Envenomed Tendrils, does 15 tox a hit, some hallucination, and injects the target with spore toxin.
  • Renamed Lung Destroying Toxin to Lexorin Gel, does 10 brute and 25 oxygen a hit with some losebreath.(But no longer enough to one-hit crit.)
  • Replaced Explosive Gel with Kinetic Gel, does between 5 and 35 bonus brute damage.
  • Note that in addition to the listed damage, human blob_act does 5 brute.
Last edited by ChangelingRain on Wed Sep 09, 2015 6:04 pm, edited 1 time in total.
Plays Joan Lung and various AIs and cyborgs with mythology and magical creature-themed names. Joan on IRC.
earth-clawing illuminati trans girl
Gun Hog
Joined: Sat Apr 19, 2014 5:19 am
Byond Username: Gun Hog

Re: Blob Changes

Post by Gun Hog » #117109

15 damage seems fine here. Three wrench hits, but one welder hit. But, if you have access to a space suit, chances are you also have easy access to a welder.

I liked the Space Drugs blob, because making the crew SUPER high is hilarious, although once it hits OD levels, it stops being fun for the target, as it basically becomes similar to a Changeling's hallucination sting.

I am a bit iffy on the radioactive blob. Heavy radiation is highly effective, but can be annoying to cure if it causes disabilities. No strong opinion on it, really.

Omnizine blob is pure evil; the damage is quite slow, but is difficult to treat due to being of all four basic types.
Zilenan91
Confined to the shed
Joined: Sun Jul 19, 2015 8:09 pm
Byond Username: Zilenan91

Re: Blob Changes

Post by Zilenan91 » #117198

My only experience with radioactive liquid was it giving people Hulk, TK, and cold resistance.
Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
Incomptinence
Joined: Fri May 02, 2014 3:01 am
Byond Username: Incomptinence

Re: Blob Changes

Post by Incomptinence » #117289

Space doesn't score for blob and they spread into it and they know this it is usually done to try and take down a space emitter platform. Which I will say making it not fail place blob will help immensely.

If the blob is whole hog expanding into space it isn't really helping itself much though if you want to stop them making a home there make nodes not be possible to place in space (or is that already the case?).
Amelius
Joined: Fri May 23, 2014 3:29 am
Byond Username: Amelius

Re: Blob Changes

Post by Amelius » #117299

Bad idea. The only reasons to expand in space for a blob is to hit an emitter array, and if there's no RNG shield protecting those emitters, then it's a severe nerf to crew, as they tend to be unguarded and are in a difficult-to-guard area.
Bombadil
Joined: Wed Apr 23, 2014 12:23 am
Byond Username: Kromgar

Re: Blob Changes

Post by Bombadil » #117485

Amelius wrote:Bad idea. The only reasons to expand in space for a blob is to hit an emitter array, and if there's no RNG shield protecting those emitters, then it's a severe nerf to crew, as they tend to be unguarded and are in a difficult-to-guard area.

If someone guards them which just means you need a single engineer with a welder you can easily protect the emitters. This actually gives blobs a slight chance to counter the emitters.
Planet Station Best Station

Vote Planetstation and Kor Phaeron 2017
Post Reply

Who is online

Users browsing this forum: No registered users