Bottom post of the previous page:
Does everything in the game really need the same counter strategy though?Holoparasites
- Anonmare
- Joined: Sun Mar 15, 2015 8:59 pm
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- Joined: Fri May 23, 2014 3:29 am
- Byond Username: Amelius
Re: Holoparasites
> People still think holoparasites are OP.
Maximum keks.
Maximum keks.
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- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: Holoparasites
Hulk also breaks the game when combod with healing viruses/chems, ablative/shield, space lube, etc.Anonmare wrote:The stun strategy doesn't really work if the user is a Hulk tbh
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- Joined: Fri Mar 13, 2015 10:26 pm
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Re: Holoparasites
They're probably gonna be removed entirely soon unless I nerf them or raise the costAmelius wrote:> People still think holoparasites are OP.
Maximum keks.
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- Joined: Fri May 02, 2014 3:01 am
- Byond Username: Incomptinence
Re: Holoparasites
I don't think they are op per se, I would go with more just a tad strong. Traitor combat stuff should be just a tad strong. More of a fine tuning thing.
Who is talking about putting up a removal pull by the way? That sounds way too extreme.
Who is talking about putting up a removal pull by the way? That sounds way too extreme.
- CPTANT
- Joined: Mon May 04, 2015 1:31 pm
- Byond Username: CPTANT
Re: Holoparasites
They are simply better than anything else a traitor can buy.Amelius wrote:> People still think holoparasites are OP.
Maximum keks.
"kek"
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
- Helios
- Joined: Mon May 05, 2014 5:07 pm
- Byond Username: Shodansbreak
Re: Holoparasites
Kor please don't.Kor wrote:They're probably gonna be removed entirely soon unless I nerf them or raise the costAmelius wrote:> People still think holoparasites are OP.
Maximum keks.
Or there will be no way for the average traitor to be intimidating, because everything else requires the player to be decently robust, and most players aren't.
- PKPenguin321
- Site Admin
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Re: Holoparasites
this isnt even true, last night i as the clown along with the mime and another loyal assistant killed Dante when he had a holoparasiteZilenan91 wrote:I'm talking like crowds of assistants. One standard versus eight unarmed assistants, and the stand is gonna win if it's not retarded or in an enclosed space. The fact that numbers mean nothing against these (and for one stand, its strength is with crowds) is stupid because everything else about traitors are balanced around there being no allies to the traitor. If they get swarmed, they are dead, and these turn that around and it's shit.
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
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
- CPTANT
- Joined: Mon May 04, 2015 1:31 pm
- Byond Username: CPTANT
Re: Holoparasites
It all depends on whether you can get stun the host and beat him to death while dragging him away. A (non retarded) holo can make that VERY difficult. Also a traitor can just gear up with other lethal gear. A traitor that has some form of weapon and a holo is a multitude stronger than an armed traitor with basically any other combination of traitor items.PKPenguin321 wrote:this isnt even true, last night i as the clown along with the mime and another loyal assistant killed Dante when he had a holoparasiteZilenan91 wrote:I'm talking like crowds of assistants. One standard versus eight unarmed assistants, and the stand is gonna win if it's not retarded or in an enclosed space. The fact that numbers mean nothing against these (and for one stand, its strength is with crowds) is stupid because everything else about traitors are balanced around there being no allies to the traitor. If they get swarmed, they are dead, and these turn that around and it's shit.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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- Joined: Fri May 02, 2014 3:01 am
- Byond Username: Incomptinence
Re: Holoparasites
The traitor arsenal was lacklustre before they came prompting several sec nerfs. Strong items on traitors is a better choice. Look at the single esword, well known for just being disarm spammed off you then used to beat you to death outclassed by the stun baton and mostly just plonked into a double esword for the deflection on its own the single esword was only really stand out in cloaker or mass slip strategies long ago. It was almost always a finisher. If you are going for a single target I actually find carp to be more effective as they are super cheap and expendable.CPTANT wrote: They are simply better than anything else a traitor can buy.
"kek"
- Helios
- Joined: Mon May 05, 2014 5:07 pm
- Byond Username: Shodansbreak
Re: Holoparasites
Revolvers are super robust because they can 2 shot people, which is pretty easy to do.
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- Confined to the shed
- Joined: Sun Jul 19, 2015 8:09 pm
- Byond Username: Zilenan91
Re: Holoparasites
As a concept, I'm cool with holos, but the standard one is just so boring and does too much for its cost.
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- Joined: Fri May 02, 2014 3:01 am
- Byond Username: Incomptinence
Re: Holoparasites
Standard could just be removed really the statline of the bomb holo is close enough and it has a really fun ability so no point nerfing standard and keeping it.
Crowbar firelock trap is funny as fuck having it pop out again to set their dropped personal items to explode afterwards while a guy tried to act all savvy because he saw my holo do it then blew himself up anyway was funny as hell.
Crowbar firelock trap is funny as fuck having it pop out again to set their dropped personal items to explode afterwards while a guy tried to act all savvy because he saw my holo do it then blew himself up anyway was funny as hell.
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- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: Holoparasites
I think I'll remove the standard from the uplink. All the others have a utlity function but the standard is pure random murder for the most part.
- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
Re: Holoparasites
W H Y
W H Y
That's what it's supposed to do! Do you remove the esword because it's only use is to kill? No.
W H Y
That's what it's supposed to do! Do you remove the esword because it's only use is to kill? No.
Spoiler:
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- Confined to the shed
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- Byond Username: Zilenan91
Re: Holoparasites
But you can stun or disarm people who use an esword. Standard parasites are just flat out better because they can't be stunned, they can eat up stuns, take 50% less damage, can body block for you, and also do only 2/3 of the damage an esword does. They're just better in every way.
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- Joined: Fri May 02, 2014 3:01 am
- Byond Username: Incomptinence
Re: Holoparasites
I'm not quite pro removal just saying it would be pointless to nerf it.
- Saegrimr
- Joined: Thu Jul 24, 2014 4:39 pm
- Byond Username: Saegrimr
Re: Holoparasites
Buff the explosive trap holoparasite. Probably by reducing the cooldown on it.
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
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- Confined to the shed
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- Byond Username: Zilenan91
Re: Holoparasites
Yeah the explosive parasite is hella weak. The way to fix it would be to limit it to one bomb, and make that bomb last forever, not the retarded 20 seconds it is currently.
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- Joined: Fri Mar 20, 2015 5:07 pm
- Byond Username: TheNightingale
Re: Holoparasites
Trapping objects isn't too bad at the moment - it stuns someone, letting the owner jump them. What if it could place different kinds of traps? Ones that do damage and explode, ones that stun everyone nearby, ones that mute, ones that set poison over time?
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- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: Holoparasites
I was thinking of giving it 3 max charges, and having it restore 1 charge per 20 seconds, rather than a straight cooldown.Saegrimr wrote:Buff the explosive trap holoparasite. Probably by reducing the cooldown on it.
Stands are pretty much on a knifes edge in regards to being nerfed or removed though so I'm afraid to work on them.
- Anonmare
- Joined: Sun Mar 15, 2015 8:59 pm
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Re: Holoparasites
It doesn't even stun, if it does it's really short. I laid a trap on a locker that clearly had a dead body in it, mime opens it and takes a slight amount of damage and his mask and shoes are blown off. Loads of prep time = Weak pay off while the other stands barely need prep time and get plenty of mileage.TheNightingale wrote:Trapping objects isn't too bad at the moment - it stuns someone, letting the owner jump them. What if it could place different kinds of traps? Ones that do damage and explode, ones that stun everyone nearby, ones that mute, ones that set poison over time?
- Hibbles
- Joined: Fri Apr 18, 2014 4:33 pm
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Re: Holoparasites
Stands have always been hyper-cool, it's like the STEEL REHN recently added to Ops. These antagonist classes should have powerful, unfair, bullshit ways to kill the average person. Yeah, SS13 is as game about an Assistant almost always having some chance to disarm/rush/kill the uber threat, but an antagonist should be threatening.Kor wrote:Stands are pretty much on a knifes edge in regards to being nerfed or removed though so I'm afraid to work on them.
And it adds that awesome 'you have a buddy' mechanic, which IMO is a better way to 'get more people involved in a round' then mass conversion antags.
RIP
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- Joined: Sat Oct 24, 2015 11:52 am
- Byond Username: Killerx09
Re: Holoparasites
We could make different types of holoparasites cost different amounts of TCs.
- PKPenguin321
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Re: Holoparasites
explosive parasite should have a more devastating explosion, kinda like a minibomb but minus the gibbing. it relies entirely on somebody else picking it up independently of you, so it should really have a little more oomph.
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
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
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- Confined to the shed
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- Byond Username: Zilenan91
Re: Holoparasites
I think it's fine currently. The explosion as of right now is RnG, meaning it can either do next to nothing or put someone very very close to crit and blow off all their clothes. If it breached floors it would be massively OP because of KOs and pressure loss.
Spoiler:
- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
Re: Holoparasites
Stands are fucking sick why do you want to throw great work away because like two buttblasted people want them removedHibbles wrote:Stands have always been hyper-cool, it's like the STEEL REHN recently added to Ops. These antagonist classes should have powerful, unfair, bullshit ways to kill the average person. Yeah, SS13 is as game about an Assistant almost always having some chance to disarm/rush/kill the uber threat, but an antagonist should be threatening.Kor wrote:Stands are pretty much on a knifes edge in regards to being nerfed or removed though so I'm afraid to work on them.
And it adds that awesome 'you have a buddy' mechanic, which IMO is a better way to 'get more people involved in a round' then mass conversion antags.
Like seriously I've heard no talk of stands being OP outside of some buttblasted assistant getting nuked by one and bitching in deadchat
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- Joined: Fri May 02, 2014 3:01 am
- Byond Username: Incomptinence
Re: Holoparasites
Trick to explosive parasite is that when you get someone with it their clothes get busted and they drop all their shit.
So then you can set their backpack to explode while they are out to be extra mean or I dunno be boring and punch em.
It is really hard to get off though. I had to trick people with crowbars but some item intensive jobs are sorta vulnerable I guess.
Healing up stand damage is maybe a bit too easy, I mean most of the pretty bad incidents a guy hopped up on goofballs and anti-aids burst out of medbay.
So then you can set their backpack to explode while they are out to be extra mean or I dunno be boring and punch em.
It is really hard to get off though. I had to trick people with crowbars but some item intensive jobs are sorta vulnerable I guess.
Healing up stand damage is maybe a bit too easy, I mean most of the pretty bad incidents a guy hopped up on goofballs and anti-aids burst out of medbay.
- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
Re: Holoparasites
I've murderboned several times and I was never hopped up on drugs. I just wasn't shit and horded tazers.
Spoiler:
- Grazyn
- Joined: Tue Nov 04, 2014 11:01 am
- Byond Username: Grazyn
Re: Holoparasites
Explosive holo is so ridiculously gimped that I wonder why traitors still choose it. They can only put one bomb at a time, it expires after 30 seconds and doesn't even crit the target (it used to, maybe it was nerfed). This means you have to select something your target will likely use in 30 seconds, wait around until he triggers the bomb, then hope you're fast enough to finish him before he can scream on radio. At this point you can just use any other traitor weapon instead of a very expensive holo, or another holo that comes with better firepower and abilities.
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- Joined: Fri May 02, 2014 3:01 am
- Byond Username: Incomptinence
Re: Holoparasites
I combo'd it with chamo projector and we just kept reapplying it to the trap item when no one was looking.
If you actually trap something people want it is devastating. Blowing their clothes off putting them halfway to crit with a good chance of knock out.
If you actually trap something people want it is devastating. Blowing their clothes off putting them halfway to crit with a good chance of knock out.
- leibniz
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Re: Holoparasites
The battlecry could be reworked to be less stupid.
Founder and only member of the "Whitelist Nukeops" movement
- Lumbermancer
- Joined: Fri Jul 25, 2014 3:40 am
- Byond Username: Lumbermancer
Re: Holoparasites
Holoparasite is not op, it's just cheap. It's another case of "forced teamplay" that seems to be at the core of tator design philosophy these days.
- Ricotez
- Joined: Thu Apr 17, 2014 9:21 pm
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- Location: The Netherlands
Re: Holoparasites
oh yes, an option that you have to specifically choose in your uplink and that's right next to the dozens of other options that allow you to do things alone is definitely forced teamplayLumbermancer wrote:Holoparasite is not op, it's just cheap. It's another case of "forced teamplay" that seems to be at the core of tator design philosophy these days.
MimicFaux wrote:I remember my first time, full of wonderment and excitement playing this game I had heard so many stories about.
on the arrival shuttle, I saw the iconic toolbox on the ground. I clubbed myself in the head with it trying to figure out the controls.
Setting the tool box, now bloodied, back on the table; I went to heal myself with a medkit. I clubbed myself in the head with that too.
I've come a long ways from asking how to switch hands.
Spoiler:
- Lumbermancer
- Joined: Fri Jul 25, 2014 3:40 am
- Byond Username: Lumbermancer
Re: Holoparasites
Not in literal sense of the word, but by making teaming up as traitors much less effortless.
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- Joined: Thu Oct 30, 2014 2:24 pm
- Byond Username: Cik
Re: Holoparasites
>an option you can always choose not to take
>force teamplay
>forced
>you can choose not to do it
>FORCED
>force teamplay
>forced
>you can choose not to do it
>FORCED
- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
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