Re: REMOVE LING remove ling
Posted: Tue Apr 10, 2018 11:46 am
Bottom post of the previous page:
I have ling enabled because if I get it then there's one less ling to absorb me in maintBottom post of the previous page:
I have ling enabled because if I get it then there's one less ling to absorb me in maintI've tried, but coderbus disagreed.Fatal wrote:If nothing else, remove the team chat and stop lings being a team murder mode at the very least
Every time I see lings it's basically a team mode because, why wouldn't they use that advantage
that's like not playing wizard because you hate wizardRustledjimm wrote:Can I just repeat here that I hate ling and it's the only antag I have refused to ever play.
Please nerf. I don't have any input or ideas sorry because I've played it once about 3 years ago and never touched it since but I'm just asking nicely can we please nerf it somehow.
Wizards are infinitely more fun to fight than lings because wizards, while strong as hell, are the loudest antag we have and is pretty much outed the moment they step on the station. Lings meanwhile are roughly as good as wizards, there's 2-5 of them in a round, AND they're practically undetectable.Armhulen wrote:that's like not playing wizard because you hate wizardRustledjimm wrote:Can I just repeat here that I hate ling and it's the only antag I have refused to ever play.
Please nerf. I don't have any input or ideas sorry because I've played it once about 3 years ago and never touched it since but I'm just asking nicely can we please nerf it somehow.
the only reason people tolerate it is because eventually you get to be the epic spell man
That's really good actually. Way simpler than my ability tree idea.PKPenguin321 wrote: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 you try to take armblade, fleshmend, biodegrade (a combat, regenerative, and stealth ability), you're now down 2 more points than you'd usually be. This encourages specialization and makes it so mixing all the optimal powers and getting the best of every world isn't really doable.
Newling is just all of the above but harder. I liked that parasting was basically their only offensive ability, it made it so they were unbeatable in 1v1 but in groups the ling didn't stand a chance. Oldling was the closest we've ever been to a stealth antag.captain sawrge wrote:oldling was bad for another plethora of reasons (boring, long rounds of being parastung and sucked until no one but lings was left) but it at least had its own identity. lings weren't terribly strong in combat but they had sneaky abilities to confuse people and make them scary one on one especially if they got the drop on you.
Problem being parasting had no tells at all. basically leading to people getting dragged into maint in the middle of crowds. Unlike goonstation's neurotoxin sting you didnt even get the ability to shout for help. It was very unfun to fight against, even with a group. Also Lings even back then were deadly as they usually had para and cryo sting, and could easily disable 2 people while fighting the third.ShadowDimentio wrote:Newling is just all of the above but harder. I liked that parasting was basically their only offensive ability, it made it so they were unbeatable in 1v1 but in groups the ling didn't stand a chance. Oldling was the closest we've ever been to a stealth antag.captain sawrge wrote:oldling was bad for another plethora of reasons (boring, long rounds of being parastung and sucked until no one but lings was left) but it at least had its own identity. lings weren't terribly strong in combat but they had sneaky abilities to confuse people and make them scary one on one especially if they got the drop on you.
I don't really think those are the issue.Luke Cox wrote:This may be controversial, but what if we removed hidden stings entirely?
Biggest issue is the fucking comms and free revives. Remove those and ling might be somewhat balanced.PKPenguin321 wrote:I don't really think those are the issue.Luke Cox wrote:This may be controversial, but what if we removed hidden stings entirely?
Worry not any PR to readd parasting will be rejected without debate. Ling was even less popular when they had that and I'm not gonna fall for nostalgia.Dr_bee wrote:Problem being parasting had no tells at all. basically leading to people getting dragged into maint in the middle of crowds. Unlike goonstation's neurotoxin sting you didnt even get the ability to shout for help. It was very unfun to fight against, even with a group. Also Lings even back then were deadly as they usually had para and cryo sting, and could easily disable 2 people while fighting the third.ShadowDimentio wrote:Newling is just all of the above but harder. I liked that parasting was basically their only offensive ability, it made it so they were unbeatable in 1v1 but in groups the ling didn't stand a chance. Oldling was the closest we've ever been to a stealth antag.captain sawrge wrote:oldling was bad for another plethora of reasons (boring, long rounds of being parastung and sucked until no one but lings was left) but it at least had its own identity. lings weren't terribly strong in combat but they had sneaky abilities to confuse people and make them scary one on one especially if they got the drop on you.
even back then they were fucking shit to fight against. thats why parasting was removed in the first place.
They sadly lack any reason to kill eachother anymore outside of antag objectives, in the past you could easily get an absurd amount of genomes off of killing other lings but that isn't a mechanic anymore.Kor wrote:Lings need to be directed to kill one another again or they need to lose the hivemind or yeah far fewer numbers.
The revives are fine if the crew aren't fucking retards who can't figure out how to space something or dump it into a gibber. The comms are a problem.Dr_bee wrote:Biggest issue is the fucking comms and free revives. Remove those and ling might be somewhat balanced.PKPenguin321 wrote:I don't really think those are the issue.Luke Cox wrote:This may be controversial, but what if we removed hidden stings entirely?
Except lings have a space suit now and space loops so if you throw a ling out an airlock it's just going to come back and kill you in five minutes.Luke Cox wrote:The revives are fine if the crew aren't fucking retards who can't figure out how to space something or dump it into a gibber. The comms are a problem.
I'll give you the spacing bit, but you can also just dump them into the xenobio pen.Yakumo_Chen wrote: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 gives you the chance to die in a stupid way to the same thing.
Lings are hard to kill in the first place so RE-killing a ling becomes an extremely tedious (and hazardous) chore when it can just press a reset button and run away again.
I'm fine with just about any ling nerf but I will defend the indefinite revive till my last. Braindead assistants can't just toolbox them to death like they can traitors. They actually have to use their brains to kill the ling. Security can easily gib them with the labor camp shuttle, and if you honestly get yourself killed doing it, consider it natural selection.ShadowDimentio wrote:Except lings have a space suit now and space loops so if you throw a ling out an airlock it's just going to come back and kill you in five minutes.Luke Cox wrote:The revives are fine if the crew aren't fucking retards who can't figure out how to space something or dump it into a gibber. The comms are a problem.
Reviving needs to revive the ling at 1 health and use all their chems, I've had lings revive on the way to the gibber, instantly melt the cuffs and sprint away with methspeed before anyone can stop them. It's fucking gay.
the ling revive timer is so incredibly short that if I don't hold them down while trying to crush them (which will invariably drag me down into space with it), that they'll often get back up as I'm trying to gib them. Gibbing them is just incredibly annoying to do and not very fun for anyone except the ling.I'm fine with just about any ling nerf but I will defend the indefinite revive till my last. Braindead assistants can't just toolbox them to death like they can traitors. They actually have to use their brains to kill the ling. Security can easily gib them with the labor camp shuttle, and if you honestly get yourself killed doing it, consider it natural selection.
Idea: replace lings with wizards (yes, multiple. probably not mixed with traitors because that would be even more of a shitfest); they're more fun both to play as and to fight.ShadowDimentio wrote:Wizards are infinitely more fun to fight than lings because wizards, while strong as hell, are the loudest antag we have and is pretty much outed the moment they step on the station. Lings meanwhile are roughly as good as wizards, there's 2-5 of them in a round, AND they're practically undetectable.Armhulen wrote:that's like not playing wizard because you hate wizardRustledjimm wrote:Can I just repeat here that I hate ling and it's the only antag I have refused to ever play.
Please nerf. I don't have any input or ideas sorry because I've played it once about 3 years ago and never touched it since but I'm just asking nicely can we please nerf it somehow.
the only reason people tolerate it is because eventually you get to be the epic spell man
This was had as a gamemode once, it really isnt fun. Wizards are very powerful alone but obnoxiously strong when there was more than onesomerandomguy wrote: Idea: replace lings with wizards (yes, multiple. probably not mixed with traitors because that would be even more of a shitfest); they're more fun both to play as and to fight.
Latter two sound great, but fully canceling a revive with just a little fire seems excessive. Just nerf the ability to what it used to be (90 seconds I think)Kor wrote:When the freeze is over I'm going to make fire cancel revives, absorbing lings give you a higher point cap in the power menu, and personal hiveminds that only function if you use the "grant hivemind" power on someone.
whyCPTANT wrote:Ling should be a progression based side antag.
/thread
Because progression based antags suck as primary antags and lings only make sense as a progression based role.PKPenguin321 wrote:whyCPTANT wrote:Ling should be a progression based side antag.
/thread
this side antag meme is getting out of hand
why not just antag antag
"Found a traitor now I know what every other antagonist in the round is and will have"Lumbermancer wrote:No they don't.
But every antag is out there to shoot,bomb,absorb or convert you.Lumbermancer wrote:"I found a traitor, now I know there's traitors. Now I found a revenant, so now I know there's also a revenant".
Except traitor is integral to the round, while side-antag exist only to perpetuate itself and ruin your experience.
thats something that was supposed to be solved by datum antags I thought, as you could functionally have any antag during any round with themArmhulen wrote:"Found a traitor now I know what every other antagonist in the round is and will have"Lumbermancer wrote:No they don't.
we have datum antags now, we just need to have changelings and traitors have a low chance of happening in every round tooDr_bee wrote:thats something that was supposed to be solved by datum antags I thought, as you could functionally have any antag during any round with themArmhulen wrote:"Found a traitor now I know what every other antagonist in the round is and will have"Lumbermancer wrote:No they don't.
OR SOMETHING! Doesn't have to be crazy!Armhulen wrote:we have datum antags now, we just need to have changelings and traitors have a low chance of happening in every round tooDr_bee wrote:thats something that was supposed to be solved by datum antags I thought, as you could functionally have any antag during any round with themArmhulen wrote:"Found a traitor now I know what every other antagonist in the round is and will have"Lumbermancer wrote:No they don't.
ideally we'd have a gamemode that mixes a bunch of side antags roundstart as the game mode instead of traitor and changeling, so nuke ops can stay away from traitors revolvering the cap and nuking immediatelyCobby wrote:stop adding baddies to the mix if you’re not going to touch primary antags who are scaled to be the sole antag of the round!!!