"Final Boss" heads of staff with OP gear

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FantasticFwoosh
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"Final Boss" heads of staff with OP gear

Post by FantasticFwoosh » #265237

They are not 'bosses' if they slip on a goddamn banana, the clown infiltrates & neutralises before hand and takes all this extremely powerful loot for themselves.

Part of the problem which could lead to insane armor vs insane weapons scenario on goon is incompetent OOC players losing this loot like a piniata, in which then you need to have backup armor & weapons in a pinch to counter this roundstart god amongst men who with a entire traitor arsenal & competency can wipe out the entire station with literally a E-bow or double e-sword etc.

> If you want to make heads have these things, make them spawn in a safe location with the items already on them rather than in lockers, pending that such a action isn't balanced find another way or give up on the principle and code smarter.

This BOSS culture on lavaland too is complete garbage as the AI is too stupid to warrant ever having these items be dropped and coderbus is assblasted obsessed with bosses in some form or description because they lack the imagination to make any more antagonists so feel the need to make heroic protagonists. Reeeeeeeeeeeeeeeeeee.

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Re: "Final Boss" heads of staff with OP gear

Post by Shaps-cloud » #265239

Sorry Decompressed made it canon that heads are bosses
P.S. Shoot Dr. Allen on sight and dissolve his body in acid. Don't burn it.
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Re: "Final Boss" heads of staff with OP gear

Post by Armhulen » #265241

Did my one comment on how the HOS should be the final boss of sec really call for a new thread? I know it won't work out because people hate fun.
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Re: "Final Boss" heads of staff with OP gear

Post by calzilla1 » #265246

Shaps wrote:Sorry Decompressed made it canon that heads are bosses
Is that web comic still even ALIVE?
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Re: "Final Boss" heads of staff with OP gear

Post by kevinz000 » #265253

I couldn't even read the OP.
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Re: "Final Boss" heads of staff with OP gear

Post by DemonFiren » #265255

>it's a fwoosh tries to force another salt reserves meme episode
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Re: "Final Boss" heads of staff with OP gear

Post by Reece » #265275

How would a boss CMO even work? Medibeam implanted into the arm?
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Re: "Final Boss" heads of staff with OP gear

Post by Armhulen » #265278

If there was going to be a final boss, it should be the hos. The hos should be extremely hard to kill, but only come out to play if most if not all of sec are ded. Sadly, space station 13 is a bad rpg and the final boss will roam the halls five minutes in :(
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Re: "Final Boss" heads of staff with OP gear

Post by Lumbermancer » #265285

Just toss some floor tiles at him.
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Re: "Final Boss" heads of staff with OP gear

Post by XDTM » #265287

calzilla1 wrote:
Shaps wrote:Sorry Decompressed made it canon that heads are bosses
Is that web comic still even ALIVE?
I miss it, the last drone joke was funny
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Re: "Final Boss" heads of staff with OP gear

Post by InsaneHyena » #265290

It's funny how people who want HoS buffed and spout this "final boss" nonsense are usually hos players. Looking at you, Steelpoint.
Bring back papercult.

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Re: "Final Boss" heads of staff with OP gear

Post by Armhulen » #265300

InsaneHyena wrote:It's funny how people who want HoS buffed and spout this "final boss" nonsense are usually hos players. Looking at you, Steelpoint.
But I'm not. Anecdotal as it is, only like three people are really 'for' the whole boss idea
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Re: "Final Boss" heads of staff with OP gear

Post by oranges » #265325

I actually agree with Fwoosh
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Re: "Final Boss" heads of staff with OP gear

Post by Drynwyn » #265329

oranges wrote:I actually agree with Fwoosh
Isn't this a sign of the end times?
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Re: "Final Boss" heads of staff with OP gear

Post by InsaneHyena » #265330

oranges wrote:I actually agree with Fwoosh
A rare sentence.
Bring back papercult.

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Re: "Final Boss" heads of staff with OP gear

Post by Luke Cox » #265331

He may exaggerate a bit but I don't think it's unreasonable to say that HoS armor should be buffed a little. Heads should have gear that's the "best" at what their department does, and be able to withstand all the hazards associated with it. HoS should be able to win most one-on-one fights without some sort of trickery, CE should be able to EVA anywhere, RD should be able to survive explosions and maybe slime attacks, CMO hardsuit should have epinephrine injectors or something.
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Re: "Final Boss" heads of staff with OP gear

Post by ShadowDimentio » #265341

itt we post OP ideas

CMO: Medigun MK2. Equipped to the back, the medigun heals wounds at a decent rate, but much more importantly if the target has a special heart implant they can be healed from death, overhealed for temporary bonus health, regrow limbs, and made invulnerable for 8 seconds with a heavy cooldown.

RD: Modular Weapon. Extremely underwhelming at roundstart, as research progresses however the gun becomes disgustingly powerful through upgrading parts via R&D, inflicting mutations via gene, throwing out fire/freon/???? via toxins, and firing entire slimes via xenobio.

HoS: Combat Exosuit. Equipped to the exosuit slot, the Combat Exosuit is the be-all-end-all of combat in the modern age, boasting high armor, a variety of built-in self-recharging weapons, and suit support to increase speed and strength.

CE: Energy Foci. An experimental Nanotrasen laser the size of an entire room that requires constant maintenance and a huge power supply but fires a laser that can cut clear through all but the most resilient structures and creatures.

HoP: Nothing lmao

Cap: Big Red Button. At any time, for any reason, this button will send an emergency request to HQ, who will organize a response team according to the severity of the situation. If no response from HQ is recieved, the button will detonate the nuclear fission explosive on the station, killing everyone instantly.
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Re: "Final Boss" heads of staff with OP gear

Post by FantasticFwoosh » #265355

Luke Cox wrote:He may exaggerate a bit but I don't think it's unreasonable to say that HoS armor should be buffed a little. Heads should have gear that's the "best" at what their department does, and be able to withstand all the hazards associated with it. HoS should be able to win most one-on-one fights without some sort of trickery, CE should be able to EVA anywhere, RD should be able to survive explosions and maybe slime attacks, CMO hardsuit should have epinephrine injectors or something.
I don't disagree entirely with this statement and that is the case (full body armor, personal *INFINITE* handgun, full sec arsenal and somewhat incompetent backup) but insane armor vs insane weapons rhetoric there isn't much balance.

If the principle is to survive a double esword attack by boosting armor & penetration, then surely that marks a problem for lesser officers & requirement to make the 'big bad' asskicking HOS survive one more hit is very risky as to the competency (which suggests that only certain people play it which might as well put it out there its whitelisted to a elite group). To counter the insane weapon we added another (on paper) insane weapon of 1 standard issue pseudo defensive krag mava gloves which can help destroy melee opponents and the skill related accurate fast clicking of a stun-baton. In which case the 'Hero' of the security department is required to face the primary antagonist (traitor in which there is more than one, especially on DA) mounting unnessecary pressure and drawing away from the effective force of security as a whole without putting it down to 'luck'.

> Goes Rambo mode with full sec supplies, slips on water and is reduced to a fleshless skeleton by looting assistants who pick the corpse apart in seconds and then for malicious or just self interest reasons go shooting/shitting up the hallways.

Already known fact that if you cheese dropkick a simple officer with any number of mundane but effective strategies (basic water slips can fell the mightiest titan) it provides leverage for full access to stuns (which is a shoot first situation, if you intend to shoot the HOS you can just do it, they need to read the input first and make a decision to shoot you buying you time) which are a very effective way to shoot people down then just pull out 2-3 lasers/bullshit weapon and loot the corpse for another laser/stun-gun and whatever else the piniata was carrying.

> I take this personally because its one of the reasons i actually quit playing regularly late November, it feels like a bullshit unstoppable force to a unmovable object which the coderbus has no real constructive understanding of and are constant squabbling over (hence Mekhi's coveted bluespace armor got the chop) now i do understand it takes skill & ROBUSTNESS to play with a pinch of competency and we shouldn't hugbox everything to fit within the same fighting bracket but there is a difference between HIGH & low combat capability. My Queen counters your lowly pawn unless i cheat and literally overwhelm & box you in with a uneven advantage of the board/more pawns

One constructive piece of advice from me is to rebalance the immediate nature of traitor items by fundamentally reworking the Traitor panel to ACCRUE a maximum of 20 TC over time and directly reward traitors for completing objectives (with a one time payoff) nobody enjoys eswords, but everyone would miss the esword, so capping it at 10 base would hinder them from rushing a double esword which of course could be a reward of gaining TC from doing a objective
Reece wrote:How would a boss CMO even work? Medibeam implanted into the arm?
Hypospray (traitor objective & handy tool), no reliance on sechuds so they just wear sunglasses all the time, can replace all the doctors/chemistry/genetics who don't even need to be there on lowpop single handedly when drop-kicked gives out free medical supplies, infinite autoclone (with upgrades) some primary access to brig & bridge and special blue latex (i forget the name) gloves that don't leave fingerprints.

Lets just not forget these 'hero' class usual station people are just seniors, yes they command more authority in position and access but they are not god-like, infact the HOP is the most powerless of the bunch beside the function to forge a captians ID at any notice and summarily rob the entire station with no other heads on (and can roll traitor)

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Re: "Final Boss" heads of staff with OP gear

Post by kevinz000 » #265373

>solo conversion antags as regular sec officer three rounds in a row while heads of staff were either AFK or sitting doing nothing
>Get good I don't need the RTA anymore
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Re: "Final Boss" heads of staff with OP gear

Post by FantasticFwoosh » #265378

kevinz000 wrote:>solo conversion antags as regular sec officer three rounds in a row while heads of staff were either AFK or sitting doing nothing
>Get good I don't need the RTA anymore
Conversion antagonists have a goal to subvert and take over relying on group co-operation of security. Non-conversion just have a objective to murderbone and destroy as a primary culture and can directly clash with local security, if it hinges on the HOS and they fail & get looted its over in the impossible armor vs impossible weapons arguement and then steelpoint will literally squirm away to buff the stats for armor higher until someone counter-codes more powerful eswords or a new way to damage the armor/work the system against them.

Its quite literally a arms race happening in coderbus implicitly.

> Usually because of how spaced out a concealed traitor is/can be, officers fight 1v1 and don't have panic buttons besides vague critical condition suit sensor notifiers or get lured into maint & dunked. Officers go seperate patrols and 'validhunt' (Sec-borgs had more surviveability & less weaknesses including a ability to have high LOS with flashlights in these dangerous maintenance/off camera areas) leading to them running in circles rather than actually doing anything waiting to run into trouble deliberately.

> VS conversion antags the security forces usually pool up to fight a group and individuals are tackled down because failure to secure could compromise sec from a counter-arrest and access into sec being given. Decisively they storm cargo and do whatever they need to do.

Unless officers are contractually obliged to RP in the bar in groups, having them patrol looking for antagonistic presence is bad so really you should leave that to the det (who has the unfortunate dilemma of working mostly alone with a lethal gun) and cruising security cams more or doing whatever the fuck security does in this coderbase that doesn't involve harm batoning others for fun when they are bored.

> Raise detectives to two or put the gun inside a locked safe with the det pre-notified in the notes section of the combination, guns & solo antags don't mix and leads to too much bwoink-chasing hijinx as it is when that's their legally recognized stun to blow off kneecaps (which isn't even that good when you could alteast force people to crawl for a few seconds on a critical hit of shattering their kneecap) even though they have a baton.

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Re: "Final Boss" heads of staff with OP gear

Post by PKPenguin321 » #265404

the cycle

>steelpoint gets bored
>steelpoint starts posting again
>steelpoint starts making sec PRs again
>steelpoint makes a thread about sec armor
>steelpoint makes a PR that adjusts sec armor
>maintainers don't close steelpoint's pr because they're pussies
>everybody loses their shit
>steelpoint revels in drama he has created and is no longer bored
>salty aftermath threads start popping up <---- you are here
>steelpoint, no longer bored, retires from posting/PRing until he gets bored again
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Re: "Final Boss" heads of staff with OP gear

Post by Steelpoint » #265408

I'm pretty sure the energy swords were buffed back when armour defensive values were at their lowest point.

The idea was that energy swords committed you to a fully melee play style, which is inherently a disadvantage with our combat system. So the armour penetration was added to make the energy sword viable.

The energy sword wasn't buffed because I was buffing armour.
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Re: "Final Boss" heads of staff with OP gear

Post by FantasticFwoosh » #265415

Steelpoint wrote:
The idea was that energy swords committed you to a fully melee play style, which is inherently a disadvantage with our combat system. So the armour penetration was added to make the energy sword viable.

The energy sword wasn't buffed because I was buffing armour.
Say that again 'but slooooowly'
Steelpoint wrote: So the armour penetration was added to make the energy sword viable. The energy sword wasn't buffed because I was buffing armour.
Steelpoint wrote:"armour penetration was added", "The energy sword wasn't buffed because I was buffing armour"
Inherently by soliciting the addition of armor penetration you made it much much more powerful against everything else because now there's another rock paper scissors into the mix of how deep something can penetrate another armor rather than block the base high damage it does. Standard uniforms are paper thin, if all sec under-uniforms had like 2 melee, 1 laser etc etc. armor it might not destroy regular armor so much. Phil's damage PR complicates it so much more because extended damage exposure will actually destroy the clothes you are wearing (regarding whether you are already dead or not from the 2 dual esword slashes you had)

Hence why i lobby for security orientated modifications like attachments to armor (akin to flashlights) and using the existing system of 'clip on' attachments to strengthen. All you need is a bulletproof under-vest and that's a instant 1 melee 3 bullet defence on your uniform, you could scrap the HOP's set of armor & lasergun storage slot entirely for balance by giving them a bulletproof uniform vest that fufills the same function as external armor and fits to your body tighter.

https://tgstation13.org/phpBB/viewtopic ... 69#p264956

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