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Remove gang (again)

Posted: Wed Jul 19, 2017 8:48 pm
by InsaneHyena
Enough.

Re: Remove gang (again)

Posted: Wed Jul 19, 2017 8:55 pm
by danno
Player votes, lol!

Re: Remove gang (again)

Posted: Wed Jul 19, 2017 8:56 pm
by danno
check me out I'm such a Man Of The People does a playervote for a terrible thing knowing full well that retarded people are going to choose the wrong option on purpose, even though I know better than to do something stupid like this

Re: Remove gang (again)

Posted: Wed Jul 19, 2017 9:02 pm
by PKPenguin321
Hehehe I am So Clever this post will be Infallible Posts an opinion that states that the opposing opinion is objectively wrong

Re: Remove gang (again)

Posted: Wed Jul 19, 2017 9:03 pm
by PKPenguin321
Anyways, leoz will probably murder gang once my term's ended, but the current plan is to run one last poll near the end of my term and unless votes for gang are exceedingly positive it will most likely be cut

Re: Remove gang (again)

Posted: Wed Jul 19, 2017 9:17 pm
by danno
I am right lol

Re: Remove gang (again)

Posted: Wed Jul 19, 2017 9:19 pm
by bman
I can confirm that gang is more fun than it has ever been and that any further complaints are derivatives of salt. I'd like to prescribe one (1) unit of "Git Gud"

Re: Remove gang (again)

Posted: Wed Jul 19, 2017 9:20 pm
by danno
i've only played a few rounds of nu-gang and i just bought uzis and killed everyone i saw tbh

Re: Remove gang (again)

Posted: Wed Jul 19, 2017 9:20 pm
by J_Madison
The round has ended.

You managed to survive the events on the worst station ever created ever as JI!H#$ K@3$KSG?@S.
Shift Duration: 0:34:26
Station Integrity: 86.1%
Total Population: 57
Evacuation Rate: 20 (35.1%)
(on emergency shuttle): 20 (35.1%)
Survival Rate: 32 (56.1%)

D-0 R.F. (Played by: Hathkar)'s laws at the end of the round were:
Obey these laws:
1. You may not injure a human being or, through inaction, allow a human being to come to harm.
2. You must obey orders given to you by human beings, except where such orders would conflict with the First Law.
3. You must protect your own existence as long as such does not conflict with the First or Second Law.
Total law changes: 0
D-0 R.F.'s minions were: RQ-31 (Deactivated) (Played by: RomanQrr), Ultimate Animal Control Device (Played by: Zoozele), Gnut (Played by: Bike Stealer64),

The station was evacuated before a gang could claim it! The station wins!


The Newton Gang was defeated with 3% control of the station!
The Newton Gang Bosses were:
InsaneHyena was Sheryl Sherman the Chemist and had their body destroyed
Ishfi was Vasili Orestkev the Curator and died while fleeing the station
Shadow_Of_Man was Carmen Waldron the Bartender and died
The Newton Gangsters were:
Mopsidae was Holly Lamont the Chief Medical Officer and died
Names Are Hard was Cristin Matthews the Assistant and died
DMaillo was Sam Hyde the Chaplain and had their body destroyed


The Sleeping Carp Gang was defeated with 5% control of the station!
The Sleeping Carp Gang Bosses were:
Ghodere was Plutonium CCXXXIX the Shaft Miner and had their body destroyed
Maxiumattack was Timothy Lombardi the Assistant and had their body destroyed
The Sleeping Carp Gangsters were:


The Clandestine Gang was defeated with 6% control of the station!
The Clandestine Gang Bosses were:
Ghom was Scuff Gerald the Assistant and died
Sickofguessing was Layla Wise the Medical Doctor and died
Shadowbobafeet was Nicholas Rattman the Medical Doctor and died
The Clandestine Gangsters were:
Syruse Eln was Bob Oakland the Medical Doctor and died


The ShitsecGang kept control of the station with most of the crew!

Re: Remove gang (again)

Posted: Wed Jul 19, 2017 9:21 pm
by bman
danno wrote:i've only played a few rounds of nu-gang and i just bought uzis and killed everyone i saw tbh
yeah that's the idea

Re: Remove gang (again)

Posted: Wed Jul 19, 2017 9:22 pm
by danno
the idea is that it's just a free for all that ends with everyone dead and nothing really going on?

Re: Remove gang (again)

Posted: Wed Jul 19, 2017 9:33 pm
by J_Madison
at 8 minutes we had implanted cargo and lots of useful people.
14 minutes in we're established in cargo and had everyone useful implanted.
by 20 minutes all crew in public and not latejoin were implanted.
at this point, a 3 man deathsquad and 2 individual sec officers went around kidnapping and killing anyone that didn't submit.

also I stole all the medkits and cloning entirely.

Re: Remove gang (again)

Posted: Wed Jul 19, 2017 9:33 pm
by captain sawrge
J_Madison wrote:at 8 minutes we had implanted cargo and lots of useful people.
14 minutes in we're established in cargo and had everyone useful implanted.
by 20 minutes all crew in public and not latejoin were implanted.
at this point, a 3 man deathsquad and 2 individual sec officers went around kidnapping and killing anyone that didn't submit.

also I stole all the medkits and cloning entirely.
Does this have anything to do with OP or

Re: Remove gang (again)

Posted: Wed Jul 19, 2017 9:34 pm
by PKPenguin321
J_Madison wrote:at 8 minutes we had implanted cargo and lots of useful people.
14 minutes in we're established in cargo and had everyone useful implanted.
by 20 minutes all crew in public and not latejoin were implanted.
at this point, a 3 man deathsquad and 2 individual sec officers went around kidnapping and killing anyone that didn't submit.

also I stole all the medkits and cloning entirely.
this happens in any conversion mode that starts with few people. used to happen with cult every other time

Re: Remove gang (again)

Posted: Wed Jul 19, 2017 9:34 pm
by J_Madison
captain sawrge wrote:
J_Madison wrote:at 8 minutes we had implanted cargo and lots of useful people.
14 minutes in we're established in cargo and had everyone useful implanted.
by 20 minutes all crew in public and not latejoin were implanted.
at this point, a 3 man deathsquad and 2 individual sec officers went around kidnapping and killing anyone that didn't submit.

also I stole all the medkits and cloning entirely.
Does this have anything to do with OP or
yeah check the ckeys in the OP and my previous post.
PKPenguin321 wrote:
J_Madison wrote:at 8 minutes we had implanted cargo and lots of useful people.
14 minutes in we're established in cargo and had everyone useful implanted.
by 20 minutes all crew in public and not latejoin were implanted.
at this point, a 3 man deathsquad and 2 individual sec officers went around kidnapping and killing anyone that didn't submit.

also I stole all the medkits and cloning entirely.
this happens in any conversion mode that starts with few people. used to happen with cult every other time
57 player round
8 gang bosses.
Less than 6 sec roundstart.
Element of surprise to gang.

this wasn't a small gang round imo.

Re: Remove gang (again)

Posted: Wed Jul 19, 2017 9:35 pm
by captain sawrge
PKPenguin321 wrote:
J_Madison wrote:at 8 minutes we had implanted cargo and lots of useful people.
14 minutes in we're established in cargo and had everyone useful implanted.
by 20 minutes all crew in public and not latejoin were implanted.
at this point, a 3 man deathsquad and 2 individual sec officers went around kidnapping and killing anyone that didn't submit.

also I stole all the medkits and cloning entirely.
this happens in any conversion mode that starts with few people. used to happen with cult every other time
you're so close to getting it

Re: Remove gang (again)

Posted: Wed Jul 19, 2017 9:35 pm
by kevinz000
>losing to gangs as security
Lol

Re: Remove gang (again)

Posted: Wed Jul 19, 2017 9:36 pm
by captain sawrge
J_Madison wrote:
captain sawrge wrote:
J_Madison wrote:at 8 minutes we had implanted cargo and lots of useful people.
14 minutes in we're established in cargo and had everyone useful implanted.
by 20 minutes all crew in public and not latejoin were implanted.
at this point, a 3 man deathsquad and 2 individual sec officers went around kidnapping and killing anyone that didn't submit.

also I stole all the medkits and cloning entirely.
Does this have anything to do with OP or
yeah check the ckeys in the OP and my previous post.
While i cant speak for OP i dont think the inability to "Git gud" is the majority's prime issue with gang

Re: Remove gang (again)

Posted: Wed Jul 19, 2017 9:37 pm
by J_Madison
captain sawrge wrote:
J_Madison wrote:
captain sawrge wrote:
J_Madison wrote:at 8 minutes we had implanted cargo and lots of useful people.
14 minutes in we're established in cargo and had everyone useful implanted.
by 20 minutes all crew in public and not latejoin were implanted.
at this point, a 3 man deathsquad and 2 individual sec officers went around kidnapping and killing anyone that didn't submit.

also I stole all the medkits and cloning entirely.
Does this have anything to do with OP or
yeah check the ckeys in the OP and my previous post.
While i cant speak for OP i dont think the inability to "Git gud" is the majority's prime issue with gang
the ckeys on the antag list weren't that bad. definitely some names I recognise.

obviously not enough to stomp out the trinity force of security.

Re: Remove gang (again)

Posted: Wed Jul 19, 2017 9:38 pm
by PKPenguin321
captain sawrge wrote:
PKPenguin321 wrote:
J_Madison wrote:at 8 minutes we had implanted cargo and lots of useful people.
14 minutes in we're established in cargo and had everyone useful implanted.
by 20 minutes all crew in public and not latejoin were implanted.
at this point, a 3 man deathsquad and 2 individual sec officers went around kidnapping and killing anyone that didn't submit.

also I stole all the medkits and cloning entirely.
this happens in any conversion mode that starts with few people. used to happen with cult every other time
you're so close to getting it
Sir this is a "remove gang" thread not a "remove all conversion antags" thread

Re: Remove gang (again)

Posted: Wed Jul 19, 2017 9:39 pm
by captain sawrge
J_Madison wrote:
captain sawrge wrote:
J_Madison wrote:
captain sawrge wrote:
J_Madison wrote:at 8 minutes we had implanted cargo and lots of useful people.
14 minutes in we're established in cargo and had everyone useful implanted.
by 20 minutes all crew in public and not latejoin were implanted.
at this point, a 3 man deathsquad and 2 individual sec officers went around kidnapping and killing anyone that didn't submit.

also I stole all the medkits and cloning entirely.
Does this have anything to do with OP or
yeah check the ckeys in the OP and my previous post.
While i cant speak for OP i dont think the inability to "Git gud" is the majority's prime issue with gang
the ckeys on the antag list weren't that bad. definitely some names I recognise.

obviously not enough to stomp out the trinity force of security.
yes and this should speak to the balance of a mode when both you and kev, two frequent hos players, seem to be implying that the gamemode is heavily stacked in security's favour.

Re: Remove gang (again)

Posted: Wed Jul 19, 2017 9:40 pm
by danno
INB4 "uh i don't play hoS lol i play officer" yes kevin we KNOW

Re: Remove gang (again)

Posted: Wed Jul 19, 2017 11:11 pm
by bman
danno wrote:the idea is that it's just a free for all that ends with everyone dead and nothing really going on?
yeah im pretty sure it's meant to be a clusterfuck

Re: Remove gang (again)

Posted: Wed Jul 19, 2017 11:23 pm
by D&B
New gang is fucking awful but the most awful thing is that it got re enabled under the veil of a faulty poll and with known game breaking bugs and after Robustin spent time working on it we're back at square one on deleting it because it's pure TDM that just makes shit worse.

Re: Remove gang (again)

Posted: Wed Jul 19, 2017 11:24 pm
by Armhulen
i'm going to kill it with the help of lziman

Re: Remove gang (again)

Posted: Thu Jul 20, 2017 11:10 pm
by InsaneHyena
Your term can't fucking end soon enough. Gangs were always garbage, but now they are simply unbearable.

Re: Remove gang (again)

Posted: Fri Jul 21, 2017 12:09 am
by The Clowns Pocket
I thought Gang was cool. Dont remove, just make it rare

Re: Remove gang (again)

Posted: Fri Jul 21, 2017 12:47 pm
by Muncher21
bman wrote:I can confirm that gang is more fun than it has ever been and that any further complaints are derivatives of salt.
This. (unless gang changed in the last week or so)

I've never had an un-fun gang round.

Re: Remove gang (again)

Posted: Fri Jul 21, 2017 9:01 pm
by Qbopper
Armhulen wrote:i'm going to kill it with the help of lziman
if you slip me a $20 i'll vote for you

Re: Remove gang (again)

Posted: Fri Jul 21, 2017 9:19 pm
by CPTANT
Personally I like all the changes except for the increased gangster arsenal of turrets and sniper rifles.

Ohw and the vigilante stuff.

Re: Remove gang (again)

Posted: Fri Jul 21, 2017 9:33 pm
by Armhulen
Qbopper wrote:
Armhulen wrote:i'm going to kill it with the help of lziman
if you slip me a $20 i'll vote for you
i'll slip you a 'we're killing the bane of your existance', will that do?

Re: Remove gang (again)

Posted: Fri Jul 21, 2017 9:38 pm
by danno
I have a lot of fun in gang because no matter what side i'm on i've found that I can get a gun and kill people indiscriminately

but it's a shit gamemode

Re: Remove gang (again)

Posted: Sat Jul 22, 2017 2:22 am
by Qbopper
Armhulen wrote:
Qbopper wrote:
Armhulen wrote:i'm going to kill it with the help of lziman
if you slip me a $20 i'll vote for you
i'll slip you a 'we're killing the bane of your existance', will that do?
hmm

$5 and that?

Re: Remove gang (again)

Posted: Sat Jul 22, 2017 5:35 am
by kevinz000
danno wrote:I have a lot of fun in gang because no matter what side i'm on i've found that I can get a gun and kill people indiscriminately

but it's a shit gamemode

Re: Remove gang (again)

Posted: Sat Jul 22, 2017 7:07 am
by Professor Hangar
Gang is pretty much 'I hope you're in the mood for shooting people indiscriminately, because you sure ain't getting anything else done til someone comes and shoots you'.

Re: Remove gang (again)

Posted: Sat Jul 22, 2017 2:17 pm
by Anajamois
Gang is like revolutionary, except with no chance of anyone getting any work done due to leaders flashing nobody and members breaking into Xenobio to muderbone you.

At least revolutionaries have the decency to capture Xenobio instead, remove gamg

Re: Remove gang (again)

Posted: Sat Jul 22, 2017 2:26 pm
by CPTANT
Anajamois wrote:Gang is like revolutionary, except with no chance of anyone getting any work done due to leaders flashing nobody and members breaking into Xenobio to muderbone you.

At least revolutionaries have the decency to capture Xenobio instead, remove gamg
weeeeh, a gamemode has actual influence on my autism palace.

Re: Remove gang (again)

Posted: Sat Jul 22, 2017 3:06 pm
by Muncher21
Professor Hangar wrote:Gang is pretty much 'I hope you're in the mood for shooting people indiscriminately
danno wrote:I have a lot of fun in gang because no matter what side i'm on i've found that I can get a gun and kill people indiscriminately
Everyone keeps saying this, but in my experience this is the fastest way to lose.

You expose yourself to every other gang, divert all of securities attention to you, and don't get any converts or tags out of it.