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remove VoG interaction with syndicate explosive implants

Posted: Wed Aug 09, 2017 11:03 pm
by Chet Manley
we just had a war ops round where a guy singlehandedly decimated the entire op team by yelling "play dead" behind a glass pane and making us all explode via our implants that activate on death

in my opinion this is some serious bullshit. when war ops is declared it comes down to "can a robust mining powergamer beat the boss in time to VoG everybody in to gibs". if it were up to me i'd remove the whole fucking thing but i already know that likely won't happen. at least make the colossus harder to defeat or something.

yes i'm salty.

Re: remove VoG interaction with syndicate explosive implants

Posted: Wed Aug 09, 2017 11:10 pm
by Alipheese
Chet Manley wrote:we just had a war ops round where a guy singlehandedly decimated the entire op team by yelling "play dead" behind a glass pane and making us all explode via our implants that activate on death

in my opinion this is some serious bullshit. when war ops is declared it comes down to "can a robust mining powergamer beat the boss in time to VoG everybody in to gibs". if it were up to me i'd remove the whole fucking thing but i already know that likely won't happen. at least make the colossus harder to defeat or something.

yes i'm salty.
Itt: salty fluke ops mad that someone was gud enough to rush beat a boss before they got to the station.
Git gud

Re: remove VoG interaction with syndicate explosive implants

Posted: Wed Aug 09, 2017 11:12 pm
by D&B
wear earmuffs

Re: remove VoG interaction with syndicate explosive implants

Posted: Wed Aug 09, 2017 11:12 pm
by D&B
Don't declare war

Re: remove VoG interaction with syndicate explosive implants

Posted: Wed Aug 09, 2017 11:23 pm
by Chet Manley
Alipheese wrote:Itt: salty fluke ops mad that someone was gud enough to rush beat a boss before they got to the station.
Git gud
yeah you need to be real good to beat the colossus. it takes a miniscule amount of effort if you're an experienced miner, of which we have plenty, and if you succeed you basically win against war ops.
D&B wrote:wear earmuffs
"wear earmuffs without knowing if enemy even has VoG and lose any unit cohesion you had with your fellow ops by not being able to talk to them"
D&B wrote:Don't declare war
"don't play an entire gamemode because of this one small thing that could be changed easily"

Re: remove VoG interaction with syndicate explosive implants

Posted: Wed Aug 09, 2017 11:45 pm
by D&B
Can we just drop the pretense and admit this is only getting taken out because kevinz was in the ops team

Re: remove VoG interaction with syndicate explosive implants

Posted: Wed Aug 09, 2017 11:47 pm
by kevinz000
deathgasp

Re: remove VoG interaction with syndicate explosive implants

Posted: Wed Aug 09, 2017 11:47 pm
by Lazengann
Hahahahaha fucking destroyed

Re: remove VoG interaction with syndicate explosive implants

Posted: Wed Aug 09, 2017 11:49 pm
by kevinz000
explain why 420tc of equipment should be nulled if someone is online on the server

Re: remove VoG interaction with syndicate explosive implants

Posted: Thu Aug 10, 2017 12:00 am
by Armhulen
kevinz000 wrote:explain why 420tc of equipment should be nulled if someone is online on the server
git gud

Re: remove VoG interaction with syndicate explosive implants

Posted: Thu Aug 10, 2017 12:01 am
by Lazengann
It's balanced because declaring war makes half the crew suicide anyway

Re: remove VoG interaction with syndicate explosive implants

Posted: Thu Aug 10, 2017 12:40 am
by Cobby
> picks challenge mode
> got the challenge

what's the problem here?

Re: remove VoG interaction with syndicate explosive implants

Posted: Thu Aug 10, 2017 12:55 am
by oranges
D&B wrote:Can we just drop the pretense and admit this is only getting taken out because kevinz was in the ops team
Most issues get fixed or rebalanced because a dev experiences them, it's what gives them the cause to effect.

Re: remove VoG interaction with syndicate explosive implants

Posted: Thu Aug 10, 2017 1:00 am
by PKPenguin321
this is hilarious and will honestly only happen 1 in maybe a few thousand rounds, if ever again

it basically requires:
1. the ops to declare war rather than not
2. the ops to be slow as fuck despite declaring rush mode
3. robust miner(s) to be on the server
4. boss to spawn in relatively easy to get to locations
5. the miner(s) to find the specific boss in time
6. the miner(s) to actually defeat the boss and get the loot without dying
7. a miner to take the VoG to the medbay
8. another person existing that is competent and willing to do surgery
9. the surgery to be done in full and the miner back on his feet before the ops have arrived

the odds are tiny and this is a massive collision of bizarre chance not worthy of removing

Re: remove VoG interaction with syndicate explosive implants

Posted: Thu Aug 10, 2017 1:34 am
by Wyzack
This is so fucking funny. Top tier emergent gameplay. Jesus christ. Keep it unless it starts happening all the time

Re: remove VoG interaction with syndicate explosive implants

Posted: Thu Aug 10, 2017 1:41 am
by MMMiracles
Wyzack wrote:This is so fucking funny. Top tier emergent gameplay. Jesus christ. Keep it unless it starts happening all the time
Essentially this. Keep it as is until someone decides to ruin the fun for everyone else by abusing it.

Re: remove VoG interaction with syndicate explosive implants

Posted: Thu Aug 10, 2017 2:02 am
by ShadowDimentio
Now That's What I Call Emergent Gameplay: Volume 1

Stick a feature sticker on it and call it a day. Don't declare war unless you're prepared to get dunked by the powergamers.

Also in the future if something emergent happens don't make a thread calling for it to be removed unless you're prepared to see it happen constantly, you idiots.

Re: remove VoG interaction with syndicate explosive implants

Posted: Thu Aug 10, 2017 2:04 am
by Armhulen
ShadowDimentio wrote:Now That's What I Call Emergent Gameplay: Volume 1

Stick a feature sticker on it and call it a day. Don't declare war unless you're prepared to get dunked by the powergamers.

Also in the future if something emergent happens don't make a thread calling for it to be removed unless you're prepared to see it happen constantly, you idiots.
buzzword detected

Re: remove VoG interaction with syndicate explosive implants

Posted: Thu Aug 10, 2017 3:23 am
by Qbmax32
attain skill

Re: remove VoG interaction with syndicate explosive implants

Posted: Thu Aug 10, 2017 5:10 am
by imblyings
remove your implants then lmao

Re: remove VoG interaction with syndicate explosive implants

Posted: Thu Aug 10, 2017 7:20 am
by Dr_bee
Armhulen wrote:
kevinz000 wrote:explain why 420tc of equipment should be nulled if someone is online on the server
git gud
To put it better, let me quote Star Trek and say

"You can do everything right and still lose, that isnt your fault, it is just life"

or another way to put it.

"Dying is part of the game"

The amount of shit required for this to happen was amazing, bravo to the miner and medical team.

Re: remove VoG interaction with syndicate explosive implants

Posted: Thu Aug 10, 2017 9:48 am
by DemonFiren
it's hilarious

but as somebody i shared it with put it

that miner was probably repukan, and because it was probably repukan it's a shit feature and should be removed

Re: remove VoG interaction with syndicate explosive implants

Posted: Thu Aug 10, 2017 10:06 am
by CPTANT
Things like this are super funny once or twice and become extremely shit when it becomes meta.

Re: remove VoG interaction with syndicate explosive implants

Posted: Thu Aug 10, 2017 11:11 am
by Incomptinence
Sounds like a legit issue completely safe reusable screen wide gibbing is pretty shitty.

Also pkp blaming war ops for not "rushing" declaring war forces you to wait out a timer you doofus supreme.

Re: remove VoG interaction with syndicate explosive implants

Posted: Thu Aug 10, 2017 12:16 pm
by CPTANT
PKPenguin321 wrote:this is hilarious and will honestly only happen 1 in maybe a few thousand rounds, if ever again

it basically requires:
1. the ops to declare war rather than not
2. the ops to be slow as fuck despite declaring rush mode
3. robust miner(s) to be on the server
4. boss to spawn in relatively easy to get to locations
5. the miner(s) to find the specific boss in time
6. the miner(s) to actually defeat the boss and get the loot without dying
7. a miner to take the VoG to the medbay
8. another person existing that is competent and willing to do surgery
9. the surgery to be done in full and the miner back on his feet before the ops have arrived

the odds are tiny and this is a massive collision of bizarre chance not worthy of removing
You can also condense this to: "The ops have to take a while to arrive and a miner has to defeat a Colossus and let the VoG be implanted."

Re: remove VoG interaction with syndicate explosive implants

Posted: Thu Aug 10, 2017 1:10 pm
by D&B
We should buff megafauna, enev yog has it harder to beat.