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Radiation

Posted: Sun Oct 15, 2017 4:23 am
by Tsaricide
Help, I've fallen and I can't get up!

ALL SS13 SPACEMEN NEED LIFE ALERT

Re: Radiation

Posted: Sun Oct 15, 2017 4:24 am
by kevinz000
After some VVing and SDQL queries to mark and select radioactive objects, I found that the singularity has a rad power of 6000 and launches projectiles like glass shards having rad powers in the thousands
What the actual fuck is going on ninjanomnom?

Re: Radiation

Posted: Sun Oct 15, 2017 4:25 am
by BeeSting12
Radiation in its current state is retarded and I'm turning it's can_fire to 0 every round until it's fixed

Re: Radiation

Posted: Sun Oct 15, 2017 4:50 am
by Atlanta-Ned
Are these bugs, or is the balance still being worked on? If it’s the latter, start at the bottom end of the scale and work your way up. This hilariously lethal approach isn’t fun.

Re: Radiation

Posted: Sun Oct 15, 2017 5:02 am
by ShadowDimentio
It's a bug.

Re: Radiation

Posted: Sun Oct 15, 2017 5:06 am
by Bawhoppennn
Can't expect features to be perfect right away

Re: Radiation

Posted: Thu Oct 19, 2017 2:17 am
by PKPenguin321
Bawhoppennn wrote:Can't expect features to be perfect right away
Well I mean you can but you'd be disappointed pretty frequently

Re: Radiation

Posted: Thu Oct 19, 2017 2:38 am
by ShadowDimentio
Perfect no but I expect you tards to test your shit before merging. Someone should have been able to notice "oh the rads from the SM seem to be focused in one laser that can hit you a good 40 tiles away and irradiate you to a permastun"

Re: Radiation

Posted: Thu Oct 19, 2017 2:39 am
by BeeSting12
Bawhoppennn wrote:Can't expect features to be perfect right away
I dont expect perfection but a bit of testing on a private server would be nice instead of checking if it compiles and then PRing

edit- shadow said it better than me

Re: Radiation

Posted: Thu Oct 19, 2017 2:43 am
by ShadowDimentio
I got hit once walking through the lobby in metastation and I was permastunned and dying by the time I made it to the AI foyer, I would have laid there forever had my healing virus not kept me alive and an admin not ahealed me.

Like come the fuck on, if you're going to code at least do a cursory amount of testing to make sure you're not breaking everything.

Re: Radiation

Posted: Thu Oct 19, 2017 7:41 am
by onleavedontatme
>someone bag of holding bombs
>see the singularity for maybe a second total
>spend the next 10 minutes of the round mutating, chainstunned, deaf, throwing up, poisoned even after I ditched all my clothes and took 50u of anti tox

help

Re: Radiation

Posted: Thu Oct 19, 2017 3:39 pm
by Qbopper
Kor wrote:>someone bag of holding bombs
>see the singularity for maybe a second total
>spend the next 10 minutes of the round mutating, chainstunned, deaf, throwing up, poisoned even after I ditched all my clothes and took 50u of anti tox

help
lol get good

Re: Radiation

Posted: Thu Oct 19, 2017 4:57 pm
by iamgoofball
BeeSting12 wrote:Radiation in its current state is retarded and I'm turning it's can_fire to 0 every round until it's fixed
This is why can_fire needs to be a protected var

Do you realize how much game balance you're fucking

Re: Radiation

Posted: Thu Oct 19, 2017 4:59 pm
by BeeSting12
lmao not much since it's obvious noone balanced this shit. ive only done it a few rounds, usually after i find something completely broken about radiation and turn it off so i dont have to go around admin healing everyone because this shit's so broken

Re: Radiation

Posted: Thu Oct 19, 2017 5:06 pm
by kevinz000
iamgoofball wrote:
BeeSting12 wrote:Radiation in its current state is retarded and I'm turning it's can_fire to 0 every round until it's fixed
This is why can_fire needs to be a protected var

Do you realize how much game balance you're fucking
Fuck off goofball there's no balance in half the station dying from invisible offscreen sources, or what kor described.

Re: Radiation

Posted: Thu Oct 19, 2017 5:08 pm
by iamgoofball
BeeSting12 wrote:lmao not much since it's obvious noone balanced this shit. ive only done it a few rounds, usually after i find something completely broken about radiation and turn it off so i dont have to go around admin healing everyone because this shit's so broken
So are you making issue reports

Re: Radiation

Posted: Thu Oct 19, 2017 5:09 pm
by onleavedontatme
iamgoofball wrote:
BeeSting12 wrote:Radiation in its current state is retarded and I'm turning it's can_fire to 0 every round until it's fixed
This is why can_fire needs to be a protected var

Do you realize how much game balance you're fucking
When he made that post rads were still bugged to irradiate the AI camera and it'd kill everyone on station just by looking around

Re: Radiation

Posted: Thu Oct 19, 2017 5:16 pm
by iamgoofball
Kor wrote:
iamgoofball wrote:
BeeSting12 wrote:Radiation in its current state is retarded and I'm turning it's can_fire to 0 every round until it's fixed
This is why can_fire needs to be a protected var

Do you realize how much game balance you're fucking
When he made that post rads were still bugged to irradiate the AI camera and it'd kill everyone on station just by looking around
Where the fuck are the issue reports

Re: Radiation

Posted: Thu Oct 19, 2017 5:21 pm
by onleavedontatme

Re: Radiation

Posted: Thu Oct 19, 2017 5:23 pm
by iamgoofball
Why the fuck was this all not noticed in testmerging

Not even goofPRs get merged this buggy

Re: Radiation

Posted: Thu Oct 19, 2017 6:40 pm
by BeeSting12
Ninja literally told me to disable the can_fire when I asked him how I can stop this in asay

Re: Radiation

Posted: Thu Oct 19, 2017 7:21 pm
by D&B
iamgoofball wrote:Why the fuck was this all not noticed in testmerging

Not even goofPRs get merged this buggy
Bullshit

Re: Radiation

Posted: Thu Oct 19, 2017 7:45 pm
by ShadowDimentio
This needs to be fucking reverted, it's breaking everything even vaguely related to rads.

Re: Radiation

Posted: Thu Oct 19, 2017 7:58 pm
by cedarbridge
When an admin says "This is literally breaking everything so I'm turning it off every round." and the response to that is "Do you realize how much g a m e b a l a n c e you're ruining?" you know somebody is out of touch. (hint: not the admin turning off the broken thing.

Re: Radiation

Posted: Thu Oct 19, 2017 8:03 pm
by iamgoofball
iamgoofball wrote:Why the fuck was this all not noticed in testmerging

Not even goofPRs get merged this buggy

Re: Radiation

Posted: Thu Oct 19, 2017 8:06 pm
by cedarbridge
D&B wrote:
iamgoofball wrote:Why the fuck was this all not noticed in testmerging

Not even goofPRs get merged this buggy
Bullshit

Re: Radiation

Posted: Fri Oct 20, 2017 3:57 am
by Cobby
Emptyquoting yourself is breaking the forum commandments

Re: Radiation

Posted: Fri Oct 20, 2017 7:26 am
by duncathan
iamgoofball wrote:
BeeSting12 wrote:Radiation in its current state is retarded and I'm turning it's can_fire to 0 every round until it's fixed
This is why can_fire needs to be a protected var

Do you realize how much game balance you're fucking
setting can_fire to 0 is a very useful feature and it's saved my ass several times when I've severely broken atmos

Re: Radiation

Posted: Fri Oct 20, 2017 7:31 am
by cedarbridge
ExcessiveJMadison wrote:Emptyquoting yourself is breaking the forum commandments
Did you just imply that I'm repukan? Pistols at sunrise.

Re: Radiation

Posted: Fri Oct 20, 2017 11:49 am
by naltronix
one round i was fixing the sm while it was delamming
i got hit with rads man
it took me down
i lost hearing
then i was given mutadone and lots of antirad chems
i went into the pod in engi and fell again
rads are scary man

Re: Radiation

Posted: Fri Oct 20, 2017 12:03 pm
by Cobby
cedarbridge wrote:
ExcessiveJMadison wrote:Emptyquoting yourself is breaking the forum commandments
Did you just imply that I'm repukan? Pistols at sunrise.
Whoops I was referring to goofball

Re: Radiation

Posted: Sat Oct 21, 2017 4:13 am
by Oldman Robustin
I like the concept but it needs a lot of work.

Most importantly the "ad-hoc" solutions need to be more effective. People are stripping, showering, and generally doing everything they can but it doesn't help much to lower rads.

Biosuits should get a significant radiation buff, I might go ahead and do this, if rads are going to be more common in places like medbay, then we can't just rely on 2-4 rad suits in engineering to keep the station safe.

Re: Radiation

Posted: Sat Oct 21, 2017 5:31 am
by onleavedontatme
As someone (maybe you?) said in OOC it feels like fighting a super lethal virus rather than dealing with a contaminated area because the victims turn into nuclear reactors and just kill anyone who goes near them (and anyone who goes in any room they have ever been in)

Re: Radiation

Posted: Sat Oct 21, 2017 6:36 am
by oranges
nah I think it's fine as is and will block any nerfs

Re: Radiation

Posted: Sat Oct 21, 2017 11:27 am
by FrozenGuy5
just use radsuits?

Re: Radiation

Posted: Sat Oct 21, 2017 2:41 pm
by Hatfish
Since charcoal doesn't seem to actually cure rads it should probably be reworked or renamed to avoid confusion. Or maybe we should get radiation medikits.

Re: Radiation

Posted: Sat Oct 21, 2017 7:20 pm
by Dr_bee
Hatfish wrote:Since charcoal doesn't seem to actually cure rads it should probably be reworked or renamed to avoid confusion. Or maybe we should get radiation medikits.
Charcoal just treats the toxin damage but not the underlying cause.

Potassium Iodine needs to be used to reduce rads in the body, as well as removal of any contaminated objects they may be carrying.

Probably should throw some Potassium Iodine into the nanomeds or toxin medkits.

Re: Radiation

Posted: Sat Oct 21, 2017 9:06 pm
by Hathkar
I took some potassium iodine the other day when I had about 400 or so rads. 100 units of iodine reduced my rad count to about 300. So either potassium iodine needs to decrease rads more/faster, or radiation needs to be toned down.

Re: Radiation

Posted: Sat Oct 21, 2017 9:27 pm
by iamgoofball
There's a better chem for handling radiation. I forget the name.

Re: Radiation

Posted: Sat Oct 21, 2017 9:28 pm
by Dr_bee
Hathkar wrote:I took some potassium iodine the other day when I had about 400 or so rads. 100 units of iodine reduced my rad count to about 300. So either potassium iodine needs to decrease rads more/faster, or radiation needs to be toned down.
The anti-rad meds probably do need to be buffed now that rads are also buffed.

In real life, Potassium Iodine doesn't remove rads so much as prevent the accumulation of radiation in the thyroid gland, which is the most common cancer caused by radiation. It is taken before exposure to radiation, administering it after is usually a last ditch effort to prevent any further damage

So it might be a good idea to give Potassium Iodine a different effect than just rad cures. Make it give you passive rad resistance while in your system, and reduce its metabolism rate.

Giving medbay a starting supply of Pentetic Acid and creating Radiation first aid kits for medbay and engineering that contain it and Potassium Iodine would be a good idea to balance radiation as well.

Probably should remove the chemical purging and toxic treating effect from pentetic acid however, It doesnt have purgative properties in real life if I recall, and we already have calomel and charcoal with that property.

Rads wont be as bad as it is now if medbay has the proper tools to treat it.

Re: Radiation

Posted: Sat Oct 21, 2017 9:31 pm
by DemonFiren
>real life
and this is exactly why trekchems were best

Re: Radiation

Posted: Mon Oct 23, 2017 1:40 pm
by Yakumo_Chen
Had to fix the SM as captain and tried to clean my clothes of rads with a suit storage unit, found it did jack shit and I was still irradiated to fuck. Went to medbay for treatment and found that taking either of the radiation chems had no notable effect, all the radiation was doing was decaying slowly on its own and the chems weren't doing shit. I had enough rads I felt like I was going to just be stuck sitting in med for the rest of the round.

There's no convenient way to deal with radiation, if you get badly irradiated usually the only solution is cloning or being stuck out of the round completely waiting for it to decay while also slowly irradiating anyone else you get near. Like a virus as Kor said but the only cure is excessive amounts of time.

There needs to be ways to remove rads on items.

Re: Radiation

Posted: Mon Oct 23, 2017 3:26 pm
by BeeSting12
Rad medication needs to be buffed, big time. Rad medikits need to be found in engineering and medical- maybe even scattered in emergency lockers. There needs to be an upper limit of how many rads can be carries around by one person. A changeling carrying 8000 rads is funny exactly one time. Decay needs to go up a good bit. Suit storage units need to actually clean shit off. There needs to be a sprayer/grenade similar to what's in atmos resin that derads an area.

If all that is fixed, we'll take another look and see if radiation is acceptably balanced- if not maybe finetune the numbers one more time, if so then leave it. If we can't fix radiation, I'd say revert to the old system

Re: Radiation

Posted: Tue Oct 24, 2017 12:36 pm
by Cobby
I know the damage is garbo atm but what's the point of even changing it if you want to have common mitigations to it?

Re: Radiation

Posted: Tue Oct 24, 2017 6:45 pm
by Yakumo_Chen
Because forcing yourself to be removed from the round so you don't kill everyone with radiation because you decided to fix the SM from exploding is kind of shitty and short of virology (which has instant and near-instant cures) there is no other stlystem in place that forces you to quarantine yourself if you don't want to kill the entire station

Rad mutations are also hilariously likely to get you killed if the toxin damage doesnt since you'll end up mute and deaf and permastunned

Re: Radiation

Posted: Tue Oct 24, 2017 6:49 pm
by naltronix
BeeSting12 wrote:There needs to be a sprayer/grenade similar to what's in atmos resin that derads an area.
if it derads an area it should go darker, to a point where it cant soak up any rads anymore
then it needs to be cleared
and then another de-rad grenade needs to be used

Re: Radiation

Posted: Wed Oct 25, 2017 1:10 pm
by Cobby
Yakumo_Chen wrote:Because forcing yourself to be removed from the round so you don't kill everyone with radiation because you decided to fix the SM from exploding is kind of shitty and short of virology (which has instant and near-instant cures) there is no other stlystem in place that forces Tonto quarantine yourself if you don't want to kill the entire station

Rad mutations are also hilariously likely to get you killed if the toxin damage doesnt since you'll end up mute and deaf and permastunned
If you're in engineering you have access to rad suits to mitigate most of this.

Not everything needs an easy fix.

Re: Radiation

Posted: Wed Oct 25, 2017 6:08 pm
by ShadowDimentio
ExcessiveJMadison wrote:
Yakumo_Chen wrote:Because forcing yourself to be removed from the round so you don't kill everyone with radiation because you decided to fix the SM from exploding is kind of shitty and short of virology (which has instant and near-instant cures) there is no other stlystem in place that forces Tonto quarantine yourself if you don't want to kill the entire station

Rad mutations are also hilariously likely to get you killed if the toxin damage doesnt since you'll end up mute and deaf and permastunned
If you're in engineering you have access to rad suits to mitigate most of this.

Not everything needs an easy fix.
Supposedly the rads would infect the suits as well so wearing a engi hardsuit to fix the SM meant you couldn't wear said suit anywhere without killing people with rads

Re: Radiation

Posted: Thu Oct 26, 2017 8:58 am
by Yakumo_Chen
ExcessiveJMadison wrote:
Yakumo_Chen wrote:Because forcing yourself to be removed from the round so you don't kill everyone with radiation because you decided to fix the SM from exploding is kind of shitty and short of virology (which has instant and near-instant cures) there is no other stlystem in place that forces Tonto quarantine yourself if you don't want to kill the entire station

Rad mutations are also hilariously likely to get you killed if the toxin damage doesnt since you'll end up mute and deaf and permastunned
If you're in engineering you have access to rad suits to mitigate most of this.

Not everything needs an easy fix.
not complete rad protection, even a few seconds of standing near the SM with the CE hardsuit (which has 90% protection) is still enough to give you a lethal amount of radiation. Radiation procs constantly. It constantly hits you with 200+ radiation, multiple times a second. It adds up FAST. This then makes everything you're wearing unusable for the rest of the round because your clothes will just feedback loop and give you radiation forever. God forbid you're not the CE and stuck with an engi hardsuit (80% protection). That's 40 rads a tick, or more. Hope someone didn't damage the pipes adjacent to the SM.

That's not even going into other sources like the Singulo which outputs a patently ridiculous amount of radiation per tick.

Worse

>be borg
>have to fix the SM
>immune to radiation but you still soak up rads like it's christmas
>you are now a moving Law 1 infaction, better kill yourself to be sure because there's no fucking way to get de-radiated

Re: Radiation

Posted: Thu Oct 26, 2017 4:50 pm
by Dr_bee
Yakumo_Chen wrote:
ExcessiveJMadison wrote:
Yakumo_Chen wrote:Because forcing yourself to be removed from the round so you don't kill everyone with radiation because you decided to fix the SM from exploding is kind of shitty and short of virology (which has instant and near-instant cures) there is no other stlystem in place that forces Tonto quarantine yourself if you don't want to kill the entire station

Rad mutations are also hilariously likely to get you killed if the toxin damage doesnt since you'll end up mute and deaf and permastunned
If you're in engineering you have access to rad suits to mitigate most of this.

Not everything needs an easy fix.
not complete rad protection, even a few seconds of standing near the SM with the CE hardsuit (which has 90% protection) is still enough to give you a lethal amount of radiation. Radiation procs constantly. It constantly hits you with 200+ radiation, multiple times a second. It adds up FAST. This then makes everything you're wearing unusable for the rest of the round because your clothes will just feedback loop and give you radiation forever. God forbid you're not the CE and stuck with an engi hardsuit (80% protection). That's 40 rads a tick, or more. Hope someone didn't damage the pipes adjacent to the SM.

That's not even going into other sources like the Singulo which outputs a patently ridiculous amount of radiation per tick.

Worse

>be borg
>have to fix the SM
>immune to radiation but you still soak up rads like it's christmas
>you are now a moving Law 1 infaction, better kill yourself to be sure because there's no fucking way to get de-radiated
Borgs getting irradiated was a bug that has been fixed last I checked, it was their tools getting contaminated.

Also probably should put some showers outside of the engine room on every map to take care of the contaminated hardsuits, or make hardsuits unable to be contaminated like radsuits.