Monks: A Feedback Thread

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Monks: A Feedback Thread

Post by iamgoofball » #380070

Talk about the new Chaplain null rod replacement here.
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Re: Monks: A Feedback Thread

Post by Shark-sie » #380071

Approve.
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Re: Monks: A Feedback Thread

Post by Armhulen » #380072

it's pretty fuckin neat and i'm proud of you goof

i really am
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Re: Monks: A Feedback Thread

Post by D&B » #380082

Needs a variant where monks either go balder the stronger they get or grow spikier and longer blonde hair and have to yell more between punches
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Re: Monks: A Feedback Thread

Post by iamgoofball » #380089

D&B wrote:Needs a variant where monks either go balder the stronger they get or grow spikier and longer blonde hair and have to yell more between punches
they go balder the stronger they get already, levels 5 and 10
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Re: Monks: A Feedback Thread

Post by Gun Hog » #380093

Consider making the attack messages collapse together when a monk attacks me, such that my chatbox is not flooded with spam when I am machine-punched by one. It is an absolute torrent of red text when I am fighting one.
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Re: Monks: A Feedback Thread

Post by iamgoofball » #380094

Gun Hog wrote:Consider making the attack messages collapse together when a monk attacks me, such that my chatbox is not flooded with spam when I am machine-punched by one. It is an absolute torrent of red text when I am fighting one.
Goonchat already does this?
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Re: Monks: A Feedback Thread

Post by Thunder11 » #380109

It's a mixture of hits, misses and critical hits though, so it doesn't collapse properly
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Re: Monks: A Feedback Thread

Post by Karp » #380111

Needs monk robes to complete the experience.
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Re: Monks: A Feedback Thread

Post by Lumbermancer » #380124

What are the drawbacks? From my understanding it can both harm and heal, giving you innate weapon and a bible. At least chainsaw takes you hand off.
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Re: Monks: A Feedback Thread

Post by Dr_bee » #380126

Lumbermancer wrote:What are the drawbacks? From my understanding it can both harm and heal, giving you innate weapon and a bible. At least chainsaw takes you hand off.
You loose the cult resistance that is granted by the null rod, and the monk abilities start weaker than a normal null rod.

To put it into context, a chaplain and I spent 20 minutes of him beating the shit out of me and he only got to around level 10, it was powerful but it takes a large amount of combat to get effective.
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Re: Monks: A Feedback Thread

Post by SpaceInaba » #380130

I can finally be kenshiro thanks goof
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Re: Monks: A Feedback Thread

Post by Dr_bee » #380284

After fighting a clock cult as a monk chap I can say that monk is a BIT too powerful for a single player. The training aspect of it is great, as it means that a dedicated chaplain can get powerful by round end. But the ability to drop people in 2 clicks is a bit excessive.

Consider adding more down-sides, similar to sleeping carp.

Monks in DnD cant wear armor, so have wearing anything with an armor value or slowdown make the monk unable to use their abilities.

also I suggest axing stunning fist and possibly quivering palm. Both are unreliable to use and not really needed in the already extremely powerful kit.

Some minor QoL features such as being able to see your level and xp-to-next-level would be great as well.

I kind of want to be able to teach others the martial art as well, having security officers and assistants train with the chaplain for kung fu powers is kind of fun.
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Re: Monks: A Feedback Thread

Post by iamgoofball » #380291

Monks in DnD cant wear armor, so have wearing anything with an armor value or slowdown make the monk unable to use their abilities.
Armor does reduce your AC on defense rolls.
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Re: Monks: A Feedback Thread

Post by Lazengann » #380400

Dodging melee attacks is extremely strong, how am I supposed to welding tool a chap to death if he just dodges it?
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Re: Monks: A Feedback Thread

Post by iamgoofball » #380412

Lazengann wrote:Dodging melee attacks is extremely strong, how am I supposed to welding tool a chap to death if he just dodges it?
Get a gun
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Re: Monks: A Feedback Thread

Post by Darkgenerallord » #380416

Use literally any stun, or grab them twice and they're instantly fucked
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Re: Monks: A Feedback Thread

Post by SpaceInaba » #380417

carp users btfo
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Re: Monks: A Feedback Thread

Post by Darkgenerallord » #380423

Carp usually wins vs Monk at 20th level, given that they can just aggressive grab --> use any combo to stunlock the monk.
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Re: Monks: A Feedback Thread

Post by onleavedontatme » #380463

Darkgenerallord wrote:Carp usually wins vs Monk at 20th level, given that they can just aggressive grab --> use any combo to stunlock the monk.
This is a sentence about a space roleplaying game
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Re: Monks: A Feedback Thread

Post by UltimateGamer21 » #380465

Kor wrote:
Darkgenerallord wrote:Carp usually wins vs Monk at 20th level, given that they can just aggressive grab --> use any combo to stunlock the monk.
This is a sentence about a space roleplaying game
"Space" "roleplaying" "game"
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Re: Monks: A Feedback Thread

Post by Gun Hog » #380507

The monk's weakness is ranged attacks. This includes thrown items. Also, while a fully leveled monk will still go down under the might of the stun baton, he will not be damaged by it. If you want to win against a monk, throw tiles at him!
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Re: Monks: A Feedback Thread

Post by Zarniwoop » #380576

Remove this and the Cook's CQC. Why was this shit even added? Chaplain already has pretty decent weaponry. Cook already has shutters, knifes, cleavers and a whetstone. If somebody can't hold their own with that, that's on them. They shouldn't get what amounts to a traitor item to carry them. Everything gets called a hugbox around here unless its stupid, actually hugbox shit like this.
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Re: Monks: A Feedback Thread

Post by iamgoofball » #380585

Use a gun. This replaces ALL of the chaplains weaponry.
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Re: Monks: A Feedback Thread

Post by Dr_bee » #380589

Think you could add a ranged weapon use restriction like sleeping carp? It would mean that you actually give up something to take monk over other null rods. Right now monk is too attractive of a weapon. I cant see why you would take any other null rod with its current power level.
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Re: Monks: A Feedback Thread

Post by iamgoofball » #380594

It has noguns set to true already
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Re: Monks: A Feedback Thread

Post by Armhulen » #380596

Dr_bee wrote:Think you could add a ranged weapon use restriction like sleeping carp? It would mean that you actually give up something to take monk over other null rods. Right now monk is too attractive of a weapon. I cant see why you would take any other null rod with its current power level.
um, maybe the immunity to both cult magics
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Re: Monks: A Feedback Thread

Post by MMMiracles » #380600

It seems weird to have such a useful tool in 2 gamemodes exist only if someone took the job for it and also decided to keep it over some other dumb gimmick item.
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Re: Monks: A Feedback Thread

Post by Xhuis » #380682

Make sure that dodges and damage resists don't work while unconscious or in soft crit. I had a rather amusing situation today as a head where there was a squad of four security and me all beating a cuffed headev and he kept dodging the attacks in soft crit. He only ended up dying when we tossed him into the labor shuttle path.
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Re: Monks: A Feedback Thread

Post by Lumbermancer » #380704

My problem is that Chaplain already has tons of unique weapons, but only 2-3 are used regularly. And instead making existing stuff more fun and unique, you just pile more shit on.
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Re: Monks: A Feedback Thread

Post by Oldman Robustin » #380782

This just feels like it belongs elsewhere TBH. I think it would be much more interesting as a security "weapon" (with less emphasis on harm) that passively increases as the round goes on, give it a "cuffing strike" for instant cuffs and limit the "combat XP" to fighting simple mobs (youll have to disable XP on Lavaland, something about the chaos of that place disrupting your chi). Might be fun for making the officer more of a specialist (i.e. a duelist who can 1v1 juggernauts in melee would be fucking hilarious).

The "training chaplain monk" meme is entertaining but I feel like it will never be balanced. As long as the power level scales from "useless" to "godly" based on your ability to cheese training, people are going to find a way to cheese training. Chaplains should remain an RP-oriented role that tries to be involved in a round, not just someone alternating between punching/bible-smacking in their office for 20 minutes so they can emerge with antag-tier levels of combat potency.
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Re: Monks: A Feedback Thread

Post by SpaceInaba » #380786

giving martial arts to the guys who spawn with a baton that stuns you for like eight second sounds hyper retarded and you should feel bad
also just fuckin taze the chaplain broski
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Re: Monks: A Feedback Thread

Post by Lazengann » #380790

Not everyone who has to fight chaplains have tasers
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Re: Monks: A Feedback Thread

Post by Not-Dorsidarf » #380791

I've not seen it in action, so I cant talk about whether it's "Op" or not.
Not enthused about the recent proliferation of invisible combat abilities with no visual tell though. (going bald is not a tell, the chaplain literally spawns with a head-covering robe on)
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Re: Monks: A Feedback Thread

Post by Oldman Robustin » #380804

SpaceInaba wrote:giving martial arts to the guys who spawn with a baton that stuns you for like eight second sounds hyper retarded and you should feel bad
also just fuckin taze the chaplain broski
>Baton
>8 second stun

Double that and you are much more accurate.

It would be an alternative to batons n' tasers.
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Re: Monks: A Feedback Thread

Post by Dr_bee » #380826

Oldman Robustin wrote: The "training chaplain monk" meme is entertaining but I feel like it will never be balanced. As long as the power level scales from "useless" to "godly" based on your ability to cheese training, people are going to find a way to cheese training. Chaplains should remain an RP-oriented role that tries to be involved in a round, not just someone alternating between punching/bible-smacking in their office for 20 minutes so they can emerge with antag-tier levels of combat potency.
This is my problem currently. Give some non-combat methods of gaining XP. In DnD experience isnt awarded just for murder, it is also rewarded for storytelling and RP. So having the chaplain do things related to their job should give XP.

XP per bless tile? XP per body put in funeral dress and properly cremated? XP per hitpoint healed with the bible?
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Re: Monks: A Feedback Thread

Post by Lumbermancer » #380906

Time to grind the skills.

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Re: Monks: A Feedback Thread

Post by kevinz000 » #380930

Far too strong for an invisible ability.
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Re: Monks: A Feedback Thread

Post by iamgoofball » #380957

kevinz000 wrote:Far too strong for an invisible ability.
it's not invisible, it becomes very obvious when it's being used by the messages it supplies
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Re: Monks: A Feedback Thread

Post by Not-Dorsidarf » #380959

Invisible means you dont know someone has it before they use it, like stun-gloves, sleeping carp, or the old HOS Dermal Patch
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Re: Monks: A Feedback Thread

Post by SpaceInaba » #380961

I mean on one hand if you see a balding chaplain with no weapon on his back or belt slot you can pretty much know he's a monk
on the other he can just cover his head and take his ID off
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Re: Monks: A Feedback Thread

Post by Durkel » #380964

I haven't had a chance to play with it myself but if for some reason this gets a pr to remove it at least consider making it chaplain specific traitor item. Cool idea shouldn't go to waste.
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Re: Monks: A Feedback Thread

Post by iamgoofball » #380965

i do find the concept of some tider picking a fight with a monk in the bar thinking it'll be an easy disarm-table-kill and then getting the floor wiped with him ala trying to siege the cook incredibly funny though

i may disable the head slot on high level monks and disable adjusting your hair in a mirror as a monk
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Re: Monks: A Feedback Thread

Post by SpaceInaba » #380967

question if your character is bald and you start leveling monk will you regrow your hair and then bald again
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Re: Monks: A Feedback Thread

Post by iamgoofball » #380972

SpaceInaba wrote:question if your character is bald and you start leveling monk will you regrow your hair and then bald again
aw fuck

lemme go patch this real quick
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Re: Monks: A Feedback Thread

Post by SpaceInaba » #380974

also disabling the head slot is probably a really good idea because all you have to do to hide being a monk (other than covering your head) is just play as a nonhuman as they dont have hair
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Re: Monks: A Feedback Thread

Post by iamgoofball » #380975

ah right that reminds me I need to remove cat ears/tails/wings/tattoos/nonhuman status on monks
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Re: Monks: A Feedback Thread

Post by SpaceInaba » #380979

it would be hilarious if your monk training made your lizard head lose all the fins and features and made moths wings fall off honestly
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Re: Monks: A Feedback Thread

Post by iamgoofball » #380984

As funny as that would be it'd look incredibly weird sprite wise, so I'm instead just forcing back to human and ensuring they have a proper human name(better use that Backup Human Name function)
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Re: Monks: A Feedback Thread

Post by Armhulen » #380986

I really do not want your pr to turn into a dumpster fire don't do that
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