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Explosive Holoparasites

Posted: Tue Jul 03, 2018 4:56 pm
by Shadowflame909
So I've seen a whole lot of people complaining about having a locker rigged to explode pushed into them, thus accounting as "contact" and instant critting them. When they didn't even make any actions. I was pretty sure that the only way to trigger explosive holoparasites was clicking an item with your mouse, but apparently you can just push rigged items into people and instant crit them. I've seen some serious murderbone with this, to the point of it seems like the people abusing this wants it to get removed entirely.

Yet, I've seen like a couple defenders. So, how do you feel about this. Please give thoughts and feedback on this coding decision.

Re: Explosive Holoparasites

Posted: Tue Jul 03, 2018 5:46 pm
by Lumbermancer
I can't even recall the exact point in time when losing stopped being a part of the game.

Anyway, holoparasites are shit. It's a back-seat traitoring for powergamers.

Re: Explosive Holoparasites

Posted: Wed Jul 04, 2018 3:22 pm
by Cobby
> trap based holopara that forgos the trap design and is a better combat holo

Dumb

Re: Explosive Holoparasites

Posted: Wed Jul 04, 2018 11:37 pm
by Screemonster
I'm seeing a whole lot of "I've heard people reporting" and "apparently" in the OP

have you tested it

Re: Explosive Holoparasites

Posted: Thu Jul 05, 2018 12:45 am
by Shadowflame909
I watched it happen, Y e s

Re: Explosive Holoparasites

Posted: Thu Jul 05, 2018 1:14 am
by Gratian
If this gets removed KILLER QUEEN would need to get buffed. As it stands the explosives time out too quickly for the "intended" style of play. Or possibly by removing the requirement for the holopara to manifest, having him be able to alt-click shit while inside the user. I think the latter would be more broken than closet charging.

Re: Explosive Holoparasites

Posted: Thu Jul 05, 2018 1:27 am
by DemonFiren
So, wait. The bombs expire quickly and have zero arming time, is that it?
Give them a few seconds' arming time and make them last for much longer, then.

Re: Explosive Holoparasites

Posted: Thu Jul 05, 2018 2:11 am
by oranges
losing is part of the game is an argument only the maintainers/design leads get to make, it's not useful to have 30 other people dogpile in with the same comment that adds literally nothing to the understanding of the topic.

In the meantime if you have something actually useful to add please share.

Re: Explosive Holoparasites

Posted: Thu Jul 05, 2018 2:43 am
by Shadowflame909
I didn't really add my stance, if that's why all the people who just made an account started salting at me. So, the bomb time lasts for 20 seconds. On high pop this is a pretty good amount of time if the item is a GREAT one. like an IED or a taser. I think the cooldown is also 20 seconds. Yet *Insert mass murderboner here* can rig a locker to explode and just shove it into people. Then shove them into the locker, then rinse and repeat until the entire server is dead and then cremate that giant locker.

Maybe people need to git good and avoid the person who keeps accidentally shoving the explosive lockers at people that instant crit. But if you're one of the first targets of this, and you get locker bombed. How do you defend against it?

Re: Explosive Holoparasites

Posted: Thu Jul 05, 2018 2:49 am
by Mickyan
Too stealthy for my liking, the explosion doesn't leave any trace and it breaks jumpsuits, so you never have to worry about suit sensors

Using lockers to bump into people is bullshit and should be removed, disable the trap if the item moves

Re: Explosive Holoparasites

Posted: Thu Jul 05, 2018 2:57 am
by SpaceManiac
Just make grabbing the thing count as touching it

Re: Explosive Holoparasites

Posted: Thu Jul 05, 2018 10:08 pm
by Cobby
In reality this would be better off as a device you append onto items rather than having a player-role dedicated to clicking on things infinitely (sans cd).

Of course, someone is going to mention that ever player has a role dedicated to clicking on things indefinitely but you understand what i'm saying.

Re: Explosive Holoparasites

Posted: Thu Jul 05, 2018 10:14 pm
by Shadowflame909
Cobby wrote:In reality this would be better off as a device you append onto items rather than having a player-role dedicated to clicking on things infinitely (sans cd).

Of course, someone is going to mention that ever player has a role dedicated to clicking on things indefinitely but you understand what i'm saying.
So like a C4 STICKY BOMB THAT ATTACHS ONTO PEOPLE WHO PICK THEM UP.

Re: Explosive Holoparasites

Posted: Fri Jul 06, 2018 12:31 am
by Gratian
So like a stealthy hot potato?


How about we actually model it around Killer Queen, and have it be able to set one bomb that lasts forever (or very long) but it can only have one at a time. Also you could just make it so you can't grab things that are bombed, but he would need a buff in that regard.

Re: Explosive Holoparasites

Posted: Fri Jul 06, 2018 1:28 am
by Dr_bee
The question that needs to be asked is if the mechanic is fun for the victim and if it is fun for the user.

I dont see how a nearly instacrit bomb that is completely undetectable to the victim before the explosion and requires little to no prep time from the user, as well as not even lasting long enough to make any REAL traps is a fun mechanic.

Sometimes straight references dont make the best gameplay, hell just reducing the damage of the explosion so the main factor about it is a stun would improve the mechanic in my opinion.

Re: Explosive Holoparasites

Posted: Fri Jul 06, 2018 1:40 am
by Shadowflame909
>Useless bomb that just stuns people.

If thats the only thing that happens. It'd make it pretty useless, honestly.

Re: Explosive Holoparasites

Posted: Fri Jul 06, 2018 1:52 am
by Dr_bee
Shadowflame909 wrote:>Useless bomb that just stuns people.

If thats the only thing that happens. It'd make it pretty useless, honestly.
Reduce the damage not remove it. Think IED without the fire effect. Plus explosion stuns are a knockout not just a stun.

Re: Explosive Holoparasites

Posted: Fri Jul 06, 2018 1:57 am
by Shadowflame909
Now you have me thinking. If the KO lasts like 15-20 seconds, and the effect only appeared to the person who picked up the bomb item. You could use the holoparasite for stealth, and just use your stand to kill them in maint or something. Or even kidnap them. It'd be a good alternative, but it wouldn't really be explosive anymore. Would it?

Re: Explosive Holoparasites

Posted: Fri Jul 06, 2018 2:12 am
by Gratian
Shadowflame909 wrote:Now you have me thinking. If the KO lasts like 15-20 seconds, and the effect only appeared to the person who picked up the bomb item. You could use the holoparasite for stealth, and just use your stand to kill them in maint or something. Or even kidnap them. It'd be a good alternative, but it wouldn't really be explosive anymore. Would it?
Unfortunately as it stands (HA GET IT) you can't really use Killer Queen for combat. Because he randomly teleports whoever he hits he is just as likely to kill someone as he is to teleport them to safety. I actually have no idea why he does that, seems like a weird addition.

Re: Explosive Holoparasites

Posted: Fri Jul 06, 2018 2:20 am
by Shadowflame909
sad

Re: Explosive Holoparasites

Posted: Sat Jul 07, 2018 3:27 am
by Bombadil
Because killer queen just used to be the lul random stand. Random explosions and teleportation

Re: Explosive Holoparasites

Posted: Fri Jul 13, 2018 11:53 pm
by somerandomguy
Dr_bee wrote:The question that needs to be asked is if the mechanic is fun for the victim and if it is fun for the user.

I dont see how a nearly instacrit bomb that is completely undetectable to the victim before the explosion and requires little to no prep time from the user, as well as not even lasting long enough to make any REAL traps is a fun mechanic.

Sometimes straight references dont make the best gameplay, hell just reducing the damage of the explosion so the main factor about it is a stun would improve the mechanic in my opinion.
It's not undetectable though, if you examine it there's a special message

Re: Explosive Holoparasites

Posted: Tue May 14, 2019 7:23 pm
by peoplearestrange
So explosive lockers will insta crit anyone, mostly. With no interaction, nice...

I thought we had done away with insta kills, for the same reason that parapen, tasers, C4 and many many more insta kill/disable devices were removed?

Who thought this was a good idea?!

Re: Explosive Holoparasites

Posted: Tue May 14, 2019 7:29 pm
by Shadowflame909
Probably the same people that allow you to attach c4 directly to people with no obvious warning if you don't examine them.

Re: Explosive Holoparasites

Posted: Tue May 14, 2019 7:51 pm
by peoplearestrange
Shadowflame909 wrote:Probably the same people that allow you to attach c4 directly to people with no obvious warning if you don't examine them.
I was more referring to the insta gib of the C4. Sneaky stuff I'm kinda all up for. Inventive ways, up for. "loud and proud" is simply over too quick to make anything like paranoia that the game is supposed to have. It just makes you annoyed and powerless.

I mean whats even the counter to this method? Kill/arrest/stun anyone dragging a locker? Problem is that lockers mostly defend against any ranged attacks and getting into melee range is how you get insta crit.

Re: Explosive Holoparasites

Posted: Tue May 14, 2019 8:13 pm
by Shadowflame909
My favorite new gimmick is buying syndicate bolas and shurikens, and attaching x4 to it. If your caught death within seconds. The downside is that sometimes the throw mechanic glitched and you get hit by your own bola. Causing instant death to yourself.

Re: Explosive Holoparasites

Posted: Tue May 14, 2019 9:35 pm
by confused rock
There's really no question that explosive holoparas are cancer and I personally was too lazy to remove but I 100% would or at minimum make it a remote detonation. Explosive holopara is designed to be a holopara version of an airlock charge, and we removed airlock charges for being bullshit.

Re: Explosive Holoparasites

Posted: Fri May 17, 2019 2:26 am
by NecromancerAnne
The origin of the reference, Killer Queen, seemingly either had to detonate the bomb themselves or rig it to blow upon someone touching the object. It's unfortunately vague because what the fuck is consistency with standos, but we could just scrap the latter half and have the holopara rig objects to act as small explosives they need to self detonate (and give the master some free grenades, which seems good for the tc price), while retaining the reference.

The same stand also had a remote control RC bomb it could control. Might not be a bad idea to pinch as an alternative to airlock explodies.