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Lack of chemical grenade diversity

Posted: Tue Mar 19, 2019 8:46 pm
by Kryson
It seems to me that only a few chemicals grenades are ever used, at least on Terry where i play most of the time.

CFl3 smoke
CFl3 + plasma smoke
Potassium + Water
Meth explosion

Rarely Cfl3 foam

And often these do not even seem that amazing unless detonated on the shuttle.

Where are the poison, acid, mutagen smokes and foams?

Most of the poisons seem perfectly viable when applied using the old aids syringe or sleepy pen.

Is it simply unreliable to catch people in the smoke or foam?

Or is the amount delivered too low before the victims can escape?

Is the grenade diversity greater on bagil?

Should anything be changed, if so, what?

Re: Lack of chemical grenade diversity

Posted: Tue Mar 19, 2019 9:16 pm
by SaveVatznick
Well, this issue is once people put on their internals, they never tend to take them off, so smoke nades are hard to pull off. People just run out of them before they inhale enough anyways, so fire smoke works well because once you're hit by it, you're guaranteed to take at least some damage regardless of internals.

Foam is better because it entraps people with slips, increasing their exposure time, but I can't think of a reason to use a poison foam over Chlorine Trifluoride. Poison damage is hard to kill with when the chem fridges come stocked with a bottle plus ten pills of charcoal each by default. Fire ends up doing more damage than unblended poisons and is easier to make, as well as heating up the air and making the environment unlivable, dissuading helpers from coming to drag victims away.

I'd even go so far as to say that fire is better in syringes as well. A Phlogiston/Napalm/clfl3 syringe does high fire damage and superheats the victim even if they extinguish themselves, husking them so they cannot be cloned, and is less complex to make than an advanced toxin syringe.

Fire just does more with less effort. Yes,poisons can out damage fire, I'll bet,but why go through the effort just to be foiled by someone wearing a hardsuit or internals?

Re: Lack of chemical grenade diversity

Posted: Tue Mar 19, 2019 9:54 pm
by wesoda25
Don’t blame lack of player imagination on lack of game mechanics. Back in my chem main days I discovered a shit ton of memey shit, grenades and syringes alike. Theres also a lot of deadly shit hiding under the radar, I can think of at least one department leveler off the top of my head, which doesnt even cause a hull breach or anything. And after all that I still know theres tons I haven’t discovered.

Simply put, get good. That being said, adding new chem interactions would be fun and add even more variety to the game.

Re: Lack of chemical grenade diversity

Posted: Wed Mar 20, 2019 9:03 pm
by lmwevil
vatznick is right but forgot the very fact that a hellfire grenade is also just fucking awesome to watch compared to a low impact smoke that makes people die

Re: Lack of chemical grenade diversity

Posted: Wed Mar 20, 2019 9:16 pm
by PKPenguin321
Polysmoke and mutagensmoke were so fucking fun and hilarious, readd them NOW coders

Re: Lack of chemical grenade diversity

Posted: Thu Mar 21, 2019 6:10 am
by iamgoofball
PKPenguin321 wrote:Polysmoke and mutagensmoke were so fucking fun and hilarious, readd them NOW coders
these are both still possible

Re: Lack of chemical grenade diversity

Posted: Thu Mar 21, 2019 10:24 am
by Tlaltecuhtli
poisons have been balanced to be not epic instadeath while fire has always been deadly as ever, i would say removing the foam/smoke duping reagents that turn in gas (liquid plasma as example) or reworking how they work would put hell nades back on pair with poisons (currently like 5 bars of plasma + foam/smoke with large beakers = plasmaflood of 1/4 th of the station

Re: Lack of chemical grenade diversity

Posted: Thu Mar 21, 2019 9:34 pm
by PKPenguin321
iamgoofball wrote:
PKPenguin321 wrote:Polysmoke and mutagensmoke were so fucking fun and hilarious, readd them NOW coders
these are both still possible
Not even close to being what they once were

Re: Lack of chemical grenade diversity

Posted: Thu Mar 21, 2019 9:54 pm
by oranges
re title this thread lack of creativity in tg playerbase

Re: Lack of chemical grenade diversity

Posted: Thu Mar 21, 2019 10:07 pm
by Mickyan
Readily available mouth/eye/face covering with no notable downsides means anything that needs ingesting (read: 90% of chemicals) is probably going to affect only a couple of people in a crowded room

Re: Lack of chemical grenade diversity

Posted: Fri Mar 22, 2019 12:08 am
by iamgoofball
oranges wrote:re title this thread lack of creativity in tg playerbase
to be fair a ton of chems did get nerfed heavily to be milquetoast because people got mad about medicine having actual downsides

Re: Lack of chemical grenade diversity

Posted: Fri Mar 22, 2019 12:13 am
by wesoda25
Wow FUCK those coders for makint it so that any person who read the wiki can’t combine 3 toxins and clf3 in a smoke grenade and kill an entire shuttle (still possible). Even with the nerfs you can do hilarious, deadly, and very rare shit, use your little monkey chemist brains.

Re: Lack of chemical grenade diversity

Posted: Fri Mar 22, 2019 2:31 am
by PKPenguin321
breathing mutagen smoke for 0.001 seconds and getting every single disability was, in hindsight, really funny

Re: Lack of chemical grenade diversity

Posted: Fri Mar 22, 2019 10:19 am
by Tlaltecuhtli
i think the new genetics made it so mutagen can only active bad mutations from your personal dna list instead of alll shoul probably test to confirm it