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Reactive Teleport Armor Nerf War

Posted: Wed Jun 24, 2015 10:07 pm
by Ikarrus
Githubbers generally seem to have accepted that the teleport armor needs a nerf for what it is (No risk of spacing, 50% teleport chance per hit, 6-tile range)

They can't decide on what road to take though.

https://github.com/tgstation/-tg-station/pull/10112
https://github.com/tgstation/-tg-station/pull/10131

Feel free to share your thoughts.

Re: Reactive Teleport Armor Nerf War

Posted: Wed Jun 24, 2015 10:10 pm
by Scones
If you have it enabled while space tiles are on your screen in terms of closeness, you deserve the chance of being spaced. The armor is actually incredibly powerful, I've had it save me from assured death by jaunting me behind multiple doors the assailant could not access. It should certainly have a drawback in the sense of:
1.) You have to be intelligent regarding when and where you enable the armor
2.) People can actually kill you by patiently waiting for an area where you will have it disabled/if it is enabled it's very dangerous to you

It's an interesting and unique piece of armor for the RD. I don't think it should be stunning them, but it should punish careless wearers.

Re: Reactive Teleport Armor Nerf War

Posted: Wed Jun 24, 2015 10:15 pm
by lumipharon
It can also fuck you, if you're hurt/crit, and someone tries to help you only for the armor to teleport you away to where they can't find/reach you, and you die.

Re: Reactive Teleport Armor Nerf War

Posted: Wed Jun 24, 2015 10:16 pm
by onleavedontatme
Do I get any special say as the person who added the item? I want it to have a chance of spacing you.

Re: Reactive Teleport Armor Nerf War

Posted: Wed Jun 24, 2015 10:19 pm
by Scones
lumipharon wrote:It can also fuck you, if you're hurt/crit, and someone tries to help you only for the armor to teleport you away to where they can't find/reach you, and you die.
Encourages intelligent management of the armor being on/off

Re: Reactive Teleport Armor Nerf War

Posted: Wed Jun 24, 2015 11:54 pm
by Gun Hog
The spacing chance is optimal. The RTA can activate when you really do not want it do so (people LOVE to troll the RD), a harmless hug on the shuttle can be your death. The RTA seems to LOVE trapping me in windows and in places I need help to escape (i.e. maint). Of course, if I turn it off, then I have less protection than even my labcoat. Still, the RTA is the only thing the RD can get, so it is certainly the "better than nothing" item.

Re: Reactive Teleport Armor Nerf War

Posted: Thu Jun 25, 2015 12:01 am
by Ikarrus
I just think it'd be more fun if catastrophic failures could happen if you're not careful. The armor has an easy on/off button right on your screen, so it's not so random that it can't be avoided.

Re: Reactive Teleport Armor Nerf War

Posted: Thu Jun 25, 2015 12:09 am
by Scott
Teleporting to space is what should happen. Bad teleports should be the downside of an armor that teleports you. Stunning and doing damage after teleporting you makes no fucking sense and is shitty for gameplay.

Re: Reactive Teleport Armor Nerf War

Posted: Thu Jun 25, 2015 1:55 am
by PKPenguin321
tbh i'd rather see people get spaced than get a teeny bit of toxin damage, it adds a real drawback to having the armor on all all all the time, not to mention the extra stun won't matter much since iirc it already teleports you when you get stunned and most people lead with stuns anyways

Re: Reactive Teleport Armor Nerf War

Posted: Thu Jun 25, 2015 4:15 pm
by Miauw
Scones wrote:If you have it enabled while space tiles are on your screen in terms of closeness, you deserve the chance of being spaced. The armor is actually incredibly powerful, I've had it save me from assured death by jaunting me behind multiple doors the assailant could not access. It should certainly have a drawback in the sense of:
1.) You have to be intelligent regarding when and where you enable the armor
2.) People can actually kill you by patiently waiting for an area where you will have it disabled/if it is enabled it's very dangerous to you

It's an interesting and unique piece of armor for the RD. I don't think it should be stunning them, but it should punish careless wearers.
i agree with this in principle, but 1) and 2) are not fulfilled because the only places that there are space tiles are the very outside of the station (remember, 6-tile range, not even 7) and the halls near the bridge.
and even then, gg no re death is still shitty.

if somebody could think of some better solutions i'd like to hear them, but as it stands now the first nerf won't really do much.

Re: Reactive Teleport Armor Nerf War

Posted: Thu Jun 25, 2015 6:14 pm
by TheNightingale
Miauw wrote:i agree with this in principle, but 1) and 2) are not fulfilled because the only places that there are space tiles are the very outside of the station (remember, 6-tile range, not even 7) and the halls near the bridge.
Not all maps are Box, remember. Metastation has space tiles near the corporate showroom, Toxins, Vault and AI upload (I probably missed a few).

Re: Reactive Teleport Armor Nerf War

Posted: Fri Jun 26, 2015 1:58 am
by Oldman Robustin
Having them slow you was perfect.

Anything less really won't do it.

Even if it can space you, I'd typically rather be spaced than shot/stabbed/bladed/etc.

Re: Reactive Teleport Armor Nerf War

Posted: Fri Jun 26, 2015 5:53 am
by callanrockslol
Give it a cooldown as well.

Re: Reactive Teleport Armor Nerf War

Posted: Fri Jun 26, 2015 7:24 am
by Not-Dorsidarf
Why have a cooldown? If it activates, you're going to be flung out of attack range for a while, and if it doesn't what is there to cool?

Re: Reactive Teleport Armor Nerf War

Posted: Fri Jun 26, 2015 7:37 am
by Tokiko2
The spacing chance should only apply to attacks. Having to explain yourself to admins for accidently spacing the RD while trying to heal them out of crit is really bad.

Re: Reactive Teleport Armor Nerf War

Posted: Fri Jun 26, 2015 8:17 am
by M0nsoon
Tokiko2 wrote:The spacing chance should only apply to attacks. Having to explain yourself to admins for accidently spacing the RD while trying to heal them out of crit is really bad.
I'm pretty sure having the armor active at all time makes you valid until you turn it off.

Re: Reactive Teleport Armor Nerf War

Posted: Fri Jun 26, 2015 2:59 pm
by Cheridan
WHY NOT HAVE BOTH?

Re: Reactive Teleport Armor Nerf War

Posted: Fri Jun 26, 2015 4:00 pm
by Cheimon
Cheridan wrote:WHY NOT HAVE BOTH?
What, so you can ensure it will never be worn by any research director again? Having both nerfs instead of just one isn't a good thing unless it's heavily justified (as it is, I'm not even sure why everyone's so upset with the RD having a good set of armour anyway, apart from there apparently being a 'consensus' among 'githubbers').

Re: Reactive Teleport Armor Nerf War

Posted: Fri Jun 26, 2015 4:07 pm
by TheNightingale
Tokiko2 wrote:The spacing chance should only apply to attacks. Having to explain yourself to admins for accidently spacing the RD while trying to heal them out of crit is really bad.
That's the downside to its prototypeness. Strip the armour first.

Re: Reactive Teleport Armor Nerf War

Posted: Fri Jun 26, 2015 4:12 pm
by Ikarrus
Cheridan wrote:WHY NOT HAVE BOTH?
Why not? Merge they both. A 2 second stun is nothing.

Re: Reactive Teleport Armor Nerf War

Posted: Fri Jun 26, 2015 6:43 pm
by Cheimon
2 second stuns make a difference like you'd expect they would. If it's "nothing" why merge it at all? Because obviously it is a big deal. You lose any weapons you're holding (especially if you get hit again shortly afterwards, as is highly likely), you can't react to attacks, you can't run away, you can't even switch your armour off. Chances are this is a good way to make the armour stunlock you indefinitely.

It's still not clear to me what is so bad about having this armour being powerful in the first place, but if we're going to make it worse, it might as well not be in such a way that it's worse than fucking useless in any fight with weapons ever. If it starts stunning people it won't even be good for escape.

Re: Reactive Teleport Armor Nerf War

Posted: Fri Jun 26, 2015 9:13 pm
by Bluespace
Give it a little cooldown with a chance to space you.
Using it in quick succession causes vomiting.
Can be upgraded with R&D parts?

Re: Reactive Teleport Armor Nerf War

Posted: Sat Jun 27, 2015 6:08 am
by Oldman Robustin
Not-Dorsidarf wrote:Why have a cooldown? If it activates, you're going to be flung out of attack range for a while, and if it doesn't what is there to cool?
Because if the armor user is on the offensive its fucking brutal.

I watched an RD murder a pretty robust ling just because he managed to get flung 3 times in a row, RD would pop out of the room and resume his assault, get hit again, run back out, etc.

Re: Reactive Teleport Armor Nerf War

Posted: Sat Jun 27, 2015 6:11 am
by DrunkenMatey
i could swear it used to space people back in the day... anyways, my vote is definitely to give it the chance to space people (again?).