Blob should start different
- Supermichael777
- Joined: Sun Feb 01, 2015 3:42 am
- Byond Username: Supermichael777
- Location: Silver II hell
Blob should start different
You get three kinds of blob rounds. one where the blob bursts in the middle of a hall and gets wrecked to much shouting of NOOB. one where the crew utterly fails to out meta game the blob and doesn't find it until its the size of maintenance, and one where the blob gets totally metaed/stumbled on by Looter Mcgreyshirt and killed before the announcement. it makes for boring samey game-mode with a tight meta and almost zero actual skill other than mass coordination/ a general apathy.
I feel this stems partially from how it starts. blobs come onto the station via a crew member bursting somewhere in maint(it is always maintenance unless they are literally the viro). blobs need accesses to where they want to burst and needs to use its initial surprise stack to cripple the station without getting instantly killed and ensure it wont get x-rayed or telebombed. Inevitably this means science blob which is crappy because after bursting there is exactly 1 optimal strategy for the location of south east maintenance you picked(ALWAYS THE SAME). Blobs who cant do this get fucked over by it and blobs who can just do. The solutions to this are discouraging bombing the blob(buffing blobs bomb resistance globally would help.) and cutting xray becuse it is literally anti blob and useless otherwise. the other is that their needs to be better blob incentives for bursting elsewhere. Maybe bursting in tcoms would prevent the announcement or eating the food out of kitchen would let you grow faster.
Another change to help accommodate this would be to allow blob to begin from a ghost eye rather than a body(because the burst mechanic has never done anything but screw over low asses blobs and give the crew a specific time to go wandering around maintenance)
I feel this stems partially from how it starts. blobs come onto the station via a crew member bursting somewhere in maint(it is always maintenance unless they are literally the viro). blobs need accesses to where they want to burst and needs to use its initial surprise stack to cripple the station without getting instantly killed and ensure it wont get x-rayed or telebombed. Inevitably this means science blob which is crappy because after bursting there is exactly 1 optimal strategy for the location of south east maintenance you picked(ALWAYS THE SAME). Blobs who cant do this get fucked over by it and blobs who can just do. The solutions to this are discouraging bombing the blob(buffing blobs bomb resistance globally would help.) and cutting xray becuse it is literally anti blob and useless otherwise. the other is that their needs to be better blob incentives for bursting elsewhere. Maybe bursting in tcoms would prevent the announcement or eating the food out of kitchen would let you grow faster.
Another change to help accommodate this would be to allow blob to begin from a ghost eye rather than a body(because the burst mechanic has never done anything but screw over low asses blobs and give the crew a specific time to go wandering around maintenance)
- Vekter
- In-Game Admin
- Joined: Thu Apr 17, 2014 10:25 pm
- Byond Username: Vekter
- Location: Fucking around with the engine.
Re: Blob should start different
Xray is pretty much the only reliable way to kill a blob without bombs or luck.
AliasTakuto wrote: ↑Thu Jan 04, 2024 1:11 pm As for the ear replacing stuff, you can ask Anne but I don't think this is what I was banned for. If I was all I can say is "Sorry for being hilarious"...
Omega_DarkPotato wrote:This sucks, dude.
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- TGMC Administrator
- Joined: Mon Apr 28, 2014 4:40 am
- Byond Username: Lumipharon
Re: Blob should start different
High potency death nettle does the trick.
So do emitters with good upgrades, for rapid fire pew pew.
So do emitters with good upgrades, for rapid fire pew pew.
- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
Re: Blob should start different
Are nova flowers more effective than death nettles?
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- Joined: Fri May 02, 2014 3:01 am
- Byond Username: Incomptinence
Re: Blob should start different
Flashbangs can work just need to get the dummies to listen for once. Fire team used to be fun but with EVERYONE BURNS FIRE MUST KILL EVERYONE update is no longer a thing. Drat pve wowcoders.
- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
Re: Blob should start different
I wonder, do hellfoam grenades do anything to blobs?
Dammit, too many questions.
Dammit, too many questions.
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- Joined: Thu Apr 24, 2014 1:47 pm
- Byond Username: Callanrockslol
Re: Blob should start different
Who the fuck nerfed THE FIRE RISES? that plus an emitter or two and insta wrecked blob every timeIncomptinence wrote:Flashbangs can work just need to get the dummies to listen for once. Fire team used to be fun but with EVERYONE BURNS FIRE MUST KILL EVERYONE update is no longer a thing. Drat pve wowcoders.
The most excessive signature on /tg/station13.
Still not even at the limit after 8 fucking years.
The evil holoparasite user I can't believe its not DIO and his holoparasite I can't believe its not Skub have been defeated by the Spacedust Crusaders, but what has been taken from the station can never be returned.
OOC: TheGel: Literally a guy in a suit with a shuttle full of xenos. That's a doozy
Still not even at the limit after 8 fucking years.
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OOC: TheGel: Literally a guy in a suit with a shuttle full of xenos. That's a doozy
- Oldman Robustin
- Joined: Tue May 13, 2014 2:18 pm
- Byond Username: ForcefulCJS
Re: Blob should start different
That's a super overgeneralized statement.Vekter wrote:Xray is pretty much the only reliable way to kill a blob without bombs or luck.
Crew numbers largely decide the blobs fate. If you're just short of the two-blob threshold and you've got a weak chem, even good placement will not be enough to save you. Throw enough welder zerglings at a blob and it will be contained until sec brings up the chargers or engineering brings up the emitters and whittles you down since you never really have an "ace in the hole" as a blob.
Anyway, nothing will ever stop one-man antags from being terrible aside from putting in stricter requirement. There's also really no such thing as "finding a blob too late" as long as people make an effort after the Confidential message/Level 5 biohazard go out. Two cans of plasma can easily prevent any blob growth for several minutes, security just emptying both of their flashbang boxes will take out an entire cluster that took the blob 5+ minutes to build, and a competent team of medics/welders can also keep the blob contained until better weaponry shows up.
Likewise, there's a lot you can do to prevent from being discovered early as a bleb. You can get access to metal/plasteel/RCD within 30 seconds of roundstart with any role. Then get your butt to maint, even if it means having the AI open it for you, and then quickly wall off all the corridors that might be used to find out. Looter McGreyshirt will almost never bother with trying to weld down a mysterious wall and even if they do they won't get past them all until you're big enough to withstand being discovered.
The only things I think deserve immediate attention on bleb are:
1) Bombs are just a tad too effective, if a scientiest can chain together 3 maxcaps near a core then they probably deserve to win, but right now one scientist can have bombs ready within 2-3 minutes and just toss a bomb near your core on the side you haven't expanded on yet and win. Make bombs similar to what they were before the maxcap buff, a desperation tactic that can kill the blob if it is very well executed.
2) Splitting just seems too strong. You can easily split before even being discovered and if you're already near the lower-end of the relevant population threshold (lowpop 1 blob and medpop 2 blobs) then you get way too strong way too fast for the crew to contain. I mean we require dozens of additional crew to justify moving from 1 blob to 2 blobs, but somehow saving 100 chems right off the bat to double your bleb is balanced?
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- Joined: Fri May 02, 2014 3:01 am
- Byond Username: Incomptinence
Re: Blob should start different
With how much the new maxcaps dominate blob the crew could deal with 6 sets of split blobs close together.
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- Joined: Tue Apr 15, 2014 1:27 pm
- Byond Username: Jalleo
Re: Blob should start different
You shoupd know that one really bad aspect is that the blob nodes control how fast factories and other stuff for the blob works making you have to think more about placement rather than deal with the actual crew breaking down your defences. That is not right and just makes busywork for no reason.
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- Joined: Wed Jun 11, 2014 3:08 pm
- Byond Username: Marflow
Re: Blob should start different
AFAIK the timer for blob is wonky at the moment. For some reason there's no countdown timer for it like there is for literally everything else, resulting in blebs popping in hallways or having to be overcautious. Oldman made a very good point about blob victory being very tied to the population threshold. There could be a sliding bonus for blobs that would depend on crew number that would readjust when over a threshold. What I mean is that a single blob would get more energy right from the start if the round is 1 crewmember away from 2 blebs, but that the energy bonus would be back to 0 if the game starts with 2 blebs exactly with the amount of crewmember it requires to have 2 blebs.
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- TGMC Administrator
- Joined: Mon Apr 28, 2014 4:40 am
- Byond Username: Lumipharon
Re: Blob should start different
It's pretty straight forward though.Jalleo wrote:You shoupd know that one really bad aspect is that the blob nodes control how fast factories and other stuff for the blob works making you have to think more about placement rather than deal with the actual crew breaking down your defences. That is not right and just makes busywork for no reason.
Factories and resource nodes need to be close to your core or a node to work.
The closer the better - too far, and they don't work.
this translates to: put your factores and resource nodes adjacent to your core and nodes always.
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- Joined: Fri May 02, 2014 3:01 am
- Byond Username: Incomptinence
Re: Blob should start different
That simple fact catches half the blobs I see off guard I mean the number of dead expansions with no node and a bunch of inactive resources and factories is staggering.
One split blob actually asked his partner and fucking learned fast one round I watched. Once these very simple basics were learned they fought ferociously as blob bros holding back xrays through tactics and sloppy crew work. Sadly after over an hour of intense fighting having xray scrubs mindlessly cook each other in spore fights someone remembered toxins existed and that was the end of that. Only way I can imagine to counter a competent non floor plopping (delete valve by expanding) suicide bomber is to have enough storage blobs and station control to relocate core at any time and that is just a solution to a single bomb which a core can survive but leaves them totally naked their inner resources annihilated and a gap in walls almost a department wide leading to the core.
One split blob actually asked his partner and fucking learned fast one round I watched. Once these very simple basics were learned they fought ferociously as blob bros holding back xrays through tactics and sloppy crew work. Sadly after over an hour of intense fighting having xray scrubs mindlessly cook each other in spore fights someone remembered toxins existed and that was the end of that. Only way I can imagine to counter a competent non floor plopping (delete valve by expanding) suicide bomber is to have enough storage blobs and station control to relocate core at any time and that is just a solution to a single bomb which a core can survive but leaves them totally naked their inner resources annihilated and a gap in walls almost a department wide leading to the core.
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- TGMC Administrator
- Joined: Mon Apr 28, 2014 4:40 am
- Byond Username: Lumipharon
Re: Blob should start different
When you are a blob you literally get this bunch of text that very clearly explains, in no uncertain terms everything you need to know about blob mechanics.
People of course don't read it, and proceed to place factory blobs in the middle of no where and job hard.
People of course don't read it, and proceed to place factory blobs in the middle of no where and job hard.
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- Joined: Tue May 20, 2014 6:53 pm
- Byond Username: Cheimon
Re: Blob should start different
If this is the blob fight I remember that was mainly based around the maintenance above primary tool storage (until it spread out from there), there were a bunch of people struggling to put together toxins and the equipment to use those bombs properly for about 30 minutes.Incomptinence wrote:That simple fact catches half the blobs I see off guard I mean the number of dead expansions with no node and a bunch of inactive resources and factories is staggering.
One split blob actually asked his partner and fucking learned fast one round I watched. Once these very simple basics were learned they fought ferociously as blob bros holding back xrays through tactics and sloppy crew work. Sadly after over an hour of intense fighting having xray scrubs mindlessly cook each other in spore fights someone remembered toxins existed and that was the end of that. Only way I can imagine to counter a competent non floor plopping (delete valve by expanding) suicide bomber is to have enough storage blobs and station control to relocate core at any time and that is just a solution to a single bomb which a core can survive but leaves them totally naked their inner resources annihilated and a gap in walls almost a department wide leading to the core.
It definitely wasn't someone going "oh yeah, bombs are a thing" and ending the round. There was a lot of planning, a lot of waiting around, and a fair bit of outright failure in the lab before that went on. It was a decent end to a long round.
- Danowar
- Joined: Wed May 27, 2015 7:04 pm
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- Location: WA
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Re: Blob should start different
Honestly, I kind of wished blob was reworked into, say, a traitor implant. It would cost a ton of TC, but you could either use it to give a victim a cruel, yet potentially entertaining death, create a distraction while you carry out your plans, or use it on yourself if you need to fulfill the "die a glorious death" objective.
- PKPenguin321
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Re: Blob should start different
i like that you've effectively removed blob as a gamemode, but i also dont like the thought of traitor rounds having 500 blobsDanowar wrote:Honestly, I kind of wished blob was reworked into, say, a traitor implant. It would cost a ton of TC, but you could either use it to give a victim a cruel, yet potentially entertaining death, create a distraction while you carry out your plans, or use it on yourself if you need to fulfill the "die a glorious death" objective.
this is a horrible idea
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
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- Saegrimr
- Joined: Thu Jul 24, 2014 4:39 pm
- Byond Username: Saegrimr
Re: Blob should start different
>giving people an antag button for their friends.
Noooo thanks.
Noooo thanks.
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
- Danowar
- Joined: Wed May 27, 2015 7:04 pm
- Byond Username: Danowar
- Location: WA
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Re: Blob should start different
But we already have Rev/Gangs/Cult/summon guns to make innocent crewmembers into antags. Adding one more option to the pile couldn't hurt any.Saegrimr wrote:>giving people an antag button for their friends.
Noooo thanks.
- PKPenguin321
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Re: Blob should start different
think for a moment about what happened with macrobombsCosmicScientist wrote:It'd be great. Your target can't clone themself and when they pop you'll likely be right behind them to finish the job so you can escape... or you'll get screwed over/they'll shout in comms.PKPenguin321 wrote:i like that you've effectively removed blob as a gamemode, but i also dont like the thought of traitor rounds having 500 blobsDanowar wrote:Honestly, I kind of wished blob was reworked into, say, a traitor implant. It would cost a ton of TC, but you could either use it to give a victim a cruel, yet potentially entertaining death, create a distraction while you carry out your plans, or use it on yourself if you need to fulfill the "die a glorious death" objective.
this is a horrible idea
do you really think traitors will use it that way
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
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- Joined: Tue May 12, 2015 12:57 pm
- Byond Username: Newfren
Re: Blob should start different
The way I think it will be used is TWELVE BLOB ROUNDS EVERY TIME WE ROLL DA WITH MAYBE ONE OF THE GUYS ACTUALLY TRYING TO DO HIS OBJECTIVE.
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- Confined to the shed
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Re: Blob should start different
Granted this would probably be fucking hilarious at first, but ultimately it would be macrobomb syndrome. It would get old fast, and take the coder responsible a week or two to erase it from the game.newfren wrote:The way I think it will be used is TWELVE BLOB ROUNDS EVERY TIME WE ROLL DA WITH MAYBE ONE OF THE GUYS ACTUALLY TRYING TO DO HIS OBJECTIVE.
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