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Botany needs nerfs

Posted: Sat Dec 31, 2016 8:35 am
by Yakumo_Chen
Botany has been undergoing powercreep for an extremely long time and the introduction of xenobotany has made it go more or less overboard.

The straw that broke my back was that in a rev round today, botany had made tomatoes that not only covered in acid on hit, but also injected me with enough acid to ensure I died not long after I washed the acid off with a fire extinguisher. One hit, one kill. Stuff like this really needs to stop, as it's getting worse then pre-nerf R&D, which has been more or less neutered over the months.

Re: Botany needs nerfs

Posted: Sat Dec 31, 2016 11:45 am
by christ110
You're example is... Still relatively balanced. There are 2 syringe guns in med and a chem Dept which can make much worse cocktails of toxins. Although I am not too familiar with botany, it seems like they gotta go through a lot more work for their syringe gun equivalent.

Re: Botany needs nerfs

Posted: Sat Dec 31, 2016 7:11 pm
by Iatots
Once botany gets the ball rolling they can produce arms at astonishing rates. What is worse, a chemist with a syringe/rapid syringe gun, which requires time to reload, or a botanist with a bag full of killer produce?

Re: Botany needs nerfs

Posted: Sat Dec 31, 2016 7:22 pm
by Gun Hog
Chemisty is powerful at roundstart, and a creative player can make grenades that can cleanse a shuttle-load of unprepared people in seconds. Firestorm acid bath stun grenades that strip people of their protective gear, force them to breathe the stun chem, while burning them to death.

Botany can do the same, but it takes a lot more work and time, and help from Chemistry/Science for mutagen. Botany becomes more powerful through progression. The reward is that they produce more of their weapons than chemistry can once established. I do not see much of a problem with this, just that players are not yet used to seeing botanists as a serious threat!

Re: Botany needs nerfs

Posted: Mon Jan 02, 2017 10:52 pm
by kevinz000
One word
Kudzu

Re: Botany needs nerfs

Posted: Mon Jan 02, 2017 10:58 pm
by D&B
Gun Hog wrote:Chemisty is powerful at roundstart, and a creative player can make grenades that can cleanse a shuttle-load of unprepared people in seconds. Firestorm acid bath stun grenades that strip people of their protective gear, force them to breathe the stun chem, while burning them to death.

Botany can do the same, but it takes a lot more work and time, and help from Chemistry/Science for mutagen. Botany becomes more powerful through progression. The reward is that they produce more of their weapons than chemistry can once established. I do not see much of a problem with this, just that players are not yet used to seeing botanists as a serious threat!
>Effort
>When ambrosia Gaia exists.

Laughingwhores.webm

Re: Botany needs nerfs

Posted: Mon Jan 02, 2017 11:19 pm
by kevinz000
Nerf botany don't just shit on research

Re: Botany needs nerfs

Posted: Tue Jan 03, 2017 12:44 am
by Incomptinence
Why does ambrosia gaia exist? If you want low effort trays RND part upgrades and linking their water is available.

Gaia is literally mindless.

However I still think complaining that service jobs have relevance to the round is pure pants shitting retardation . If you want their antagonism put more into a poison food/whatever insidious role you will need a much harsher hunger system and a vending machine purge. Unless you can stop being whimps about needing to refuel your assistant now and then I guess they're just going to need to kill you directly.

Re: Botany needs nerfs

Posted: Tue Jan 03, 2017 1:30 am
by D&B
I'd suggest a rework on splicing.

Inserting a trait on a plant makes an unstable seed which you gotta plant and has a 50/50 chance of dying on harvest or giving out produce.

And you can only splice one thing at a time.

Re: Botany needs nerfs

Posted: Tue Jan 03, 2017 2:54 am
by oranges
D&B wrote:I'd suggest a rework on splicing.

Inserting a trait on a plant makes an unstable seed which you gotta plant and has a 50/50 chance of dying on harvest or giving out produce.

And you can only splice one thing at a time.
Yep, something like this should do the trick

Re: Botany needs nerfs

Posted: Sat Jan 28, 2017 1:00 am
by Ezel
Only if you can increase the chance of not dying bye 5% every upgrade