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(Poll) Chempens!

Posted: Thu Jul 10, 2014 7:10 am
by Tokiko2
Adds a new traitor item to the uplink: The chempen.

It's a pen that can hold 30u of chemicals and injects 10u per stab into the victim. Unlike the parapen, it can be refilled with any chemical of your choice. It costs 5 telecrystals. Not avaible to nukeops.

The pen comes prefilled with chloral as was voted on here: http://tgstation13.org/phpBB/viewtopic.php?f=15&t=763 (technically a tie but I did not vote there and I prefer the chloral version).

Link to PR: https://github.com/NTStation/NTstation13/pull/815

Re: (Poll) Chempens!

Posted: Thu Jul 10, 2014 9:47 am
by Psyentific
Fuck yeah, an even more robust parapen

Re: (Poll) Chempens!

Posted: Thu Jul 10, 2014 11:16 am
by ACCount
Chloral was nerfed, its not instasleep now.

Re: (Poll) Chempens!

Posted: Thu Jul 10, 2014 12:52 pm
by Gun Hog
Why are they denied from Nuke Ops? It is quite useful for stealth operations.

Re: (Poll) Chempens!

Posted: Thu Jul 10, 2014 1:57 pm
by ColonicAcid
I don't think you were playing when Nuke Ops had sleepy pens.
What would happen was a person would disguise himself as a Assistant, go to the station, find the captain, sleepy pen him, get the nuke disk and either leave the captain ko'd/kill him.

He could do this for free since a sleepy pen spawned on the shuttle, it had zero counter play and it was fucking fast, i remember one round as NOps where my team member did it in under 3 minutes.

Re: (Poll) Chempens!

Posted: Thu Jul 10, 2014 9:16 pm
by Tokiko2
Here's a few facts about chloral for anyone confused, directly from the code:

Chloral is metabolized faster than other chems, 0.5u per... cycle or however you want to call it. Most other chems have a 0.4u rate instead.
Chloral will slow you down, blur vision and cause confusion for the first 10 cycles. After cycle 10, it will force you to sleep, so 5u of chloral will be used up before your target even falls asleep. Then nothings will happen until the 51th cycle, after which you will start taking increasingly higher damage(damage = amount of cycles - 50, damage is applied every cycle). The sleeping itself is also very short, so when the reagent is fully metabolized, you will wake up almost instantly.

It's also considered a toxin codewise so having antitoxin in your body will additionally remove 1u of chloral per cycle.

Re: (Poll) Chempens!

Posted: Thu Jul 10, 2014 9:45 pm
by Psyentific
But see, you can replace the chloral with anything. Heck, dump the chloral in a beaker, then mix it with sleep toxin, toxin, welding fuel, beekspy/neurotox...

Heck, just grind up some plasma. Plasma is crazy high toxin damage. Stab someone with 10u Plasma and they're fucking dead, kiddo.

Re: (Poll) Chempens!

Posted: Fri Jul 11, 2014 6:26 pm
by miggles
plasma is also a limited resource

Re: (Poll) Chempens!

Posted: Sun Jul 13, 2014 4:00 am
by Psyentific
miggles wrote:plasma is also a limited resource
Yes, but if you're a traitor, odds are you don't really give a shit. Also, mining.

Re: (Poll) Chempens!

Posted: Sun Jul 13, 2014 4:29 am
by ExplosiveCrate
The only way to get shit from mining is to be part of RnD, and they get like 5 sheets of plasma for free at round start. No real way to get plasma outside of actually being a miner, engineer, or scientist.

Re: (Poll) Chempens!

Posted: Sun Jul 13, 2014 8:30 pm
by Cipher3
Engineers get a huge stack though.

Re: (Poll) Chempens!

Posted: Mon Jul 14, 2014 8:07 pm
by paprika
Sleepy pens have been merged on /tg/ to replace parapens. Go look up the PR and go from there, it's pretty good.