chem expansion feedback?

>implying the game isn't perfect
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Tokiko2
Joined: Mon Apr 21, 2014 12:18 am
Byond Username: Tokiko1

chem expansion feedback?

Post by Tokiko2 » #23148

I have been working on quite a few chem based features for a while. Some of them are already on the server, some of them are functional but not quite ready yet. I haven't received a lot of feedback on them yet so I'd like to ask for some more!

Links to the PRs with descriptions:
https://github.com/NTStation/NTstation13/pull/815 Chempen traitor item (Merged and on server)
https://github.com/NTStation/NTstation13/pull/870 A few new chems. (Merged and on server)
https://github.com/NTStation/NTstation13/pull/904 More chems, rebalances and a new poison kit traitor item. (WIP)

How do you feel about the new chems, the rebalances and the traitor items? Do you think some of them are too strong or too weak? Are there any changes that you dislike and would like to see reverted? Any requests, ideas or suggestions for chemistry in general?
lumipharon
TGMC Administrator
Joined: Mon Apr 28, 2014 4:40 am
Byond Username: Lumipharon

Re: chem expansion feedback?

Post by lumipharon » #23258

So this is the first time I've had a chance to play since the server update, testing them out now.

mizarudol is quite interesting, 20u mkes you completely blind, but as I found out, the eye damage before that, is just that, eye damage. When you get the 'you're blind!' message however, that blindness is actually genetic, so needs ryetalyn/clean SE to fix, AS WELL as Imidazoline to fix the actual eye damage. Is this intended? Additionally, 25u in a smoke grenade causes only mild eye damage, which is probably good, don't want super annoying blind grenades to be too easy.
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