Barotrauma: SS13 Underwater

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Davidchan
 
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Re: Barotrauma: SS13 Underwater

Postby Davidchan » Wed Jul 27, 2016 9:20 am #198917

Jacough wrote:Count me in. Played around with single player and I really want to see how the game actually plays when you've got a full crew of players instead of two lifeless NPCs.


You can hire more, though even with crew commands they are astonishingly useless. gunners only load one shell, and don't even arm it (you can put C4 into railgun/nuclear shells for more boom) Doctors won't heal people no matter what, and CPR is something you shouldn't count on receiving. I set my techs to fix breaches, and engineer to reactor duty and everyone else is manning guns or just wandering aimlessly. The UCN daggerfish is a pretty good sub for singleplayer, compact and loaded with goodies, though I'd suggest buying extra tools and breathe masks since it hides the default ones well.

Depth charges are a thing but i've yet to see one used correctly/effectively.
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Re: Barotrauma: SS13 Underwater

Postby XSI » Wed Jul 27, 2016 4:18 pm #198967

I've correctly used a depth charge to commit sudoku several times now.

Havent depth charged anything else though

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Re: Barotrauma: SS13 Underwater

Postby XSI » Sat Jul 30, 2016 5:08 pm #199740

Reminder

25 hours till sub

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Re: Barotrauma: SS13 Underwater

Postby Jacough » Sat Jul 30, 2016 6:49 pm #199763

XSI wrote:Reminder

25 hours till sub


What time were you thinking? I've got a house meeting tomorrow at 8 pm pst
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Re: Barotrauma: SS13 Underwater

Postby tedward1337 » Sat Jul 30, 2016 7:23 pm #199773

I work until 5 est. I'll only be home around 6:30pm with my commute. Any chance the server will be up still?
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Re: Barotrauma: SS13 Underwater

Postby XSI » Sat Jul 30, 2016 11:33 pm #199827

Same time as last time

http://wwp.greenwichmeantime.com/
6 GMT
Got to work in some Europeans with work in the morning and a few others who can't stay all night, so it can't start any later than that
But it can keep going for hours after, as long as there is an interest.

I don't think it quite has the staying power for people to want a server up 24/7 yet, but with every update things become a bit more interesting

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Re: Barotrauma: SS13 Underwater

Postby XSI » Sun Jul 31, 2016 5:52 pm #200051

Server going up

Server name: Sub Station 13
Pass: Toolbox

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Re: Barotrauma: SS13 Underwater

Postby Anonmare » Sun Jul 31, 2016 8:25 pm #200062

Server went down lads
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Re: Barotrauma: SS13 Underwater

Postby Timbrewolf » Sun Jul 31, 2016 8:25 pm #200063

Cool game. Would play more if I didn't have to go run some errands. XSI if you want I could host more regularly for the next while. I've got a 50/50 connection so it should be good.

Only complaint: some of the sub designs are missing important stuff like chems for the Doctor or weapons for Security. Kinda sucks. One lobster just sank our whole sub because we couldn't find anything to fight back with.
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Re: Barotrauma: SS13 Underwater

Postby XSI » Sun Jul 31, 2016 8:31 pm #200064

Depends on if there's interest
Rosen is hosting for now, I just organise it

That said, game is pretty good. But might need some more features to really work for long term hosting

Rosen Ritter: i'll check in an half-hour or an hour if people want it putting back up

Couple of screenshots

http://imgur.com/a/jT8WL

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Re: Barotrauma: SS13 Underwater

Postby Jacough » Sun Jul 31, 2016 8:36 pm #200065

An0n3 wrote:Cool game. Would play more if I didn't have to go run some errands. XSI if you want I could host more regularly for the next while. I've got a 50/50 connection so it should be good.

Only complaint: some of the sub designs are missing important stuff like chems for the Doctor or weapons for Security. Kinda sucks. One lobster just sank our whole sub because we couldn't find anything to fight back with.


Yeah, my main complaint though was that you needed skills to use weapons. We were playing on a cruise sub at one point and some asshole lobster tore its way into the observation deck. Couldn't grab a speargun to shoot it because I apparently needed lvl 30 weapons skill or some shit to grab it. Whoever was in the clown outfit managed to kill it though.

Pretty fucking fun game otherwise though. Really like the damage system too. At one point we hit a rock and I went flying face first into a wall and got knocked out. I was wearing a diving suit at the time so I suffocated. Also found out that sprinting into a door and slamming your face into it kind of hurts. The character physics makes shit ten times more hilarious too.

I wouldn't mind playing it again some time.
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Re: Barotrauma: SS13 Underwater

Postby XSI » Sun Jul 31, 2016 8:53 pm #200070

You don't need weapons skill to use weapons

You'll just be shit at aiming with them if you dont have skill. It will warn you that you dont have the skill, but nothing stops you from actually shooting it

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Re: Barotrauma: SS13 Underwater

Postby Timbrewolf » Sun Jul 31, 2016 9:24 pm #200081

I opened a straight shaft down through one of the subs to drain the water and watched the captain just lose his shit and fall halfway down it 10/10

Someone fucks up the generators so the output is really low, prompting whoever is at the helm to go FULL SPEED AHEAD to try to get anywhere
I fix the generator output, sub suddenly rockets forward at supersonic speeds and crashes into a rock, sending everyone flying into a wall 1000000/10 seriously fucking stop trying to drive around so fast holy shit

I'm already tempted to try my hand at designing a sub.

More stairwells and less annoying ladders everywhere.
No buttons sandwiched right ontop of other devices trapping people in rooms unless they pixel hunt for the switch.
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Re: Barotrauma: SS13 Underwater

Postby XSI » Sun Jul 31, 2016 10:08 pm #200093

Designing a sub is a huge pain in the ass

Nothing is explained and there is a lot of small busywork. It needs quality of life updates to the sub designer thing, because as it is right now it is functional, but a lot of work

And then when it's done, you may need to completely redesign the power system because the fuse boxes keep overloading an breaking. Or you fucked a single wire somewhere

If you can design a great sub, then that would be awesome. But you should understand that it's a huge load of work to get it working before starting on it, or it will just frustrate you to no end

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Re: Barotrauma: SS13 Underwater

Postby Timbrewolf » Sun Jul 31, 2016 10:54 pm #200104

I went through the tutorial and learned to Captain.

The secret to winning is:

1) Go slow and watch the Sonar. Seriously don't move the speed marker outside the inner circle or you're shit. If your transversal ever tips +/- 15km/h you doin' it wrong. The sonar doesn't see very far, enemies will rocket up on you, and your ability to stop and or maneuver sucks shit. Your only hope is to see things coming before they arrive.

2) Keep the railguns manned at all times. Once one of those fuckers gets in close the guns will have too much trouble hitting it (or worse, accidentally fire backwards into your own sub). You will have to send someone out in a suit with a harpoon gun and hope to 1v1 the fucker. You're going to have FUN if you let anything even law a claw on your hull.

3) Keep the reactor manned at all times. Autocontrol is okay but it's still not very good. As boring as it is you need a smart human person on that thing to make sure power doesn't flicker out. Because if it does suddenly you're blind, and if you're blind, you're going to crash into something or have FUN come knock on your hull.

4) Security Officers are vital to not getting traitor'ed on. Martial law, motherfuckers. If you're not manning a post you're probably looking for trouble, or sabotaging something. All good citizens should be able to find a workstation and hover over it like a hawk. Only ne'er do wells walk around like tourists.

5) Medical Doctors are basically useless. You're more mortician than anything else, collecting corpses and stacking them in the infirmary. You can inject the clown full of chloral hydrate for fun but odds are he'll be dead from lobster attack before you do. You can grab a diving mask, fire extinguisher, and stuff your pockets full of drugs and try to be a roving EMT but I've yet to come across a situation where everyone wasn't already dead.

6) I don't even know what Assistants are for or if they do anything.
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Re: Barotrauma: SS13 Underwater

Postby Jacough » Sun Jul 31, 2016 11:04 pm #200105

Anon you should host a server again tonight
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Re: Barotrauma: SS13 Underwater

Postby Timbrewolf » Sun Jul 31, 2016 11:39 pm #200117

I'm on discord trying to rope people into playing right now.

Playing with bots is suffering.

https://discord.gg/56h3d
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Re: Barotrauma: SS13 Underwater

Postby Jacough » Mon Aug 01, 2016 3:14 am #200142

Last mission we did before we wrapped up was glorious
> Salvage mission
> Gotta get that alien artifact
> Early on we get attacked by a giant fish
> Kill it with torpedos
> Fish managed to breach the brig but other than that we're good
> Patch the brig up and continue on our way
> Manage to get to the ruins with no casualties
> Most impressive run I've been on yet
> Get in the ruins, I get stuck when the alien doors close I guess? Get bailed out by other with cutting tools and just barely make it back
> Resupply and continue our search
> Anon and tedward find the artifact
> Shit's going good until...
> Shrimp monster attack
> Manage to get away from them but I'm bleeding heavily
> I pass out from blood loss just a few feet from the airlock and sink into the abyss.
> Shrimp start eating their way into the ship
> Some fucking zombie thing in a diving suit joins the party
> Ship crashes down onto the ruins
> Monsters get in and kill everyone except Tedward and Anon.
> Anon and Tedward manage to kill the monsters with welding tools and fix the breaches and drain the water
> Shit shit shit we might just have a shot
> They pop a fresh rod into the reactor, lights come on
> YES YES YES
> They got the artifact just need to surface
> Ship ain't moving
> Why ain't the ship moving?
> Engine was damaged in the attack
> Neither Tedward nor Anon have the skills to fix it
> Mission failed

Such is the life of deep sea salvagers
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Re: Barotrauma: SS13 Underwater

Postby Timbrewolf » Mon Aug 01, 2016 3:24 am #200144

I was wielding one of those weird alien artifacts we found when those fuckers broke into the ship. I torched the crazy fucking rape zombie thing as it bounced off the walls chasing me down the stairwell. I came back up to see colonic and tedward trying to kill the giant shrimp with torches and couldn't fire because I didn't want to kill colonic, so I'm just standing there yelling at him to get away while it scuttles all over him and clawed him to death.

Fucking super intense, I keep wondering if I should've tried to shoot to save his life but I know that weird alien beam would've just killed both of them.

Legit undersea PTSD. Fuck could I have saved Colonic fuck I should've tried fuck.
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Re: Barotrauma: SS13 Underwater

Postby Drynwyn » Mon Aug 01, 2016 3:42 am #200151

Haven't played this yet but would be down.
In game, I play the A.I Firmware, the French cyborg C.U.R.I.E, Aubrie Allen, and the lizard scum Skulks-Through-Maintenance.

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Re: Barotrauma: SS13 Underwater

Postby Davidchan » Mon Aug 01, 2016 7:32 am #200172

The skill system is super fucking annoying, but its what the designer wants. Engineers fix eletrical problems (flooded circuit boxes and computer/sonar stations)while mechanics fix machines like the engine, reactor or pumps. Assistants basically exsist to learn the game or man the guns, though they make for good idiots to run about with welders and fix breaches before pressure gets bad, or pack mules to transport shells.

As far as subs go, crew size is important because a good small crew sub is cancer for a large crew and vice versa. You are better off adjusting an exsisting sub rather than building from scratch, there is no way to put in words how obtuse the designer is for making new subs and checking how functional they are, how many pumps you need and if your electrical grid is even functional.
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Re: Barotrauma: SS13 Underwater

Postby ColonicAcid » Mon Aug 01, 2016 12:21 pm #200209

SHRIMP BOY IS A FUCKING MURDERER

TWICE NOW HES FUCKED MY SHIT UP BY CLAMPING ME WITH HIS VICE LIKE SHRIMP CLAWS
crack is whack but smacks got your back

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Re: Barotrauma: SS13 Underwater

Postby Timbrewolf » Mon Aug 01, 2016 12:39 pm #200211

HERE COMES SHRIMP BOIIIIIIIIIIII

I've got some cleaning to do after work today but I should be able to start hosting as early as 5:00pm EST. We'll try to pull off some more artifact salvages and stuff. There's this abyss area I've heard awful things about that sounds like a lot of FUN to go explore.
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Re: Barotrauma: SS13 Underwater

Postby Incomptinence » Mon Aug 01, 2016 1:15 pm #200218

alarm set hope i wake up

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Re: Barotrauma: SS13 Underwater

Postby tedward1337 » Mon Aug 01, 2016 1:46 pm #200222

Lookin forward to this again. Much fun was had 10/10
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Re: Barotrauma: SS13 Underwater

Postby Anonmare » Mon Aug 01, 2016 2:10 pm #200225

Wish I took a screenshot of me and Dimitri becoming a clown plague tormenting one of the crew.
One of us :honk:
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Re: Barotrauma: SS13 Underwater

Postby Timbrewolf » Mon Aug 01, 2016 5:09 pm #200241

Actually going to be a little later than I first said. Probably 6:30pm EST.
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Re: Barotrauma: SS13 Underwater

Postby Jacough » Mon Aug 01, 2016 7:05 pm #200254

I for one am looking forward to getting crushed by water pressure as our ship is brutally skull fucked into pieces by giant horseshoe crabs
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Re: Barotrauma: SS13 Underwater

Postby ColonicAcid » Mon Aug 01, 2016 11:23 pm #200296

REMINDER THAT WE ARE IN HERE HUNTING FOR THE ILLUSIVE SHRIMP BOY

I WILL GET MY REVENGE, HE WONT FOOL ME FOR A THIRD TIME.
crack is whack but smacks got your back

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Re: Barotrauma: SS13 Underwater

Postby Timbrewolf » Tue Aug 02, 2016 1:11 am #200311

>roll tater
>weld almost the entire crew into the starting area
>grab a diving suit
>turn the rest of the ship into swiss cheese

Two successful rounds as a piece of shit traitor oh yeh boyyyyyyyyy

Also it seems like I will have to play as Captain every round, because otherwise we just constantly ram into rocks and shit. ITS NOT THAT DIFFICULT GUYS ARGH.
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Re: Barotrauma: SS13 Underwater

Postby Jacough » Tue Aug 02, 2016 1:12 am #200312

I blame Drynwyn. He's a faggot.
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Re: Barotrauma: SS13 Underwater

Postby Drynwyn » Tue Aug 02, 2016 1:15 am #200315

Jacough wrote:I blame Drynwyn. He's a faggot.

we should play helldivers together


no reason
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Re: Barotrauma: SS13 Underwater

Postby Davidchan » Tue Aug 02, 2016 1:33 am #200316

Da Komrad Anon3. Sekrit to successful mission is Pilot sub fast as goes, get to objective before crew breaks sub. Many works, you see motherland again soon!
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Re: Barotrauma: SS13 Underwater

Postby Jacough » Tue Aug 02, 2016 3:54 am #200336

Drynwyn wrote:
Jacough wrote:I blame Drynwyn. He's a faggot.

we should play helldivers together


no reason


You'd have to buy it for me

An0n3 wrote:>roll tater
>weld almost the entire crew into the starting area
>grab a diving suit
>turn the rest of the ship into swiss cheese.


We had some pretty hilarious moments fucking around before we got serious

> Roll tator
> Ship with two reactors
> "Guys I'll set up the engine, I got this!"
> Load one of the reactors up with two incendium rods and three plutonium rods
> Crank up the shutdown temperature to the max
> Click the + for the fission and hold it like there's no tomorrow
> Reactor explodes in like 10 seconds
> Killed instantly in the blast
> Breaches a huge portion of the top of the sub and sets the engine room and the room above it on fire
> Other guys are nearly killed from the heat trying to put the fire out (Fire extinguishers suck by the way)
> Sub sinks like a rock and hits the ocean floor, breaching the bottom hull
> Everyone except I think An0n3 is killed

And that's how you assassinate your target
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Re: Barotrauma: SS13 Underwater

Postby Incomptinence » Tue Aug 02, 2016 6:15 am #200346

Some Bilbo grot running a pubie server. No discipline nothing sub crashing people griefing over and over.

Someone copies my name just to get me accused of teleporting around, try to change it but host starts new game 2 fast.

Kicks me when I try to kill the fucker before he frames me in front of this dumb ass host, preferences reset captain oops when join again. Steer ship some fuck pops a hole in it in the middle of a cavern near no rock or nothing and my former mimic makes sure the water floods the command station, I get the ban.

Aaaaand few minutes later server is down guess the idiot host banned everyone but the griefers what a palooka.

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Re: Barotrauma: SS13 Underwater

Postby Jacough » Tue Aug 02, 2016 7:03 am #200354

Yeah, pubbie servers suck. Go figure. I've gotten lucky with a couple, including one hosted by a guy from /vg/ who had some... Odd subs in his folder. Like one was actually a MLP where the airlock was actually the pony's asshole.
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Re: Barotrauma: SS13 Underwater

Postby XSI » Tue Aug 02, 2016 3:41 pm #200413

I know that sub

There's another airlock at the mouth and a gun at the penis

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Re: Barotrauma: SS13 Underwater

Postby Timbrewolf » Tue Aug 02, 2016 5:07 pm #200433

Never
Ever

The one round where I grabbed the clown outfit and immediately got waterboarded by sec while the captain beat me with a wrench was pretty good too.

I recorded most of the rounds we played so maybe I'll put something together soon.
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Re: Barotrauma: SS13 Underwater

Postby oranges » Wed Aug 03, 2016 4:22 am #200552

depending on game requirements I could host a 24/7 server on one of my vm's?

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Re: Barotrauma: SS13 Underwater

Postby tedward1337 » Wed Aug 03, 2016 11:25 am #200580

Yeah! That'd be sweet, a dedicated /tg/ server
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Re: Barotrauma: SS13 Underwater

Postby Davidchan » Wed Aug 03, 2016 11:38 am #200581

Well that sounds great in theory, but in practice that means the settings would need to be set to vote only as I doubt you'd want to babysit the server constantly. Great game, but not yet tweaked to support dedicated servers.
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Re: Barotrauma: SS13 Underwater

Postby Incomptinence » Wed Aug 03, 2016 12:37 pm #200588

Main problem with dedicated would probably be swapping subs, since they really need to match the population level.

Say the tiny near legit submarine has too many people suddenly you have no useful gear on your person because they ran out and go squat in a corner.

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Re: Barotrauma: SS13 Underwater

Postby Timbrewolf » Wed Aug 03, 2016 1:49 pm #200594

Overpopulation is not as bad as underpopulated. Overpopulated subs at least have people crewing everything and when something breaks someone will probably fix it.

Underpopulated subs are a playground for traitors and grinders to go unchecked while the few crew that are actually trying to play the game struggle to make the sub go anywhere without it falling apart.

I don't think the game is really capable of running unmonitored yet. Every public server I've played on has at least one dude who just wants to run to the airlock and start flooding the sub at round start. I blame /v/ and /vg/ for advertising the game to the worst possible player base but whatever.
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Re: Barotrauma: SS13 Underwater

Postby Timbrewolf » Thu Aug 04, 2016 1:27 am #200664

Here's a few complete rounds we played. The last round is somethin' special. Sorta.

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Re: Barotrauma: SS13 Underwater

Postby Xhuis » Thu Aug 04, 2016 1:56 am #200671

I picked this up with some friends recently and it's been pretty fun. I mainly play mechanic or MD (who are surprisingly not useless) but as of right now the sub has never made it to the end without at least one casualty. Here's the leading causes of our deaths so far:

  1. DOORS. Seriously. I can fix an isolated broken window, but when people leave the doors open and a single window gets a crack the entire fucking submarine is flooded in like half a second and there's no hope of recovering it since the pumps need energy to work but the reactor can't make energy underwater.
  2. Me. I'm extremely jumpy and have, on multiple occasions, killed innocent people because I thought they were trying to kill me. When we first turned on traitors, my powergamey friend went security and went around with his stun baton held all the time. When he sprinted at me with it held aloft, I stabbed him with chloral followed by neurotoxin, resulting in the entire crew trying to kill me and me killing all of them in the same way. There were no traitors that round. On another occasion, I told powergamey friend's brother not to come at me as a joke, and he came at me so I broke a window with my plasma cutter. Guess what? They left all the doors open. Again.
  3. Incompetence. My captain said to the engineer "Go kill yourself faggot" so he jumped out of the airlock and left the doors open. Needless to say, we all died. Later on that same guy grabbed a flashbang in Security, shouted "ALLAHU AKBAR!" and detonated it, only to find out the hard way that it was in fact a brick of C-4. We also learned the hard way that giving the reactor insane amounts of fuel and cranking up the shutdown temperature does not, in fact, make it more efficient.
  4. Rocks. Only one other person who plays in my group takes it slowly, the rest just crank it up as fast as it'll go and we constantly total the ship because we ram into the ceiling, then wreck it even worse when the water weighs us down and we go catapulting to the ocean floor.
  5. Traitors or general shenanigans. Things in this game are hilariously lethal, like when my friend started using a custom sub and I discovered how to fire a railgun into the cockpit. When we were in the middle of a sensitive fight, I casually pointed it at the captain's room and let loose. The best part? The doors were all open and the room that I was in was the only one that had a closed airlock. Another time I went to get an artifact but my oxygen ran out and as soon as I got back to the submarine the captain floored it and I drowned. Next round aforementioned powergamey friend was being a Nazi and preventing any non-Security personnel from going into the railgun room because of what happened last time so another friend and I got syringes and bum-rushed him with chloral and neurotoxin. We killed him but we also died in the process, but the sub later crashed so it's k.
  6. Water. For reason #1, one breach is often enough to wreck the whole sub.
  7. Creatures, especially the giant blue thing with the three tentacles. Those things fuck your shit. Even a worm thing that was like 10x the size of the sub didn't do as much damage as the blue fuckers do. There was also a time when we got attacked by a bunch of giant lobsters, so that was fun.
I'm an ex-coder for /tg/. I made the original versions of clockcult, shadowlings, revenants, His Grace, and other stuff.
I don't play, code, or participate in the community, but I occasionally post dumb stuff in the hut.
Kraso wrote:hi gay

wubli wrote:xhuis you said you were feeling better but every thread you make makes me worry more about your sanity

ExcessiveUseOfCobblestone wrote:Sorry I was making fun of xhuis' """""compromise""""" who insisted that was the correct term to use.

CitrusGender wrote:We've ended up disabling clockcult on sybil and bagil now (terry is having some problems.) We will give Xhuis some time until he wishes to work upon it again. As of now, please use this thread for ideas and not for bickering.

wubli wrote:you are a cultist of the gay

IkeTG wrote:It's a reflection of humanity, like all of man's creation. You cannot divorce this act from yourself, in a way there's a big titty moth inside all of us.

wesoda25 wrote:yeah no one was curious what it was from. Imagine choosing being a degenerate as your forum gimmick, LOL

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XSI
 
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Re: Barotrauma: SS13 Underwater

Postby XSI » Thu Aug 04, 2016 2:08 am #200675

>Creatures, especially the giant blue thing with the three tentacles.

Their ingame name is a "Moloch"
They're actually blind and see by infared, and feel with those tentacles.

So they are actually incapable of seeing you when you're swimming by, but they will attack submarines and notice them. They're aggressive as fuck because the sonar fucks with their own version of infared.
Pro tip? Turn off the sonar. They stop hating you. Assuming that they aren't already in full rage mode and want you dead. Once they're at the point of wanting you dead they won't stop until the sub completely loses power(Thus no more sonar), and then keep beating on it for a bit longer

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Timbrewolf
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Re: Barotrauma: SS13 Underwater

Postby Timbrewolf » Thu Aug 04, 2016 2:30 am #200681

I'm the only Captain I've ever witnessed successfully pilot the sub through an entire mission.

I'm actually quite capable at it, to the point where I can speedrun us through most shit.

We would've won our first artifact recovery mission if I wasn't the one stuck clutching the artifact in a water-logged airlock (it was thermal, this prevented it from setting myself and everyone else on fire. I was wearing a diving suit with an oxygen crystal in it though so i was all good). Meanwhile the new Captain takes the helm and hits full throttle right into a nearby mountain, crashing the sub and killing just about everyone from the impact.

What I need most as a capable captain are people who stop fucking around the ship and get on the fucking railguns. All it takes to win:

1) A competent engineer to babysit the reactor at all times
2) 1-2 railgunners to babysit the guns when I start yelling about sonar contacts up ahead
3) A loyal sec officer who patrols the ship and apprehends anyone up to no good (waving a plasma cutter or syringe around, wearing a diving suit for no reason, basically being anywhere that isn't the reactor or a railgun)
4) No Medical Doctors. Seriously, they contribute nothing but one asshole who now has the power to syringe people to death. Nobody ever needs medical treatment in this game (yet) because you're either in perfect health or you're dead. The bumps and scrapes people might get from collisions resulting from impacts do not warrant adding a medical doctor to staff. If I could set custom crew limits as a Captain I would set Medical Doctor to 0 every round. The only reason to play as Medical Doctor are to either hope someone acts like shit and you get to chloral/poison them to death, or hope that you roll traitor and get to chloral/poison EVERYONE to death. Because that's all they do that other jobs can't do. Fuck Medical Doctors. Even if someone were to somehow get injured enough that a syringe of healing chems would do them good ANYONE CAN FIND AND ADMINISTER THOSE INJECTIONS ANYWAY. ALL THE MEDICAL DOCTOR GETS TO DO IS MAKE BADSHIT CHEMICALS.
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Re: Barotrauma: SS13 Underwater

Postby Incomptinence » Thu Aug 04, 2016 4:31 am #200703

Not sure who was piloting but me and xhuis saw the end of a delivery round, sadly the delivery was explosives and they blew up but repairing the ship and fighting off some scrub monster was a bit of a thrill.

Like don't even pick nitro up in a box shits nasty and will explode on drop.

Oh also said badshit chems also work on monsters.

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Re: Barotrauma: SS13 Underwater

Postby XSI » Thu Aug 04, 2016 4:45 am #200705

If you had the explosives explode, you fucked up. They only explode if you make them bounce by bumping into something or by accelerating/stopping too fast.

And I've successfully piloted subs to the finish so often that Rosen manually set the game mode to something that wasn't a delivery. Of course, I do crash when getting used to a slow to respond sub, or when I'm a traitor and trying to hit places that my target might possibly be in. But I got to the point where if I /want/ to avoid crashing I can just speed through a level in about 5 minutes. It's not hard. It just takes practice

That's not very fun for the crew though. I'd like to see bigger, and more open levels. It seems like it's just tunnels so far.
Also more to do for the crew while waiting for an away mission to return, or for a threat to appear

Edit: Also keep in mind according to the game, you fail as traitor if the sub doesn't make it out. A good traitor gets their target slain and escapes alive. Preferably without any attention on him
Sure, it's fun to suicide bomb the sub, but it's not a good way to win

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Re: Barotrauma: SS13 Underwater

Postby Timbrewolf » Thu Aug 04, 2016 3:09 pm #200758

Medic needs some kind of wonder drug injection that brings the recently dead back to life. That would make him useful.

That his traitor-bait chems also work on monsters is a really weak offering considering he needs to get close enough to stab them with the syringe without getting knocked away or killed in the process. If he's in a position to run up to something and stab it like that, odds are everything is already fucked and flooded. At best the thing will die from poison after it has mutilated him.

Meanwhile any idiot can stuff a brick of C4 into a rail gun round and, if they just man the goddamn guns, kill most shit ded.

My point is that the risk/reward of having a doctor around isnt worth it. You risk having a dude run around one-shottung the crew with Chris in exchange for the potential reward that he may swim out into the ocean and stab a giant warm with five syringes worth of said death chem and save the day from a creature you could otherwise just flee from. If you actually roll the objective to hunt a worm then you've struck the one scenario the doctor is clutch for. In every other case I'd rather have another mechanic or engineer or even a shitcurity guy.
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