Stun/Slip Rework
- oranges
- Code Maintainer
- Joined: Tue Apr 15, 2014 9:16 pm
- Byond Username: Optimumtact
- Github Username: optimumtact
- Location: #CHATSHITGETBANGED
Stun/Slip Rework
I am going to fuck with stuns and slips
I am changing slipping to not drop your weapons, and still let you click on things and you crawl around for a short period - note if you're grabbed during this time, you can't move
Potentially: I'm thinking about making it so you can't access your inventory while in the crawling state.
I am changing stuns to also prevent hand usage but for a shorter period, but immobilize the target for longer, so you can reapply the stun when close to finish them off.
Slips become mobility counters only and you still have to finish the job with other means and potentially get close to your target depending on your weapons, and if they have a ranged weapon, it's not so cut and dry.
Stuns are still a hard counter, but there still needs to be a way for security to be able to grab people without getting reverse harmbatoned, although I guess if both sides could use weapons then stuns would be signficantly less dangerous.
We'll see how this plays out and then look at further adjustments.
Implementation plan:
Add a new movement mode, crawling, that is for crit and slipped modes (maybe we will let you also crawl if you want to be role playing a anime adminuseless person or something). You can still use items in your hands but you move much slower, A config option should be present that also disables use of inventory (so that you only have the items in your hand)
All non electrical stuns should be switched to transition people forcefully into that movement mode until the stun timer has elapsed (use the traits system)
Only electrical stuns will remain as also prevent interaction with the world (for half the time of the overall stun), otherwise the effects are the same as above. Ideally - a short total immobilization as you are stunned (no moving or using items, should be slightly more than the time required to handcuff someone), then you crawl around in shock for another period of time (standard stun length, could be lengthened)
I am changing slipping to not drop your weapons, and still let you click on things and you crawl around for a short period - note if you're grabbed during this time, you can't move
Potentially: I'm thinking about making it so you can't access your inventory while in the crawling state.
I am changing stuns to also prevent hand usage but for a shorter period, but immobilize the target for longer, so you can reapply the stun when close to finish them off.
Slips become mobility counters only and you still have to finish the job with other means and potentially get close to your target depending on your weapons, and if they have a ranged weapon, it's not so cut and dry.
Stuns are still a hard counter, but there still needs to be a way for security to be able to grab people without getting reverse harmbatoned, although I guess if both sides could use weapons then stuns would be signficantly less dangerous.
We'll see how this plays out and then look at further adjustments.
Implementation plan:
Add a new movement mode, crawling, that is for crit and slipped modes (maybe we will let you also crawl if you want to be role playing a anime adminuseless person or something). You can still use items in your hands but you move much slower, A config option should be present that also disables use of inventory (so that you only have the items in your hand)
All non electrical stuns should be switched to transition people forcefully into that movement mode until the stun timer has elapsed (use the traits system)
Only electrical stuns will remain as also prevent interaction with the world (for half the time of the overall stun), otherwise the effects are the same as above. Ideally - a short total immobilization as you are stunned (no moving or using items, should be slightly more than the time required to handcuff someone), then you crawl around in shock for another period of time (standard stun length, could be lengthened)
- leibniz
- Joined: Sat May 17, 2014 6:21 pm
- Byond Username: Leibniz
- Location: Seeking help
-
- Joined: Sun Jun 03, 2018 6:32 am
- Byond Username: Coolguy3289
Re: Stun/Slip Rework
I like this rework!
- SpaceInaba
- Joined: Wed Sep 21, 2016 1:03 pm
- Byond Username: SpaceInaba
- Location: everyone's favorite sjw
-
- Joined: Mon Nov 20, 2017 11:19 pm
- Byond Username: Spyroshark
Re: Stun/Slip Rework
being able to use ranged weapons while laying down would be very unfair. Maybe limit what can be used while crawling?
it's me. a real gamer.
-
- Github User
- Joined: Tue Jan 23, 2018 11:27 pm
- Byond Username: Subject217
- Github Username: subject217
Re: Stun/Slip Rework
Stun on stun combat still comes with hands being disabled. Being able to use ranged weapons when being slipped is a good thing, and if your justification for it not being so is "I can't alt click a fire extinguisher and loot a security officer instantly!" then you're part of the problem.Spyroshark wrote:being able to use ranged weapons while laying down would be very unfair. Maybe limit what can be used while crawling?
Edit: Explicitly, consider the good old maintenance 1 tile water slip trap. If this slip change is in place, you can still use it easily as an escape mechanism, it just doesn't become a free ride to sec gear. One of the biggest issues with /tg/ speed and the way it plays out is that in a chase, there is a massive advantage to whoever is running away. This change lessens that advantage considerably when you've only got slips to work with.
thankfully former admin
https://tgstation13.org/phpBB/viewtopic ... 27&t=20553
https://tgstation13.org/phpBB/viewtopic ... 27&t=20553
- Stickymayhem
- Joined: Mon Apr 28, 2014 6:13 pm
- Byond Username: Stickymayhem
Re: Stun/Slip Rework
This is going to be a disaster like every attempt I can't wait to see it.
My only suggestion would be you can't move at all if you have something in both hands. You need one arm free to crawl.
My only suggestion would be you can't move at all if you have something in both hands. You need one arm free to crawl.
Boris wrote:Sticky is a jackass who has worms where his brain should be, but he also gets exactly what SS13 should be
- Lumbermancer
- Joined: Fri Jul 25, 2014 3:40 am
- Byond Username: Lumbermancer
Re: Stun/Slip Rework
What about flashbangs. They must remain the same.
- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
Re: Stun/Slip Rework
lmao@security main going all "your stuns should get fucked but not mine"
- BeeSting12
- Joined: Sat Apr 16, 2016 1:11 am
- Byond Username: BeeSting12
- Github Username: BeeSting12
- Location: 'Murica
Re: Stun/Slip Rework
Flashbangs should make you crawl around like any other nonelectrical stun. Which category would disablers fall under? Riot shotguns w/ rubber shot? I'm assuming the latter would be nonelectrical, which is fair enough since they're already kinda stupid.
Overall I think these are gonna be good changes.
Overall I think these are gonna be good changes.
- Nabski
- Joined: Thu Oct 20, 2016 5:42 pm
- Byond Username: Nabski
- Github Username: Nabski89
- Location: TN
Re: Stun/Slip Rework
I assume this applies to cult stuns as well?
I feel like this is going to make stamina damage much stronger.
I feel like this is going to make stamina damage much stronger.
- wesoda25
- Joined: Thu Aug 10, 2017 9:32 pm
- Byond Username: Wesoda25
Re: Stun/Slip Rework
Would soap still qualify as a stun? I’d say their rarity and the fact that they take a little skill to pull off makes them better than other slips, not to mention they’re part of ss13.
I know it sounds like I’m trying to keep some powergame tool (kinda is) but now if you throw soap to slip, you can’t reclaim it? I feel as if slips would work better if its a short hard stun (you keep your weapons in hand, 1-2 seconds), followed by crawling and being able to use melee shit if it was in hand already.
For what it matters I think the current stun system is fine. Slips just need changing.
I know it sounds like I’m trying to keep some powergame tool (kinda is) but now if you throw soap to slip, you can’t reclaim it? I feel as if slips would work better if its a short hard stun (you keep your weapons in hand, 1-2 seconds), followed by crawling and being able to use melee shit if it was in hand already.
For what it matters I think the current stun system is fine. Slips just need changing.
[this space reserved]
- Ayy Lemoh
- Joined: Mon Jun 05, 2017 5:58 pm
- Byond Username: Jerry Derpington
Re: Stun/Slip Rework
I'm pretty sure flashbangs and flashes stun so they're not useless.Lumbermancer wrote:What about flashbangs. They must remain the same.
They blind you in real life. Only way you'd fall down when blind is if you moved around and tripped.
It would make more sense if you crawled then.
- Terra_GS
- Joined: Wed May 30, 2018 6:11 am
- Byond Username: Terra_GS
Re: Stun/Slip Rework
Hope this makes combat more interesting than just whoever stuns first wins. Also looking forward to complaints about people crawling under plastic flaps.
- kevinz000
- Joined: Fri Nov 14, 2014 8:41 am
- Byond Username: Kevinz000
- Github Username: kevinz000
- Location: Dorm Room 3
Re: Stun/Slip Rework
full support +1
Local catgirl scratching post - Shezza
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
NSFW:
- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
Re: Stun/Slip Rework
Stop trying to fuck with stuns it's only going to shit up combat even worse.
But of all the shit ideas this one seems the least shit. It's still not going to work though.
But of all the shit ideas this one seems the least shit. It's still not going to work though.
Spoiler:
- Lumbermancer
- Joined: Fri Jul 25, 2014 3:40 am
- Byond Username: Lumbermancer
Re: Stun/Slip Rework
Do you want me to use 12 gauge buckshot instead?DemonFiren wrote:lmao@security main going all "your stuns should get fucked but not mine"
-
- Github User
- Joined: Tue Jan 23, 2018 11:27 pm
- Byond Username: Subject217
- Github Username: subject217
Re: Stun/Slip Rework
run down hallway -> person chasing you -> throw soap backwards -> it slips them before they even see it because of speedwesoda25 wrote:Would soap still qualify as a stun? I’d say their rarity and the fact that they take a little skill to pull off makes them better than other slips, not to mention they’re part of ss13.
wow that sure was hard!
thankfully former admin
https://tgstation13.org/phpBB/viewtopic ... 27&t=20553
https://tgstation13.org/phpBB/viewtopic ... 27&t=20553
- XDTM
- Github User
- Joined: Fri Mar 04, 2016 8:38 pm
- Byond Username: XDTM
- Github Username: XDTM
- Location: XDTM
Re: Stun/Slip Rework
At least if they kill you they have to cut your arm off to get your gun
a.k.a. Duke Hayka
Coder of golems, virology, hallucinations, traumas, nanites, and a bunch of miscellaneous stuff.
Coder of golems, virology, hallucinations, traumas, nanites, and a bunch of miscellaneous stuff.
- Suicidalpickles
- Joined: Wed Oct 18, 2017 4:04 am
- Byond Username: SuicidalPickles
Re: Stun/Slip Rework
As somebody who frequently uses waterbottle slips, I do have to say this change I wouldn't mind much, the meta of baiting sec/command into chases and slipping them for a free weapon is pretty dumb with how easy it tends to be.
Not sure about the whole using items while slipping at the same time thing tho. Maybe somehow give ranged weapons more inaccuracy while slipping?
Not sure about the whole using items while slipping at the same time thing tho. Maybe somehow give ranged weapons more inaccuracy while slipping?
- PKPenguin321
- Site Admin
- Joined: Tue Jul 01, 2014 7:02 pm
- Byond Username: PKPenguin321
- Github Username: PKPenguin321
- Location: U S A, U S A, U S A
Re: Stun/Slip Rework
repostan form discord
If I'm reading this right it sounds like combat will devolve into two semi-stunned people tazing each other from the floor until one of them runs out?
Like if you can still crawl and attack from the ground while "stunned" what's stopping you from just stunning back if you're equipped for it
Also sounds like things that kill super quick like the esword will be basically unaffected while everything else is effectively nerfed globally
I don't really get how these changes really improve anything but again I might be misinterpreting
If I'm reading this right it sounds like combat will devolve into two semi-stunned people tazing each other from the floor until one of them runs out?
Like if you can still crawl and attack from the ground while "stunned" what's stopping you from just stunning back if you're equipped for it
Also sounds like things that kill super quick like the esword will be basically unaffected while everything else is effectively nerfed globally
I don't really get how these changes really improve anything but again I might be misinterpreting
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
Spoiler:
- Wyzack
- Joined: Fri Apr 18, 2014 11:32 pm
- Byond Username: Wyzack
Re: Stun/Slip Rework
Why would you bother stunning back when you could use lethals?
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
certified good poster
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
EngamerAzari's real number one fangirl <3Kor wrote:I wish Wyzack was still an admin.
certified good poster
- PKPenguin321
- Site Admin
- Joined: Tue Jul 01, 2014 7:02 pm
- Byond Username: PKPenguin321
- Github Username: PKPenguin321
- Location: U S A, U S A, U S A
Re: Stun/Slip Rework
for the short period of preventing hand usage. if you're stunned just stun them backWyzack wrote:Why would you bother stunning back when you could use lethals?
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
Spoiler:
-
- Github User
- Joined: Tue Jan 23, 2018 11:27 pm
- Byond Username: Subject217
- Github Username: subject217
Re: Stun/Slip Rework
only slips would let you fire back immediately, tasers and the like would still remove your ability to use your hands, which should include dropping whatever you're holding. oranges hasn't elaborated on "short period" but my guess is that it'd be like 5 seconds of hands disabled and 10 seconds of being knocked down.PKPenguin321 wrote:Spoiler:
thankfully former admin
https://tgstation13.org/phpBB/viewtopic ... 27&t=20553
https://tgstation13.org/phpBB/viewtopic ... 27&t=20553
- Stickymayhem
- Joined: Mon Apr 28, 2014 6:13 pm
- Byond Username: Stickymayhem
Re: Stun/Slip Rework
10 seconds is a decade in ss13 combat time.subject217 wrote:only slips would let you fire back immediately, tasers and the like would still remove your ability to use your hands, which should include dropping whatever you're holding. oranges hasn't elaborated on "short period" but my guess is that it'd be like 5 seconds of hands disabled and 10 seconds of being knocked down.PKPenguin321 wrote:Spoiler:
Boris wrote:Sticky is a jackass who has worms where his brain should be, but he also gets exactly what SS13 should be
- Lumbermancer
- Joined: Fri Jul 25, 2014 3:40 am
- Byond Username: Lumbermancer
Re: Stun/Slip Rework
Imagine, if you will, a taser working like a real taser. You shoot, electrode latches onto your target, and then you pump electricity through it. But, you have to hold it, to keep it stunned. And, if you holster your taser, stun stops. You ought to hold target tased for a while, and drain his stamina, for a longer stun.
- Lumbermancer
- Joined: Fri Jul 25, 2014 3:40 am
- Byond Username: Lumbermancer
Re: Stun/Slip Rework
And the most robust security award goes to...
- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
Re: Stun/Slip Rework
the guy with the grenade implant and autocloner in maint
lizards not having the last laugh is non-canon
lizards not having the last laugh is non-canon
- Stickymayhem
- Joined: Mon Apr 28, 2014 6:13 pm
- Byond Username: Stickymayhem
Re: Stun/Slip Rework
niceCosmicScientist wrote:comic
I already walk around with a lethal compact shotgun and blast people's torso off at any opportunity
Boris wrote:Sticky is a jackass who has worms where his brain should be, but he also gets exactly what SS13 should be
-
- Joined: Fri Dec 23, 2016 6:31 pm
- Byond Username: DrBee
Re: Stun/Slip Rework
If possible, make ranged stuns less powerful than melee stuns. That way disablers and tasers are mostly for slowing down a perp but ole' painless stun batons are the primary method of arresting.
Leads to a loop of shoot your target to weaken them then go in for the more powerful stun with the baton, leading to a bit more depth to non-lethal combat.
But if you are going to nerf stuns, consider increasing the ammo count on energy stun weapons like the taser and disabler, so there is a reason to use them over just shooting the perp into crit with shotgun slugs or lasers.
Leads to a loop of shoot your target to weaken them then go in for the more powerful stun with the baton, leading to a bit more depth to non-lethal combat.
But if you are going to nerf stuns, consider increasing the ammo count on energy stun weapons like the taser and disabler, so there is a reason to use them over just shooting the perp into crit with shotgun slugs or lasers.
- Pepper
- Joined: Mon Sep 25, 2017 6:53 pm
- Byond Username: ANIMETIDDIES
- Location: Ya like Huey Lewis and the Nukes?
Re: Stun/Slip Rework
What exactly is the planned combat loop here? This looks like it makes it impossible for a solo player to defeat any more than one person in a fight, let alone run away.
- RogueSteampunker
- Joined: Fri Jul 28, 2017 12:37 am
- Byond Username: RogueSteampunker
Re: Stun/Slip Rework
ITT: oranges actually has a good idea, and the sec mains rise from the taser fields to screech
In all seriousness, though. Sec can and should eat as much of a nerf as the rest of stuns are getting, since "but then I gotta use lethals" does not work as an argument. Seriously, this just makes it so you aren't impossibly fucked when you're slipped. This also means that, if you have a method to reapply that stun, the other man's hands are useless. In this case, you're still stunning and cuffing a perp as usual, only now you gotta actually make sure you get em in a proper grab so they don't crawl away, not just resort to "muh buckshot"
Whereas this ALSO makes the less multi-applyable stuns harder to abuse, effectively leaving sec's toys at a point where they can much more easily keep a person down, at the cost of needing charges.
In all seriousness, though. Sec can and should eat as much of a nerf as the rest of stuns are getting, since "but then I gotta use lethals" does not work as an argument. Seriously, this just makes it so you aren't impossibly fucked when you're slipped. This also means that, if you have a method to reapply that stun, the other man's hands are useless. In this case, you're still stunning and cuffing a perp as usual, only now you gotta actually make sure you get em in a proper grab so they don't crawl away, not just resort to "muh buckshot"
Whereas this ALSO makes the less multi-applyable stuns harder to abuse, effectively leaving sec's toys at a point where they can much more easily keep a person down, at the cost of needing charges.
- Stickymayhem
- Joined: Mon Apr 28, 2014 6:13 pm
- Byond Username: Stickymayhem
Re: Stun/Slip Rework
If stuns aren't effective, crit will become the new stun.RogueSteampunker wrote:ITT: oranges actually has a good idea, and the sec mains rise from the taser fields to screech
In all seriousness, though. Sec can and should eat as much of a nerf as the rest of stuns are getting, since "but then I gotta use lethals" does not work as an argument. Seriously, this just makes it so you aren't impossibly fucked when you're slipped. This also means that, if you have a method to reapply that stun, the other man's hands are useless. In this case, you're still stunning and cuffing a perp as usual, only now you gotta actually make sure you get em in a proper grab so they don't crawl away, not just resort to "muh buckshot"
Whereas this ALSO makes the less multi-applyable stuns harder to abuse, effectively leaving sec's toys at a point where they can much more easily keep a person down, at the cost of needing charges.
Boris wrote:Sticky is a jackass who has worms where his brain should be, but he also gets exactly what SS13 should be
-
- Joined: Mon Dec 01, 2014 10:37 pm
- Byond Username: Mattroks101
Re: Stun/Slip Rework
Nice to see a TG InterBay fork.
- RogueSteampunker
- Joined: Fri Jul 28, 2017 12:37 am
- Byond Username: RogueSteampunker
Re: Stun/Slip Rework
That's the thing, sticky. They'll still be effective, assuming people don't jump to "well, time to bring out the combat shotties" and instead just realize that they both have every means to reapply the hand-disabling stun, and a means to aggressive grab them to keep them from trying to crawl away.
- oranges
- Code Maintainer
- Joined: Tue Apr 15, 2014 9:16 pm
- Byond Username: Optimumtact
- Github Username: optimumtact
- Location: #CHATSHITGETBANGED
Re: Stun/Slip Rework
mattroks101 wrote:Nice to see a TG InterBay fork.
- Farquaar
- Joined: Sat Apr 07, 2018 7:20 am
- Byond Username: Farquaar
- Location: Delta Quadrant
Re: Stun/Slip Rework
If you're afraid of being stunned by security, why not just cover up your crimes so sec doesn't come after you? I don't see why an assistant armed with garbage he found in maint shouldn't feel more threatened by a standard security officer than by a run-of-the-mill vigilante.
- Lumbermancer
- Joined: Fri Jul 25, 2014 3:40 am
- Byond Username: Lumbermancer
Re: Stun/Slip Rework
You gonna rise from admin fields to screech that sec switches from non-lethal to lethal. We were just over this, read the comic.RogueSteampunker wrote:ITT: oranges actually has a good idea, and the sec mains rise from the taser fields to screech.
- Dax Dupont
- In-Game Admin
- Joined: Sun Apr 20, 2014 9:07 pm
- Byond Username: DaxYeen
- Github Username: DaxDupont
- Location: Belgium
Re: Stun/Slip Rework
This is going to be hilariously bad
- Noka
- Joined: Mon Jul 20, 2015 9:11 pm
- Byond Username: RinokaRain
Re: Stun/Slip Rework
let's be real even if this goes well sec mains will ree about "STUNS UNRELIABLE, CRIT JUSTIFIED" no matter how actually reliable stuns are, because the easiest way to get things changed back is to be pants-on-head stupid about the entire fucking affair until maintainers give up and revert
that's how this server pop is
edit: more seriously, slipping working this way shouldn't drop items but should probably disable clicking on shit for about 1s or some reasonable number - so you can't slip and then fire off a perfectly accurate taser shot into the poor arsehole chasing you from the ground. it'd make the meta revolve more around slipping, then running up and disarming them, which would be very similar to what we have now but also much more fair lmao
that's how this server pop is
edit: more seriously, slipping working this way shouldn't drop items but should probably disable clicking on shit for about 1s or some reasonable number - so you can't slip and then fire off a perfectly accurate taser shot into the poor arsehole chasing you from the ground. it'd make the meta revolve more around slipping, then running up and disarming them, which would be very similar to what we have now but also much more fair lmao
- RobustAndRun
- Joined: Wed Dec 27, 2017 7:14 pm
- Byond Username: RobustAndRun
Re: Stun/Slip Rework
Honestly y'all seem very scared of changing things up, let's let coders play around with it without putting up a fuss, experiment with the effects on gameplay in some live tests and if it *really* sucks it can all be reverted.
- PKPenguin321
- Site Admin
- Joined: Tue Jul 01, 2014 7:02 pm
- Byond Username: PKPenguin321
- Github Username: PKPenguin321
- Location: U S A, U S A, U S A
Re: Stun/Slip Rework
since oranges is head maintainer it actually wont work this way at all, but rather will depend entirely on whether or not HE thinks it sucksRobustAndRun wrote:Honestly y'all seem very scared of changing things up, let's let coders play around with it without putting up a fuss, experiment with the effects on gameplay in some live tests and if it *really* sucks it can all be reverted.
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
Spoiler:
- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
Re: Stun/Slip Rework
This pretty much. Give sec a reason and they'll just laser any perps into crit before slapping on cuffs and a burnpack.Stickymayhem wrote:If stuns aren't effective, crit will become the new stun.
Spoiler:
-
- Joined: Mon Mar 26, 2018 8:27 pm
- Byond Username: Py01
Re: Stun/Slip Rework
Here's a thing i saw in the DM;CA code: Different clothes have different electrical resistances and affect the strength of taser shots. Perhaps certain clothes could give altered resistances to various types of stuns. For example, what if security jackboots cause slips to only put you into the crawling state, while crew members with only regular shoes will be fully stunned.
- Stickymayhem
- Joined: Mon Apr 28, 2014 6:13 pm
- Byond Username: Stickymayhem
Re: Stun/Slip Rework
We're relying on someone who doesn't play very much and definitely isn't particularly good at combat to decide whether the change they spent time working on is good for the game without any oversight from anyone else and a proven track record of pushing shit through regardless of popularity.RobustAndRun wrote:Honestly y'all seem very scared of changing things up, let's let coders play around with it without putting up a fuss, experiment with the effects on gameplay in some live tests and if it *really* sucks it can all be reverted.
Boris wrote:Sticky is a jackass who has worms where his brain should be, but he also gets exactly what SS13 should be
- oranges
- Code Maintainer
- Joined: Tue Apr 15, 2014 9:16 pm
- Byond Username: Optimumtact
- Github Username: optimumtact
- Location: #CHATSHITGETBANGED
Re: Stun/Slip Rework
What's crazy is we've been letting him do it for 3 years now
-
- Joined: Tue Oct 25, 2016 12:33 pm
- Byond Username: Cw3040
Re: Stun/Slip Rework
catoranges wrote:What's crazy is we've been letting him do it for 3 years now
Anywho, i think this would be good and make players GET good or die trying, just make sec ranged stuns do the same thing
- MrStonedOne
- Host
- Joined: Mon Apr 14, 2014 10:56 pm
- Byond Username: MrStonedOne
- Github Username: MrStonedOne
Re: Stun/Slip Rework
>no oversightStickymayhem wrote:We're relying on someone who doesn't play very much and definitely isn't particularly good at combat to decide whether the change they spent time working on is good for the game without any oversight from anyone else and a proven track record of pushing shit through regardless of popularity.RobustAndRun wrote:Honestly y'all seem very scared of changing things up, let's let coders play around with it without putting up a fuss, experiment with the effects on gameplay in some live tests and if it *really* sucks it can all be reverted.
The coders are accountable to the players and I'm the vassal through which they express that accountability
In other words if oranges fucks this up and refuses to back down I have options to rectify the situation so my advise is to stop worrying about if he'll fuck this up and focus on giving him the feedback and information that will help him not fuck up.
- Stickymayhem
- Joined: Mon Apr 28, 2014 6:13 pm
- Byond Username: Stickymayhem
Re: Stun/Slip Rework
Fair enough then that's goodMrStonedOne wrote:>no oversightStickymayhem wrote:We're relying on someone who doesn't play very much and definitely isn't particularly good at combat to decide whether the change they spent time working on is good for the game without any oversight from anyone else and a proven track record of pushing shit through regardless of popularity.RobustAndRun wrote:Honestly y'all seem very scared of changing things up, let's let coders play around with it without putting up a fuss, experiment with the effects on gameplay in some live tests and if it *really* sucks it can all be reverted.
The coders are accountable to the players and I'm the vassal through which they express that accountability
In other words if oranges fucks this up and refuses to back down I have options to rectify the situation so my advise is to stop worrying about if he'll fuck this up and focus on giving him the feedback and information that will help him not fuck up.
I've given my input I'll be happy to give more when we see how the changes actually get implemented
Boris wrote:Sticky is a jackass who has worms where his brain should be, but he also gets exactly what SS13 should be
- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
Re: Stun/Slip Rework
>vassalMrStonedOne wrote:>no oversightStickymayhem wrote:We're relying on someone who doesn't play very much and definitely isn't particularly good at combat to decide whether the change they spent time working on is good for the game without any oversight from anyone else and a proven track record of pushing shit through regardless of popularity.RobustAndRun wrote:Honestly y'all seem very scared of changing things up, let's let coders play around with it without putting up a fuss, experiment with the effects on gameplay in some live tests and if it *really* sucks it can all be reverted.
The coders are accountable to the players and I'm the vassal through which they express that accountability
In other words if oranges fucks this up and refuses to back down I have options to rectify the situation so my advise is to stop worrying about if he'll fuck this up and focus on giving him the feedback and information that will help him not fuck up.
>mso is the vassal of coderbus
freudian typo of truth here tbh
Who is online
Users browsing this forum: No registered users