Gunsmithing vs Circuits
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Gunsmithing vs Circuits
>gunsmithing
>incredibly complex
>tedious
>no one would use it unless they knew how
>its incredibly powerful by people who know how to use it
>circuts
>incredibly complex
>tedious
>no one would use it unless they knew how
>its incredibly powerful by people who know how to use it
-thinking-
>incredibly complex
>tedious
>no one would use it unless they knew how
>its incredibly powerful by people who know how to use it
>circuts
>incredibly complex
>tedious
>no one would use it unless they knew how
>its incredibly powerful by people who know how to use it
-thinking-
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Re: Gunsmithing vs Circuits
He did you dumb headcaptain sawrge wrote:OK code it then
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Re: Gunsmithing vs Circuits
calzilla1 wrote:He did you dumb headcaptain sawrge wrote:OK code it then
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Re: Gunsmithing vs Circuits
John_Oxford wrote:calzilla1 wrote:He did you dumb headcaptain sawrge wrote:OK code it then
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Re: Gunsmithing vs Circuits
the literal purpose of guns from the point at which they were conceived in real life was solely to kill and cause violence while dynamic circuits let you build interesting robots and machines that do interesting things beyond killing other players
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Re: Gunsmithing vs Circuits
why didn't you code guns that could heal people, or mine, or shout aaaaaah then hmm?
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Re: Gunsmithing vs Circuits
Seriously, guns are only useful either to antags or to antag-hunt and would make the builders try to find an excuse to try them out on victims.
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Re: Gunsmithing vs Circuits
a joke PR without content isn't coding.John_Oxford wrote:John_Oxford wrote:calzilla1 wrote:He did you dumb headcaptain sawrge wrote:OK code it then
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Re: Gunsmithing vs Circuits
>guncrafting
>only objective is to make a good murder weapon
>certain components are better at murdering than others
>use only the best parts every time
>system has no depth
>circuits
>no predefined objective
>lots of potential
>lack of objective means there isn't really a best or worst component
>significant depth
>only objective is to make a good murder weapon
>certain components are better at murdering than others
>use only the best parts every time
>system has no depth
>circuits
>no predefined objective
>lots of potential
>lack of objective means there isn't really a best or worst component
>significant depth
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
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Re: Gunsmithing vs Circuits
>literally made threads dictating the addition of medibeams and their different functionalities, how you could have one that we're more mechnical orriented nanobots, that healed mechs and borgs, how you could have additional canisters for the medibeam guns that gave you more storage and a faster heal rate
>literally made threads dictating a rotating banana cannon with a laser guided pie thrower
>literally explained modular landmines, allowing you to put chemicals in there (healing chemicals if you wanted to)
>drifted from gunsmithing in one thread and explained autoinjectors you could wear and attach a health analyzer to that would inject whatever chemical it contained when you reached a certain damage level.
>literally made a thread solely explaining the purpose of mech equipment and mech weapons, then made another one explaining how to overhaul mechs, then made another one explaining in depth how to overhaul the ore used to make mechs.
and you want to say no depth.
a gun is a tool, it's up to the person to determine the use of it. all i'm doing is letting you change the functionality to make it either better at killing, or making it useful for another purpose other than killing, all while balancing the cost and values of each of the parts used in the gun.
but muh circuts
pls try again
>literally made threads dictating a rotating banana cannon with a laser guided pie thrower
>literally explained modular landmines, allowing you to put chemicals in there (healing chemicals if you wanted to)
>drifted from gunsmithing in one thread and explained autoinjectors you could wear and attach a health analyzer to that would inject whatever chemical it contained when you reached a certain damage level.
>literally made a thread solely explaining the purpose of mech equipment and mech weapons, then made another one explaining how to overhaul mechs, then made another one explaining in depth how to overhaul the ore used to make mechs.
and you want to say no depth.
a gun is a tool, it's up to the person to determine the use of it. all i'm doing is letting you change the functionality to make it either better at killing, or making it useful for another purpose other than killing, all while balancing the cost and values of each of the parts used in the gun.
but muh circuts
pls try again
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Re: Gunsmithing vs Circuits
right now, even if gunsmithing wasn't added, guns are literally still only used to kill people or stun people so you can kill them later or put them in a 3x3 box for ten minutes.
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Re: Gunsmithing vs Circuits
As bad as gunsmithing was it didn't create damage immune turrets or damage immune suicide bomber bots.
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Re: Gunsmithing vs Circuits
Oranges-chan you are a gift that keeps on passively aggressively giving. Don't change, Для хорошего здоровья!.
In short to recap my needlessly deleted post concisely as possible besides joking around, missed opportunity to use circuits to create factories in the assembly of weapons and send the devolved weapon parts to be printable from department lathes whilst the robot programmed & constructed weapons are deconstructed for tech, mass production & exportation in cargo for points (nonlethal & black market lethal specified weapons)
Robots able to use safer weapon part custom design guns, and security can natively specialise their equipment by asking science to research better parts and print if off their own lathe safely without wrenching it out of science's cold dead hands. That and coders lean towards circuits preferentially because its something easy that they already have forward experience of and will use to meta-dominate the position as already established.
In short to recap my needlessly deleted post concisely as possible besides joking around, missed opportunity to use circuits to create factories in the assembly of weapons and send the devolved weapon parts to be printable from department lathes whilst the robot programmed & constructed weapons are deconstructed for tech, mass production & exportation in cargo for points (nonlethal & black market lethal specified weapons)
Robots able to use safer weapon part custom design guns, and security can natively specialise their equipment by asking science to research better parts and print if off their own lathe safely without wrenching it out of science's cold dead hands. That and coders lean towards circuits preferentially because its something easy that they already have forward experience of and will use to meta-dominate the position as already established.
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- PathOfChaos1
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Re: Gunsmithing vs Circuits
The circuits is in because it lets coders waste time in game to code some more. They are even complaining about the time sync, and wanting to include a save state/library/import system so they don't even have to waste time.
Gun smithing was cooler, because it allowed people to make more interesting weapons, and useables besides just whats available. It also allowed mech integration, and more comedic fun. With gun smithing you could slam gun parts together and make something *fun* while with this I have to learn to code. You know what wasn't fun for people? Telescience. No one, but the people who are innately good at it, or people just pulling from the copy paste library/using the tele-sci calculator. Also see Telecoms scripting. Though that had its own Byond related issues.
I wish gun smithing was in over this.
Work in melee smithing as well please. I would love to be a Doctor with a loud obnoxious heal stick as well.
Gun smithing was cooler, because it allowed people to make more interesting weapons, and useables besides just whats available. It also allowed mech integration, and more comedic fun. With gun smithing you could slam gun parts together and make something *fun* while with this I have to learn to code. You know what wasn't fun for people? Telescience. No one, but the people who are innately good at it, or people just pulling from the copy paste library/using the tele-sci calculator. Also see Telecoms scripting. Though that had its own Byond related issues.
I wish gun smithing was in over this.
Work in melee smithing as well please. I would love to be a Doctor with a loud obnoxious heal stick as well.
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Re: Gunsmithing vs Circuits
*Doctor McBigheals throws the autoinjector spear*PathOfChaos1 wrote:
Work in melee smithing as well please. I would love to be a Doctor with a loud obnoxious heal stick as well.
*The autoinjector spear hits Greytide Critson*
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Re: Gunsmithing vs Circuits
could be useful for blobs or stuff like that where you need quick and dirty aoe healsSpaceInaba wrote:why would anybody even want a healing landmine
Also the idea of a landmine being healthy is endlessly hilarious to me
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Re: Gunsmithing vs Circuits
I may have been blown several feet away and my body is probably mangled but all of my burn damage is gone and praise the coderbus for thatSpaceInaba wrote:why would anybody even want a healing landmine
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Re: Gunsmithing vs Circuits
its like in theory syringe guns can be used for healing but in reality im murdering the guy who shot me until i find out if it was good or bad
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Re: Gunsmithing vs Circuits
yeah but dont we already have grenadesQbopper wrote:could be useful for blobs or stuff like that where you need quick and dirty aoe healsSpaceInaba wrote:why would anybody even want a healing landmine
Also the idea of a landmine being healthy is endlessly hilarious to me
like landmines are cool and all but why would you need a healing bomb that you have to step on when you can just throw it at people
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Re: Gunsmithing vs Circuits
VitaminesQbopper wrote:could be useful for blobs or stuff like that where you need quick and dirty aoe healsSpaceInaba wrote:why would anybody even want a healing landmine
Also the idea of a landmine being healthy is endlessly hilarious to me
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Re: Gunsmithing vs Circuits
I'm in tears!XDTM wrote:
Vitamines
-------
I'm not smart enough to meme.
I'm not smart enough to meme.
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Re: Gunsmithing vs Circuits
funny science shit that doesn't make sense is the sort of thing ss13 lives and breathes, stepping on a landmine to get heals is the exact sorta thing that would give combat some charmSpaceInaba wrote:why would anybody even want a healing landmine
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Re: Gunsmithing vs Circuits
but coderbus doesn't like gunsmithing and goof ruined any and all hopes of it being merged because "ree modulr parts da commonity matirns et"
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Re: Gunsmithing vs Circuits
Gunsmithing was not a bad concept, John Oxford! The version that failed had significant balancing issues, such as allowing for burst-fire disabler pistols. Also, Gunsmithing is primary a Security update - we all know that Security is a dangerous potato to touch. I feel that Gunsmithing could work, but it would take an extreme amount of balancing work due to it essentially rebuilding the game's ranged combat system.John_Oxford wrote:but coderbus doesn't like gunsmithing and goof ruined any and all hopes of it being merged because "ree modulr parts da commonity matirns et"
- Kel-the-Oblivious
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Re: Gunsmithing vs Circuits
A few thoughts on this. First off, introduce more improvised weapons using the modular receiver. It's modular, but you can only make one gun with it. What? Let it be used to make zip guns, old school one shot wired tasers, ghetto disablers or lasers. Put that under used resource to work.
As for making weapons more awesome, just introduce weapon modification modules for guns, like the Proto Kinetic uses. 30% capacity for an extra taser shot, 40% for a one shot underslung shotgun, 100% for an AoE taser stun, what have you. Could pimp out so many weapons with minor to major tweaks with module kits. Lock them in the protolathe, give them to operatives in single upgrades or random bundles. You could go hog fucking wild with them, add ones for every single gun if you wanted, scatter them about. I can tell you, security would love the miner who brought them some blueprints for a disabler shotgun module. Be a better tendril loot item than the fucking resonator module.
There is plenty of pre-existing stuff lying around that you could easily use it as a framework for improving weapons and spicing things up, without having to design the entire system.
As for making weapons more awesome, just introduce weapon modification modules for guns, like the Proto Kinetic uses. 30% capacity for an extra taser shot, 40% for a one shot underslung shotgun, 100% for an AoE taser stun, what have you. Could pimp out so many weapons with minor to major tweaks with module kits. Lock them in the protolathe, give them to operatives in single upgrades or random bundles. You could go hog fucking wild with them, add ones for every single gun if you wanted, scatter them about. I can tell you, security would love the miner who brought them some blueprints for a disabler shotgun module. Be a better tendril loot item than the fucking resonator module.
There is plenty of pre-existing stuff lying around that you could easily use it as a framework for improving weapons and spicing things up, without having to design the entire system.
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Re: Gunsmithing vs Circuits
Guncrafting would have worked if Goof wasn’t the design guy behind such a large balance change
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Re: Gunsmithing vs Circuits
I like idea of gunsmithing.
Honestly,I like idea to make modular EVERYTHING.from guns and devices to every single machine.
Honestly,I like idea to make modular EVERYTHING.from guns and devices to every single machine.
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Re: Gunsmithing vs Circuits
this accurately represents a perfect ss13.Selea wrote:I like idea of gunsmithing.
Honestly,I like idea to make modular EVERYTHING.from guns and devices to every single machine.
it simulates how everyone felt the first time they logged in. such a daunting level of things to master and understand, the mystery of not being able to play every job in the game with your eyes closed.
the mystery of not being bored in eco 303 and drawing a to scale weight exact copy of boxstation and labeling all the departments.
the mystery of not minmaxing everything or being upset when someone fucks up your minmaxing.
the mystery of being able to play, and actually having actual concern for what happened because you had done so much, and truely not knowing what was going to happen next.
i just want that game back.
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Re: Gunsmithing vs Circuits
try quitting then retard
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