Remove IED's
- Brotemis
- Joined: Mon Apr 28, 2014 7:45 pm
- Byond Username: Brotemis
Remove IED's
As much as I like seeing new content, this is the one single piece of new content I would consider massively detrimental to the game. Not only does it not serve a good purpose (beyond being a way to create small bombs using tools on station), they're being used for all the wrong reasons and then we get stupid appeals saying "But I didnt know I couldnt throw IED's at the HOP line or brig for no reason! Where is this in the rules?" when it comes down to players being dicks.
They break atmos pipes. They break wires.
Barring outright removal, I'd rather see a chance for IED's to explode when created/primed because they're improvised. This makes it much riskier to make them and use them. Much in the way that the detective's revolver can be modified to use .358 ammo, it has a chance to explode when using those rounds. Its the risk you take.
They break atmos pipes. They break wires.
Barring outright removal, I'd rather see a chance for IED's to explode when created/primed because they're improvised. This makes it much riskier to make them and use them. Much in the way that the detective's revolver can be modified to use .358 ammo, it has a chance to explode when using those rounds. Its the risk you take.
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- Joined: Fri Apr 18, 2014 6:40 pm
- Byond Username: Lo6a4evskiy
Re: Remove IED's
I thought they already have random fuse time? I dunno, could add a chance of them exploding in the hands of the owner. Removing them would be wrong in my opinion.
And people who appeal being dicks should just stay banned. I mean, if people randomly try to be dicks, they should be punished anyway.
And people who appeal being dicks should just stay banned. I mean, if people randomly try to be dicks, they should be punished anyway.
- Steelpoint
- Github User
- Joined: Thu Apr 17, 2014 6:37 pm
- Byond Username: Steelpoint
- Github Username: Steelpoint
- Location: The Armoury
Re: Remove IED's
All I can say is that I have never seen IED's used for a good purpose, they are only used to either grief or to break into areas.
At the very least make it have a 25% chance of detonating instantly when activated, so you could blow it up in your hands.
At the very least make it have a 25% chance of detonating instantly when activated, so you could blow it up in your hands.
- ShizCalev
- Code Maintainer
- Joined: Wed Apr 23, 2014 3:12 am
- Byond Username: ShizCalev
- Github Username: ShizCalev
Re: Remove IED's
Steelpoint wrote:make it have a 25% chance of detonating instantly when activated, so you could blow it up in your hands.
- Kelenius
- Joined: Sun Apr 20, 2014 10:53 am
- Byond Username: Kelenius
Re: Remove IED's
Frankly, the damage they deal isn't that big. And anyone who uses IED for any destructive purpose should be valid for permabrig, and ban if non-antag. Removing them, though... I don't know, it's a poor antag's C4. 'Never being used for good purpose' can be applied to a lot of things (and I swear, I saw one being thrown at singulo once).
Making it randomly explode won't change a lot because a) like I said, damage is small and b) Those who want to griff will still griff, except now they will sometimes need a medbay visit after making it.
Non-antag throws IED at brig? Ban him. Antag throws IED at brig? Well, it could have been a bomb from toxins or syndicate bomb.
Maybe it could be given a small chance to not explode when you throw it. So it won't deal damage, and security throws you into perma.
Making it randomly explode won't change a lot because a) like I said, damage is small and b) Those who want to griff will still griff, except now they will sometimes need a medbay visit after making it.
Non-antag throws IED at brig? Ban him. Antag throws IED at brig? Well, it could have been a bomb from toxins or syndicate bomb.
Maybe it could be given a small chance to not explode when you throw it. So it won't deal damage, and security throws you into perma.
- Ikarrus
- Joined: Fri Apr 18, 2014 2:17 am
- Byond Username: Ikarrus
- Github Username: Ikarrus
- Location: Canada
- Contact:
Re: Remove IED's
IED's tend to just be really annoying. They're mostly used to bypass shocked grilles, but I feel that they're too easy to come by.
I like the idea of them being unreliable, though. It could have a chance of backfiring or just being a dud.
I like the idea of them being unreliable, though. It could have a chance of backfiring or just being a dud.
Former Dev/Headmin
Who is this guy?
Who is this guy?
- paprika
- Rarely plays
- Joined: Fri Apr 18, 2014 10:20 pm
- Byond Username: Paprka
- Location: in down bad
Re: Remove IED's
Backfiring would definitely make them a lot more improvised and a lot less 'lol make 5 and spam at the brig!'
Oldman Robustin wrote:It's an established meme that coders don't play this game.
- Psyentific
- Joined: Mon Apr 21, 2014 7:44 am
- Byond Username: Psyentific
- Location: Vancouver, Canada
- Contact:
Re: Remove IED's
No, fuck you. IEDs are great. They don't gib corpses anymore (;~;) but they're still great.
I haven't logged into SS13 in at least a year.
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- TGMC Administrator
- Joined: Mon Apr 28, 2014 4:40 am
- Byond Username: Lumipharon
Re: Remove IED's
Just have a 20-25% chance to blow your hand off, and leaving you a cripple (dismemberment when, god damn it), with another chance at not going off at all.
Random fucks blowing up pipes and wires and shit with IED's is the most annoying fucking shit, it's all well and good to say I can permabrig the offender, but first I have to fucking find out who did it.
Random fucks blowing up pipes and wires and shit with IED's is the most annoying fucking shit, it's all well and good to say I can permabrig the offender, but first I have to fucking find out who did it.
- Steelpoint
- Github User
- Joined: Thu Apr 17, 2014 6:37 pm
- Byond Username: Steelpoint
- Github Username: Steelpoint
- Location: The Armoury
Re: Remove IED's
Since IED's do almost no damage, having a 25% chance of it blowing up the instant you activate it seems fair.
It puts the "Improvised" back in "Improvised Explosive Device".
It puts the "Improvised" back in "Improvised Explosive Device".
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- Joined: Fri Apr 18, 2014 6:40 pm
- Byond Username: Lo6a4evskiy
Re: Remove IED's
I also like it failing to explode at all.
- MisterPerson
- Board Moderator
- Joined: Tue Apr 15, 2014 4:26 pm
- Byond Username: MisterPerson
Re: Remove IED's
I never liked having them in the first place. They're not even that interesting.
I code for the code project and moderate the code sections of the forums.
Feedback is dumb and it doesn't matter
Feedback is dumb and it doesn't matter
- Psyentific
- Joined: Mon Apr 21, 2014 7:44 am
- Byond Username: Psyentific
- Location: Vancouver, Canada
- Contact:
Re: Remove IED's
It was great when welderbombs and IEDs could gib corpses - Like a ghetto C4, or if you needed to gib a changeling now - Now that they can't gib corpses anymore, they're pretty shitty and really only useful for sabotage/vandalism.MisterPerson wrote:I never liked having them in the first place. They're not even that interesting.
I haven't logged into SS13 in at least a year.
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- Rarely plays
- Joined: Mon Apr 21, 2014 12:26 pm
Re: Remove IED's
I like them, but then i normally play on a server where they are used to mostly fight nukeopps and lings and similar...
I am located here, lurking in your posts, leaving piles of transparent wordings and being confused. Oh, I also try to map...
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
- bandit
- Joined: Thu Apr 17, 2014 7:35 pm
- Byond Username: Bgobandit
Re: Remove IED's
Solution:Psyentific wrote:It was great when welderbombs and IEDs could gib corpses - Like a ghetto C4, or if you needed to gib a changeling now - Now that they can't gib corpses anymore, they're pretty shitty and really only useful for sabotage/vandalism.MisterPerson wrote:I never liked having them in the first place. They're not even that interesting.
- Make welderbombs/IEDs able to gib corpses again. However:
- Make them really fucking unreliable. Chance of exploding upon use, chance of being a dud, perhaps some variance in explosion quality. They're IEDs, they're supposed to be crap.
- Steelpoint
- Github User
- Joined: Thu Apr 17, 2014 6:37 pm
- Byond Username: Steelpoint
- Github Username: Steelpoint
- Location: The Armoury
Re: Remove IED's
Essentially IED's should...
- 25% chance of detonating in your hands instantly.
- 25% chance of failing to detonate.
- 50% chance of detonating
However they regain their ability to Gib corpses that are not wearing explosive resistant clothing.
- 25% chance of detonating in your hands instantly.
- 25% chance of failing to detonate.
- 50% chance of detonating
However they regain their ability to Gib corpses that are not wearing explosive resistant clothing.
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- Joined: Fri Apr 18, 2014 6:40 pm
- Byond Username: Lo6a4evskiy
Re: Remove IED's
Fuse while standing on the corpse to increase chances of gibbing to 75%
- Psyentific
- Joined: Mon Apr 21, 2014 7:44 am
- Byond Username: Psyentific
- Location: Vancouver, Canada
- Contact:
Re: Remove IED's
Acceptable, but I'd like to see 20/20/60 or 15/35/50.Steelpoint wrote:Essentially IED's should...
- 25% chance of detonating in your hands instantly.
- 25% chance of failing to detonate.
- 50% chance of detonating
However they regain their ability to Gib corpses that are not wearing explosive resistant clothing.
5% chance of blowing up instantly
15% chance of not blowing up at all (Different sprite? fizzle?)
20% chance of short fuse (3s?) (different sprite? Bigger redder flame?)
20% chance of long fuse (15s?) (different sprite? smaller yellower flame?)
40% chance of functioning normally
I haven't logged into SS13 in at least a year.
- bandit
- Joined: Thu Apr 17, 2014 7:35 pm
- Byond Username: Bgobandit
Re: Remove IED's
Another idea: Amount of welding fuel in the IED increases odds. Use a little bit of welding fuel, it probably won't go off but it has a high chance of being a dud / taking a long time to explode / not doing much damage. Lots of welding fuel, that fucker is going to do some more severe damage but also has a higher chance of exploding in your hands. Don't know how hard it'd be to code/test though.
- Psyentific
- Joined: Mon Apr 21, 2014 7:44 am
- Byond Username: Psyentific
- Location: Vancouver, Canada
- Contact:
Re: Remove IED's
The current code/assembly has it so you can't actually control the amount of fuel in there.bandit wrote:Another idea: Amount of welding fuel in the IED increases odds. Use a little bit of welding fuel, it probably won't go off but it has a high chance of being a dud / taking a long time to explode / not doing much damage. Lots of welding fuel, that fucker is going to do some more severe damage but also has a higher chance of exploding in your hands. Don't know how hard it'd be to code/test though.
I haven't logged into SS13 in at least a year.
- imblyings
- Joined: Fri Apr 18, 2014 5:42 pm
- Byond Username: Ausops
- Location: >using suit sensors
Re: Remove IED's
IED's are essential for taking down malf or rogue AI's. They really are. Even more so now, that the AI is surrounded by space.
The patched, dusty, trimmed, feathered mantle of evil +13.
- paprika
- Rarely plays
- Joined: Fri Apr 18, 2014 10:20 pm
- Byond Username: Paprka
- Location: in down bad
Re: Remove IED's
Oldman Robustin wrote:It's an established meme that coders don't play this game.
- imblyings
- Joined: Fri Apr 18, 2014 5:42 pm
- Byond Username: Ausops
- Location: >using suit sensors
Re: Remove IED's
ai core is like fifty times harder to breach without ieds
pls
don't take this away from me
you already have to do all sorts of weird shit now to get near the ai core like breaking into eva or hacking into engineering
just stop
pls
don't take this away from me
you already have to do all sorts of weird shit now to get near the ai core like breaking into eva or hacking into engineering
just stop
The patched, dusty, trimmed, feathered mantle of evil +13.
- paprika
- Rarely plays
- Joined: Fri Apr 18, 2014 10:20 pm
- Byond Username: Paprka
- Location: in down bad
Re: Remove IED's
When children abuse toys they have to be taken away ausops.
Oldman Robustin wrote:It's an established meme that coders don't play this game.
- imblyings
- Joined: Fri Apr 18, 2014 5:42 pm
- Byond Username: Ausops
- Location: >using suit sensors
Re: Remove IED's
I really fucking enjoyed not being ausops
I really fucking did
I really fucking did
The patched, dusty, trimmed, feathered mantle of evil +13.
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- Joined: Fri Apr 18, 2014 9:02 am
- Byond Username: Miggles
- Contact:
Re: Remove IED's
continue to not be ausops
dezzmont wrote:I am one of sawrge's alt accounts
dezzmont wrote:sawrge has it right.
Connor wrote:miggles is correct though
- Psyentific
- Joined: Mon Apr 21, 2014 7:44 am
- Byond Username: Psyentific
- Location: Vancouver, Canada
- Contact:
Re: Remove IED's
Wait, what? Are people really considering removing IEDs?
stop
stop
I haven't logged into SS13 in at least a year.
- paprika
- Rarely plays
- Joined: Fri Apr 18, 2014 10:20 pm
- Byond Username: Paprka
- Location: in down bad
Re: Remove IED's
No there was a pretty decent discussion about how to rebalance them to reward grey tide less since they're so piss easy to make and toss around but I guess admins will have to scrutinize more as SoS DID say that anyone who grey tides with them can get the paddle, hard.
Oldman Robustin wrote:It's an established meme that coders don't play this game.
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