Remove IED's

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Brotemis
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Remove IED's

Post by Brotemis » #6715

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.
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Re: Remove IED's

Post by Lo6a4evskiy » #6725

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.
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Steelpoint
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Re: Remove IED's

Post by Steelpoint » #6727

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.
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ShizCalev
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Re: Remove IED's

Post by ShizCalev » #6735

Steelpoint wrote:make it have a 25% chance of detonating instantly when activated, so you could blow it up in your hands.
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Kelenius
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Re: Remove IED's

Post by Kelenius » #6749

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.
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Ikarrus
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Re: Remove IED's

Post by Ikarrus » #6756

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.
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paprika
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Re: Remove IED's

Post by paprika » #6812

Backfiring would definitely make them a lot more improvised and a lot less 'lol make 5 and spam at the brig!'
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Psyentific
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Re: Remove IED's

Post by Psyentific » #6831

No, fuck you. IEDs are great. They don't gib corpses anymore (;~;) but they're still great.
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Re: Remove IED's

Post by lumipharon » #6865

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.
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Steelpoint
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Re: Remove IED's

Post by Steelpoint » #6897

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".
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Lo6a4evskiy
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Re: Remove IED's

Post by Lo6a4evskiy » #6898

I also like it failing to explode at all.
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MisterPerson
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Re: Remove IED's

Post by MisterPerson » #6902

I never liked having them in the first place. They're not even that interesting.
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Psyentific
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Re: Remove IED's

Post by Psyentific » #6935

MisterPerson wrote:I never liked having them in the first place. They're not even that interesting.
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.
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Re: Remove IED's

Post by AseaHeru » #6987

I like them, but then i normally play on a server where they are used to mostly fight nukeopps and lings and similar...
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bandit
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Re: Remove IED's

Post by bandit » #7022

Psyentific wrote:
MisterPerson wrote:I never liked having them in the first place. They're not even that interesting.
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.
Solution:

- 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.
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Steelpoint
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Re: Remove IED's

Post by Steelpoint » #7026

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.
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Re: Remove IED's

Post by Lo6a4evskiy » #7070

Fuse while standing on the corpse to increase chances of gibbing to 75%
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Psyentific
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Re: Remove IED's

Post by Psyentific » #7106

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.
Acceptable, but I'd like to see 20/20/60 or 15/35/50.

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
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bandit
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Re: Remove IED's

Post by bandit » #7133

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.
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Psyentific
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Re: Remove IED's

Post by Psyentific » #7144

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.
The current code/assembly has it so you can't actually control the amount of fuel in there.
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imblyings
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Re: Remove IED's

Post by imblyings » #7332

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.
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paprika
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Re: Remove IED's

Post by paprika » #7333

Let me make a pie chart for you

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imblyings
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Re: Remove IED's

Post by imblyings » #7437

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
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paprika
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Re: Remove IED's

Post by paprika » #7522

When children abuse toys they have to be taken away ausops.
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imblyings
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Re: Remove IED's

Post by imblyings » #7618

I really fucking enjoyed not being ausops

I really fucking did
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Re: Remove IED's

Post by miggles » #7685

continue to not be ausops
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Psyentific
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Re: Remove IED's

Post by Psyentific » #7703

Wait, what? Are people really considering removing IEDs?

stop
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paprika
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Re: Remove IED's

Post by paprika » #7705

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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