Re: Rework Cult Stun
Posted: Thu Feb 06, 2020 6:26 am
Bottom post of the previous page:
dr bee please address my points I don’t mention winrate at allBottom post of the previous page:
dr bee please address my points I don’t mention winrate at allModular receiver, which you find in maint or make out of a hacked autolathe. A wooden stock, which you can make in the library. A pipe, which you can pull up from the floor. Wrapping paper, which you can get out of cargo or most protolathes.Super Aggro Crag wrote:How do you make an improvised shotgun
In this community there are scarcely few places where we reach a consensus.wesoda25 wrote:If I actually knew how to code I'd make cult like it used to be: no summon objective, they just have to convert x amount of crew members and have x escape aboard the shuttle.
Or we could up the number of roundstart cultists, remove conversion entirely, and stun too.
This has always been possible when certain PRO-GAMERS(tm) play antag roles and security is empty or populated by newbies. However, I don't think it should be a common outcome. I balanced cult around the 2017-2018 meta. I have no idea where that stands now but my understanding is security has been neutered hard and is less attractive than ever for experienced players. If that's true though, then further nerfs would be justified but a lot of the sugggestions here are just silly.confused rock wrote:tfw cult can go loud immediately and win to the point where stealth isn't even worth considering
Unless there's a bug, that's absolutely what already happens. I even spent time animating the stun spell when it's in your hand so that it would be more noticeable than the old red piece of paper that was 3x6 pixels and invisible if you held it in the "far" hand. One other solution is just to give the spell a brief "wind-up" of 1-2 seconds so that cultists either have to prep it off-screen and hope the victim doesn't notice that they're being rushed by a dude with a flaming red hand... or they have to chant on-screen which would also give a metric fuckton of warning to the potential victim. Or just add more pixels to the effect if it's still not noticeable enough. Some people seem miffed that you can't stop the stun with another stun or disarm, that was actually something I intended to be anti-cult, since without the dropped item I was worried people might stash their dagger and go willy nilly with hand spells without any lasting evidence of their cult affiliation.NoxVS wrote:That’s another big problem with cult. No visual cue it’s about to happen. I feel like I may have come up with a possible solution to this problem. What if when you were about to use the stun spell your hand would suddenly have like a red flame covering it? So instead of just suddenly being stunned you have reaction time when you see their glowing red hand.annoyinggreencatgirl wrote: Even on revs you can at least see somebody pulling out a flash.
You've been saying this for several years. Every metric has flaws. Propose a better metric beyond "My anecdote is better than your anecdote!" because that's what most of these threads turn into. It's been years since we've had a poll but cult has always been in the top half of mode ratings and you were saying the same thing then that you are now. There's always room for improvement and I welcome intelligent contributions but this tired refrain of "Cult OP because I say so!" doesn't get us anywhere.Dr_bee wrote: Stop using winrate as a measure of game mode balance or quality, it doesnt tell the whole story of a round, and also doesnt necessarily need to be a focus anyway in a storytelling roleplaying game like SS13.
Using statistics without understanding the broader implications of them leads to shitty decisions like the cult we have now.
It legit warms my heart to see that someone paid attention and noticed all the weaknesses I've given cult by design. You're correct, I intentionally made cultists vulnerable to kinetic ranged weapons (rifles, revolvers, and shotguns - especially with slugs - which is explicitly why I gave sec lathe the ability to print shotgun ammo) which can be crafted using common maint objects and an autolathe. A cultist with every toy at their disposal is still gonna have bad odds against the assistant who spent 2 minutes to craft an improvised shotgun with slug shells. When I switched from Tomes to Daggers, I made the cultists spill their own blood when preparing spells so that careless cultists would leave a trail and observant crew could spring a trap. And, of course, the easiest solution to every summoning attempt is to render the room uninhabitable, which elevated the role of chemists, atmos techs, toxins, etc. who otherwise rarely have a reason to put their full talents to use in service of the station and not against it.NecromancerAnne wrote:The comprehensive guide is pretty simple I'll be honest. Don't go into melee against cultists, who predominately have the advantage in a straight melee fight. Fight them from afar where their magic doesn't work. And use ballistics. Taking an imrpovised shotgun and just pinging down cultists with slugs is 100% a fantastic means of fighting cultists. And if they try to hide behind corners, just walk. There is no reason to engage cultists on their terms.
These are generally basics you can apply to practically all combat in space. Fighting a fools errand. You aren't fighting, you're hunting. Sneaking, following, and waiting will win you more kills than charging in blind and getting yourself slapped down. Follow blood they drip everywhere and you'll usually find the cult. Bear traps, hiding in lockers, soap under doorways, all very powerful means of catching just about anyone and especially cultists. Once you've established where they are, you can start rigging their base with traps to fight them. One of the most powerful means of fighting cultists is rendering their bases uninhabitable and pushing deeper into their bases from space. Kind of a shitty move, I know, but it works and works well. I've combat most cultists by just rendering their base of operations depressurized and everyone inside vulnerable to a PKA or being sniped with slugs and keeping the fuck away.
like many of your forum essays i didn't read this but here is a picture i took of your character aeons ago that i will never have another reason to postOldman Robustin wrote:In this community there are scarcely few places where we reach a consensus.
One consensus we reached several years ago was that team-escape objectives were unequivocally the dumbest possible objective that you could ever incentivize. Not even gonna debate this one further.
He was blood cults principle maintainer for a while and responsible for most of the content presently in the mode.Arathian wrote:I dunno who you are mr. Robustin but your post was great.
thanks babeNecromancerAnne wrote:Modular receiver, which you find in maint or make out of a hacked autolathe. A wooden stock, which you can make in the library. A pipe, which you can pull up from the floor. Wrapping paper, which you can get out of cargo or most protolathes.Super Aggro Crag wrote:How do you make an improvised shotgun
Cargo and engineering are the easiest ones to get these constructed in and print the ammo through. Also they have the roles with maint access so it is easier for them to hunt people.
carry trashbag on your belt and store shells in itSuper Aggro Crag wrote:thanks babeNecromancerAnne wrote:Modular receiver, which you find in maint or make out of a hacked autolathe. A wooden stock, which you can make in the library. A pipe, which you can pull up from the floor. Wrapping paper, which you can get out of cargo or most protolathes.Super Aggro Crag wrote:How do you make an improvised shotgun
Cargo and engineering are the easiest ones to get these constructed in and print the ammo through. Also they have the roles with maint access so it is easier for them to hunt people.
cult dagger removes holy water from system and darts are blocked by gamer suitspugie wrote:Real shotgun users in cult use holy water darts not slugs.
Also getting the wall stun with shotgun ammo is a bad idea you have to
1. Be in melee range and;
2. Click their actual sprite.
Also the dagger holy water removal means fuck all when shooting them once removes all their spells. Slugs won't help you when they can teleport out instantly.Flatulent wrote:cult dagger removes holy water from system and darts are blocked by gamer suitspugie wrote:Real shotgun users in cult use holy water darts not slugs.
Also getting the wall stun with shotgun ammo is a bad idea you have to
1. Be in melee range and;
2. Click their actual sprite.
also, two darts definetly don't crit. Why would you use anything but slugs and buckshot?
they're insaneOldman Robustin wrote:Shotguns sound fucking hilarious now.
why the fuck would you not carry an extingusher with you at all timesPKPenguin321 wrote:they're insaneOldman Robustin wrote:Shotguns sound fucking hilarious now.
nobody's even mentioned incendiary shells which are basically a "stun yourself by resisting and die to me or don't and die to burn" button
I imagine it devolves into a binary "This objective doesn't actually mean anything and ergo isn't really an objective" in the case that you can just walk onto the escape shuttle and nobody notices or cares (Blood brothers, minus the fact ALL brothers need to survive). Or "you have to murderbone the entire shuttle" in the case you can't just walk on like a regular crew member (Hijack, for example) which is arguably rather painful to actually do.confused rock wrote:I forgot, why do we (we being people who are wrong) hate team escape?
If you can get close enough to baton you can get in to pointblank. It's literally just a matter of being on help intent, and there are some tricks you can do to obfuscate your intent. Shift+B the gun out being one of them. Not what I would recommend against cultists of course but it's not as hard as you make it out to be. Also you can use dead cultists as a stun projectile using shotguns if you want. Good for fleeing if you've left a trail of corpses behind you, and something I already watch for and set up for shoves.pugie wrote:Real shotgun users in cult use holy water darts not slugs.
Also getting the wall stun with shotgun ammo is a bad idea you have to
1. Be in melee range and;
2. Click their actual sprite.
someone just has to open a bad PR(but good enough that maintainers won’t close it instantly) and then someone with an actual good idea will have an incentive to do somethingcacogen wrote:we have to check it's okay with everyone first
none of these ideas resonate with me hate to say it, nox's is close but not refined enoughoranges wrote:still no PR
Consider what role you want the ability to fill and what you want from it. People seem very keen to keep it from being used for combat but want to still quietly kidnap people. It might not be a bad idea to rip off Kindle and have the effect shorten it's duration from damage taken.wesoda25 wrote:none of these ideas resonate with me hate to say it, nox's is close but not refined enoughoranges wrote:still no PR
The other day I lost hardcore to my own krav changes. I just couldn't fight back because they kept disarming me of my weapon, even though I disarmed the warden of his baton and was going for the finishing blow.imsxz wrote:someone just has to open a bad PR(but good enough that maintainers won’t close it instantly) and then someone with an actual good idea will have an incentive to do somethingcacogen wrote:we have to check it's okay with everyone first
see: Krav Maga changes
Code: Select all
/obj/item/melee/blood_magic/stun
name = "Immobilizing Aura"
desc = "Will halt and mute a victim on contact."
color = RUNE_COLOR_RED
invocation = "Fuu ma'jin!"
/obj/item/melee/blood_magic/stun/afterattack(atom/target, mob/living/carbon/user, proximity)
if(!isliving(target) || !proximity)
return
var/mob/living/L = target
if(iscultist(target))
return
if(iscultist(user))
user.visible_message("<span class='warning'>[user] holds up [user.p_their()] hand, which explodes in a flash of red light!</span>", \
"<span class='cultitalic'>You attempt to immobilise [L] with the spell!</span>")
user.mob_light(_color = LIGHT_COLOR_BLOOD_MAGIC, _range = 3, _duration = 2)
var/anti_magic_source = L.anti_magic_check()
if(anti_magic_source)
L.mob_light(_color = LIGHT_COLOR_HOLY_MAGIC, _range = 2, _duration = 100)
var/mutable_appearance/forbearance = mutable_appearance('icons/effects/genetics.dmi', "servitude", -MUTATIONS_LAYER)
L.add_overlay(forbearance)
addtimer(CALLBACK(L, /atom/proc/cut_overlay, forbearance), 100)
if(istype(anti_magic_source, /obj/item))
var/obj/item/ams_object = anti_magic_source
target.visible_message("<span class='warning'>[L] starts to glow in a halo of light!</span>", \
"<span class='userdanger'>Your [ams_object.name] begins to glow, emitting a blanket of holy light which surrounds you and protects you from the flash of light!</span>")
else
target.visible_message("<span class='warning'>[L] starts to glow in a halo of light!</span>", \
"<span class='userdanger'>A feeling of warmth washes over you, rays of holy light surround your body and protect you from the flash of light!</span>")
else
to_chat(user, "<span class='cultitalic'>In a brilliant flash of red, [L] stops in their tracks!</span>")
L.Immobilize(160)
L.flash_act(1,1)
if(issilicon(target))
var/mob/living/silicon/S = L
S.emp_act(EMP_HEAVY)
else if(iscarbon(target))
var/mob/living/carbon/C = L
C.silent += 6
C.stuttering += 15
C.cultslurring += 15
C.Jitter(15)
uses--
..()