Page 1 of 1

beepsky is too easy to kill

Posted: Mon Apr 29, 2019 3:36 pm
by imsxz
>set up shocked grille (can be done with rods and knowing where a knotted wire is prior, there's ALWAYS one under APC's to start, no tools or insuls required literally could be naked with a sheet of metal)
>punch bepis
>run behind grille
>officer down
>free baton for (antag ? murderboner : validhunter)

i know theres plenty of easy ways to kill him but seriously ive never found one simpler than this in terms of execution and preparation.

buff beepsky NOW

Re: beepsky is too easy to kill

Posted: Mon Apr 29, 2019 3:44 pm
by cedarbridge
Probably not happening with how simplemob AI works.

Re: beepsky is too easy to kill

Posted: Mon Apr 29, 2019 4:42 pm
by MisterPerson
cedarbridge wrote:Probably not happening with how simplemob AI works.
What exactly would you want Beepsky to do, ideally?

Re: beepsky is too easy to kill

Posted: Mon Apr 29, 2019 5:25 pm
by bman
this whole post is funny so keep it

Re: beepsky is too easy to kill

Posted: Mon Apr 29, 2019 5:57 pm
by PKPenguin321
Make him walk through grilles like mice do

You can't escape the law

Re: beepsky is too easy to kill

Posted: Mon Apr 29, 2019 6:25 pm
by Super Aggro Crag
:thelaw:

Re: beepsky is too easy to kill

Posted: Mon Apr 29, 2019 6:34 pm
by terranaut
if youre looking for a baton and your thought process leads to you killing beepsky you're probably retarded anyway
on a side note just grab the emp from the maint pocket above cargo and emp him while he's in arrivals or dorms and smack him a couple times with a fire extuingisher or something or tide one of the lockers in the brig for a full security loadout and not just the baton (for which you need to get a cell, too, if you take beepskys)

Re: beepsky is too easy to kill

Posted: Mon Apr 29, 2019 8:44 pm
by teepeepee
terranaut wrote:if youre looking for a baton and your thought process leads to you killing beepsky you're probably retarded anyway
on a side note just grab the emp from the maint pocket above cargo and emp him while he's in arrivals or dorms and smack him a couple times with a fire extuingisher or something or tide one of the lockers in the brig for a full security loadout and not just the baton (for which you need to get a cell, too, if you take beepskys)
there's free cells in tool storage, research desk and maintenance, among other places that escape my mind at the moment, so that's not at all a limiting factor, and killing beepsky is all-around safer than breaking into brig and stealing a locker

Re: beepsky is too easy to kill

Posted: Tue Apr 30, 2019 12:54 am
by cedarbridge
MisterPerson wrote:
cedarbridge wrote:Probably not happening with how simplemob AI works.
What exactly would you want Beepsky to do, ideally?
Given the thread is complaining about beepsky crashing into hazards I presume they're after something a bit more the current "move towards thing, act when adjacent to thing" model that our simplemobs use. As I said, I don't expect that to change because simplemobs are that, simple.

Mob code already does some pretty terrible load things to the MC.

Re: beepsky is too easy to kill

Posted: Tue Apr 30, 2019 1:27 am
by PKPenguin321
cedarbridge wrote:
MisterPerson wrote:
cedarbridge wrote:Probably not happening with how simplemob AI works.
What exactly would you want Beepsky to do, ideally?
Given the thread is complaining about beepsky crashing into hazards I presume they're after something a bit more the current "move towards thing, act when adjacent to thing" model that our simplemobs use. As I said, I don't expect that to change because simplemobs are that, simple.

Mob code already does some pretty terrible load things to the MC.
I'm pretty sure PASSGRILLE is like a 1 line change

Re: beepsky is too easy to kill

Posted: Tue Apr 30, 2019 1:49 am
by skoglol
Simplemob pathfinding could use some work overall, you only need a table to outwit general beepsky. I've not looked into it yet, but are we able to add weight to turfs with certain objects on them? ie tables, grilles and so on.

Re: beepsky is too easy to kill

Posted: Tue Apr 30, 2019 5:29 am
by leibniz
but there's also those times when you try to shoot it and lasers just go over it, making it harder to kill than most players

Re: beepsky is too easy to kill

Posted: Wed May 01, 2019 5:15 am
by Yakumo_Chen
Is there also not a PASSTABLE flag?

Re: beepsky is too easy to kill

Posted: Wed May 01, 2019 5:34 am
by cedarbridge
PKPenguin321 wrote:I'm pretty sure PASSGRILLE is like a 1 line change
Bandaid. Just make him indestructible already. The law cannot be stopped.

Re: beepsky is too easy to kill

Posted: Wed May 01, 2019 1:38 pm
by imsxz
terranaut i really cant think of an easier way to go about getting a baton than this. yes getting a full security loadout is easy if you have tools to hack into brig or you can use the metastation maint EMP /if you have maint access/, but i can do this with 0 gear other than a sheet of metal and no access. there's risk to breaking into brig and the maint EMP is unreliable as any good powergamer tider raidsthe maint meta room, also only meta has it. this strat is valid on any map, the only one there could possibly be issues with is on box where theres like no apc in hallways.

give beepsky noclip pls

Re: beepsky is too easy to kill

Posted: Wed May 01, 2019 1:50 pm
by BeeSting12
Just make him immune to electrical damage lol

Re: beepsky is too easy to kill

Posted: Wed May 01, 2019 3:34 pm
by Mickyan
Maybe the roundstart variant shouldn't drop the stun baton, or drop an old baton that breaks apart after one hit, if you want to be fancy.

Re: beepsky is too easy to kill

Posted: Wed May 01, 2019 5:03 pm
by NoxVS
Mickyan wrote:Maybe the roundstart variant shouldn't drop the stun baton, or drop an old baton that breaks apart after one hit, if you want to be fancy.
But then you can’t rebuild Beepsky as easily when he dies

Re: beepsky is too easy to kill

Posted: Wed May 01, 2019 5:28 pm
by Davidchan
If beeps detects an impassable object between himself and his target, make him teleport directly behind them before saying 'It's fucking personal kid' or some weeb shit.

Re: beepsky is too easy to kill

Posted: Wed May 01, 2019 9:48 pm
by Daxxed
There is clearly a difference between him chasing someone because the person is wanted or him being attacked.
Buff the defensive chase ?
Megafauna prove that simplemob AI can be robust so maybe steal some ideas from there ( disabler if not in melee, teleports if too far, moves faster )
But that might be a bit overkill

Re: beepsky is too easy to kill

Posted: Wed May 01, 2019 11:19 pm
by Yakumo_Chen
Beepers is supposed to be relatively easy to avoid but that shouldn't come at the cost of making him easy to kill

I agree with making the stun baton less useful somehow from beepsky, make it break on destroy or good for one use.

Re: beepsky is too easy to kill

Posted: Fri May 03, 2019 11:09 pm
by adamkad1
Make beepsky incorporeal. you cant escape justice

Re: beepsky is too easy to kill

Posted: Tue May 07, 2019 12:09 pm
by legoscape
I've been dicked by armsky and beepsky way to many times to count. I think the point of them is to be an annoyance more than an actual security officer.

Re: beepsky is too easy to kill

Posted: Fri May 10, 2019 4:33 pm
by imsxz
i like the idea of making beepskies baton somehow worse or just make him not drop one

Re: beepsky is too easy to kill

Posted: Fri May 10, 2019 8:09 pm
by Davidchan
In all seriousness why not just make it a "Baton Arm" or something of that sort where a securitron drops a rewired baton with a bunch of exposed cables so it has a 25% (or more) chance of shocking the user when used or turned on. Still useful in a pinch, but too unreliable to rely on.

Re: beepsky is too easy to kill

Posted: Fri May 10, 2019 8:27 pm
by cedarbridge
NoxVS wrote:
Mickyan wrote:Maybe the roundstart variant shouldn't drop the stun baton, or drop an old baton that breaks apart after one hit, if you want to be fancy.
But then you can’t rebuild Beepsky as easily when he dies