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Waseemq1235 wrote:Simply, Lexorin is the bane of any goddamn antag, hell, even nonantags.
If I get a dollar for every wizard that dies to a single syringe of lexorin, I'd be a millionaire.
Seriously though, 15 units of that is enough to knock you out for a really long time, and nothing is worse than being knocked out by oxyloss.
Today, I was a nuclear operative, armed to the teeth, and all I needed to die was a single syringe of lexorin, it was enough to knock me out for good, I had to inject myself with a heckload of combat nanites, PLUS activate my adrenal implant. That didn't save me, I got knocked out for a good deal of time, woke up again, and got shot once again with lexorin, gg.
Lexorin is just WAY too easy to make, while it can be the bane of any antag, knocking out within 1 minute, hell, maybe even 30 seconds, chemistry can make that stuff roundstart. It's literally the most overused/overpowered chem out there.
bobbahbrown wrote:Waseemq1235 wrote:Simply, Lexorin is the bane of any goddamn antag, hell, even nonantags.
If I get a dollar for every wizard that dies to a single syringe of lexorin, I'd be a millionaire.
Seriously though, 15 units of that is enough to knock you out for a really long time, and nothing is worse than being knocked out by oxyloss.
Today, I was a nuclear operative, armed to the teeth, and all I needed to die was a single syringe of lexorin, it was enough to knock me out for good, I had to inject myself with a heckload of combat nanites, PLUS activate my adrenal implant. That didn't save me, I got knocked out for a good deal of time, woke up again, and got shot once again with lexorin, gg.
Lexorin is just WAY too easy to make, while it can be the bane of any antag, knocking out within 1 minute, hell, maybe even 30 seconds, chemistry can make that stuff roundstart. It's literally the most overused/overpowered chem out there.
wear something that blocks syringes
bobbahbrown wrote:Waseemq1235 wrote:Simply, Lexorin is the bane of any goddamn antag, hell, even nonantags.
If I get a dollar for every wizard that dies to a single syringe of lexorin, I'd be a millionaire.
Seriously though, 15 units of that is enough to knock you out for a really long time, and nothing is worse than being knocked out by oxyloss.
Today, I was a nuclear operative, armed to the teeth, and all I needed to die was a single syringe of lexorin, it was enough to knock me out for good, I had to inject myself with a heckload of combat nanites, PLUS activate my adrenal implant. That didn't save me, I got knocked out for a good deal of time, woke up again, and got shot once again with lexorin, gg.
Lexorin is just WAY too easy to make, while it can be the bane of any antag, knocking out within 1 minute, hell, maybe even 30 seconds, chemistry can make that stuff roundstart. It's literally the most overused/overpowered chem out there.
wear something that blocks syringes
Xeroxemnas wrote:>get shot
>die
>WAAAAAAAAAAAAH NERF
Git gud and shoot first, babyboy.
skoglol wrote:Just use a shield, they block syringes. You had the TC for one, I checked when I stole the uplink.
Naloac wrote:Since you have asked for a *community opinion* and im the player voted admin. Ill give you my official opinion straight from the *community* Your fucking retarded
Waseemq1235 wrote:edit: also good luck when whoever is with that syringe gun is using a jetpack, really, good luck shooting him
wesoda25 wrote:literally everyone starts with lexorins hard counter roundstart
Tlaltecuhtli wrote:epipen and perf counters it
NoxVS wrote:While everyone has a counter to it at round start not everyone magically knows what they were just injected with. It’s impossible to tell toxic damage from oxy loss without an analyzer
Waseemq1235 wrote:1 minute
cedarbridge wrote:Waseemq1235 wrote:1 minute
lmao as if any combat can't resolve itself before that. Stop getting hit and then whining you got KO'd by something that took 30sec-1m to even affect you.
terranaut wrote:i saw this video before it was posted here
you too can be cool like me if you just subscribe to imsxz youtube channel
Arianya wrote:no, not the snails, shut up imsxz
Nervore wrote:I am going to will you out of existence, Imsxz.
One day, you will just cease to exist.
Kryson wrote:cedarbridge wrote:Waseemq1235 wrote:1 minute
lmao as if any combat can't resolve itself before that. Stop getting hit and then whining you got KO'd by something that took 30sec-1m to even affect you.
If you are smart you can often stall for the less than 30 seconds it takes to knock someone out, it also slows the victim down after some time.
What bugs me about lexorin isn't that its good, its that is one of the very best poisons and it takes no effort to make. All it takes is a glowstick and a bar of plasma.
Screemonster wrote:how the fuck are you supposed to RP with a grille
NoxVS wrote:While everyone has a counter to it at round start not everyone magically knows what they were just injected with. It’s impossible to tell toxic damage from oxy loss without an analyzer
Naloac wrote:Since you have asked for a *community opinion* and im the player voted admin. Ill give you my official opinion straight from the *community* Your fucking retarded
CPTANT wrote:This is the major problem, there is no effort/reward curve in the chemistry system. More powerful chemicals are easier to craft so many times than weaker ones.
terranaut wrote:CPTANT wrote:This is the major problem, there is no effort/reward curve in the chemistry system. More powerful chemicals are easier to craft so many times than weaker ones.
You just ever dump a full bluespace syringe of teslium with a bit of skewium in a guy
it's really funny and much cooler than just doing a chloral lexorin fentanyl kill mix
Screemonster wrote:how the fuck are you supposed to RP with a grille
Dr_bee wrote:Lexorin was balanced around old oxygen damage, so it might be time to tone it down a bit. I mean oxy damage used to be easy as fuck to heal before.
terranaut wrote:Dr_bee wrote:Lexorin was balanced around old oxygen damage, so it might be time to tone it down a bit. I mean oxy damage used to be easy as fuck to heal before.
the epipen in your internals box removes all oxygen damage in excess of 35 from you for as long as the epinephrine remains in your blood
Epinephrine: Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
Screemonster wrote:how the fuck are you supposed to RP with a grille
CPTANT wrote:Epinephrine: Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
terranaut wrote:CPTANT wrote:Epinephrine: Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
What a dumb change
terranaut wrote:CPTANT wrote:Epinephrine: Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
What a dumb change
Kryson wrote:I agree that lexorin is kind of OP since it deals massive damage and is really easy to make. It used to not be that super strong but oxyloss has been made much harder to treat(epi nerf, easy salbutamol removed, perf nerfed).
Waseemq1235 wrote:terranaut wrote:CPTANT wrote:Epinephrine: Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
What a dumb change
Agreed.
imsxz wrote:oxy heal medkits
Dr_bee wrote:The oxygen cap could probably be moved to atropine, as it is difficult to make. This leaves a hard counter to oxy damage with a good downside, following cobby's ideas for medbay.
Denton wrote:Toxins need a major review, as in:
- Recipe complexity and plant mutation tier doesn't correspond with how strong the chemical is
- Traitor only chemicals like spewium are often weaker than regular toxins
- Too many copy paste chems with the same effects and slightly tweaked numbers
- Too little variety in damage types and other negative effects
- Too little variety in cures/antitoxins
IMO a good start would be making a spreadsheet that lists all toxins and their properties.
Screemonster wrote:how the fuck are you supposed to RP with a grille
confused rock wrote:Now 0.4u of initripodril can give you a heart attack.
ATHATH wrote:Waseemq1235 wrote:terranaut wrote:CPTANT wrote:Epinephrine: Prevents oxygen damage from crit state. If the patient is in crit it heals 0.5 oxyloss, toxins, brute, and burn. 20% chance each tick to reduce stun times a bit. Gives a minor stamina regeneration buff.
What a dumb change
Agreed.
Amen to that.
To be fair, I'll admit that oxy damage was a bit TOO easy to heal before, but I think it's gone a bit too far the other way (if you don't have someone to give you CPR) now. Defibbing people is now quite annoying, as you now have to inject their corpse with epi, apply the defib, and then sit around and spam CPR on them if you want them to not re-die. Perhaps that's intentional.
Or maybe I'm just salty about change/healing being made more complicated to do, I dunno. The point is, I think that either lexorin should be nerfed or oxy healing meds should be buffed/made to not be absolutely cancerous to deal with and use.
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