Remove magboots

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Joined: Mon May 04, 2015 1:31 pm
Byond Username: CPTANT

Remove magboots

Postby CPTANT » Fri Jan 03, 2020 9:07 pm #533039

They are useless now anyway.

Applying slowdown to them AND for wearing a spacesuit for using them in zero G was just dumb. What is even the point of the item now, it used to be a very situational item, now nobody is ever going to use them.
Screemonster wrote:how the fuck are you supposed to RP with a grille

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Joined: Wed May 01, 2019 9:30 pm
Byond Username: Tarchonvaagh

Re: Remove magboots

Postby Tarchonvaagh » Thu Jan 09, 2020 12:49 pm #534286

I've never used them b4
What about the CE magboots?
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Joined: Mon Apr 29, 2019 4:02 pm
Byond Username: Arathian

Re: Remove magboots

Postby Arathian » Thu Jan 09, 2020 1:25 pm #534294

Magboots don't allow you to be slipped. I use them all the time when I do xenobio since the slowdown is negated by the slimes.
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Joined: Sun Mar 15, 2015 8:59 pm
Location: Blighty
Byond Username: Anonmare

Re: Remove magboots

Postby Anonmare » Thu Jan 09, 2020 2:19 pm #534321

Active magboots should keep you from drifting off into space by not allowing you to walk more than one tile away from a lattice/tile

Whenever multi-z (TM) gets added, magboots should allow you to quickly go up a z-level when gravity fails

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Joined: Fri Mar 29, 2019 11:49 pm
Byond Username: Knacker48

Re: Remove magboots

Postby knacker48 » Thu Jan 09, 2020 4:11 pm #534349

Arathian wrote:Magboots don't allow you to be slipped. I use them all the time when I do xenobio since the slowdown is negated by the slimes.

If you're doing xenobio you can just make a stabilised blue crossbreed to prevent slipping, then you can wear whatever you want.

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Joined: Tue Aug 02, 2016 2:13 am
Location: Canada
Byond Username: ReynTime13

Re: Remove magboots

Postby Reyn » Thu Jan 09, 2020 6:21 pm #534376

They're pretty useful for engineers and miners out and about in space, or outside the station doing things. They have a niche use, yes, But still a very valuable one. You're not legally obliged to wear them powered on 24/7, So that's not really a reason for removal
I play Trevor Fea on Bagil, And Giorno Giovanna on terry. Yes, I'm THAT raging asshole. Sorry for being such a cunt.
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Joined: Thu Nov 28, 2019 6:44 pm
Byond Username: Cat348

Re: Remove magboots

Postby Aeri » Sun Jan 19, 2020 10:06 pm #536641

They're great for working on the Supermatter without being eaten by it chief.

Joined: Wed Aug 07, 2019 11:16 pm
Byond Username: OFQ

Re: Remove magboots

Postby OFQ » Mon Jan 20, 2020 4:01 pm #536779

You need them when entering running SM core. Also for pressure differences around space holes. I would actually make them easier to obtain at the round start since fixing SM without them is real hard. Not sure if they help against gravitation anomalies but they sure do help when you want to use fire extinguisher on SM.

The funny thing is that they won't help you on ice. It's a big troll. SM core gets slippery from fire extinguishers and will dust you in like 100% of chances :lol:

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Re: Remove magboots

Postby oranges » Tue Jan 21, 2020 8:02 am #536843

this is the average tg player iq
player: me unga, me no see how sticky boot help me valid?

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