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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
annoyinggreencatgirl wrote:100% agree.
Idea: make it stun, or mute, but not both.
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
wesoda25 wrote:I don't want the stun to be a thing, and cult is dependent upon the mute.
I don't wanna give it the stun baton treatment where it does stamina damage and knockdown, but it might be the best way.
wesoda25 wrote:I think most people agree its too OP in its current state. Now that antag freeze is up we can change it, but how?
Dr_bee wrote:Why does cult need a fucking snowflake stun spells when they can just make a fucking stun baton? Cult is just rev on fucking antag hugbox mode.
zxaber wrote:We could make drinking holy water offer a lasting resistance/immunity to cult stuns. It would be a natural way to allow early-game conversions while offering a method for people to steel themselves before a push into cult bases during the later fighting.
Only worry is saddling too much on the Chaplain. Chap already handles deconversions for the mode.
NecromancerAnne wrote:I'm formulating something but I've not completely come to a conclusion as to what it will be. Suffice to say, I don't want to completely gut their ability to snatch and grab people but I definitely want to severely hamper their use of the stun as a combat tool.
But honestly, the stun alone isn't the only thing I'd really want to see changed. The other bit is endless resources. One of the coolest elements from the now dead clockcult was that they had a resource pool they needed to fill. We should really move to implement similar mechanics into cult. They have so much free gamer gear.
NoxVS wrote:wesoda25 wrote:I think most people agree its too OP in its current state. Now that antag freeze is up we can change it, but how?
as much as I hate the stun, they sort of rely on it. The problem with it is using it in combat. They still need a powerful method of silently converting because getting discovered too quickly is gg for them
One thing I think would be cool, instead of a stun, give them a spell called like "Enthrall" or something that paralyzes the person its used on if they aren't mindshielded. Instead of falling down, enthralled people would remain standing and holding their items, but be unable to move, talk, do anything. Taking too much damage or having it run out would break the spell but still leave them with the temporary cult talk effect the cult stun wearing off has.
You would now have a stun that works for conversion, cant be used to dunk sec or command right away and remove them from the round (Becoming a construct is pretty much round removal), it cant be used as effectively in combat as the person wont drop their things and will wake up if attacked
Anonmare wrote:I don't think blood would work as a resource as it's super renewable and prevelant, especially if you combine iron and bloody marys for super-fast blood regeneration. Both are easily obtainable, even without chemistry.
oranges wrote:NoxVS wrote:wesoda25 wrote:I think most people agree its too OP in its current state. Now that antag freeze is up we can change it, but how?
as much as I hate the stun, they sort of rely on it. The problem with it is using it in combat. They still need a powerful method of silently converting because getting discovered too quickly is gg for them
One thing I think would be cool, instead of a stun, give them a spell called like "Enthrall" or something that paralyzes the person its used on if they aren't mindshielded. Instead of falling down, enthralled people would remain standing and holding their items, but be unable to move, talk, do anything. Taking too much damage or having it run out would break the spell but still leave them with the temporary cult talk effect the cult stun wearing off has.
You would now have a stun that works for conversion, cant be used to dunk sec or command right away and remove them from the round (Becoming a construct is pretty much round removal), it cant be used as effectively in combat as the person wont drop their things and will wake up if attacked
smartest post in this entire thread.
deedubya wrote:Nox's version is still abusable though, since you can just stun hand someone and have zipties at the ready to just circumvent the whole downside
PKPenguin321 wrote:deedubya wrote:Nox's version is still abusable though, since you can just stun hand someone and have zipties at the ready to just circumvent the whole downside
Make the application of cuffs snap you out of it too, then
confused rock wrote:Being “enthralled” and stunlocked until conversion would still be super frustrating, thouth.
Maybe it's not a great game mode if its playability hinges upon the existence of an "I win" button that guarantees a wordless, defenseless conversion.PKPenguin321 wrote:confused rock wrote:Being “enthralled” and stunlocked until conversion would still be super frustrating, thouth.
Too bad? The main complaint afaik is cult stun being used to dominate in combat. It being used for conversions is intended and pretty much needed.
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
confused rock wrote:Being “enthralled” and stunlocked until conversion would still be super frustrating, thouth.
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.
annoyinggreencatgirl wrote:Maybe it's not a great game mode if its playability hinges upon the existence of an "I win" button that guarantees a wordless, defenseless conversion.PKPenguin321 wrote:confused rock wrote:Being “enthralled” and stunlocked until conversion would still be super frustrating, thouth.
Too bad? The main complaint afaik is cult stun being used to dominate in combat. It being used for conversions is intended and pretty much needed.
Even on revs you can at least see somebody pulling out a flash.
annoyinggreencatgirl wrote:Maybe it's not a great game mode if its playability hinges upon the existence of an "I win" button that guarantees a wordless, defenseless conversion.PKPenguin321 wrote:confused rock wrote:Being “enthralled” and stunlocked until conversion would still be super frustrating, thouth.
Too bad? The main complaint afaik is cult stun being used to dominate in combat. It being used for conversions is intended and pretty much needed.
Even on revs you can at least see somebody pulling out a flash.
imsxz wrote:I give up there’s too many furries
cacogen wrote:i asked oranges how often he plays and he deleted the post
cybersaber101 wrote:Welp, you guys let a terrymin become a headmin, thousand years of darkness.
Vekter wrote:I jerk off Nist a bit too much but he's honestly one of the best silicon players on the server. B.O.R.G.O. is also pretty good.
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.
imsxz wrote:keep in mind that cult gets rolled over a LOT even with "retarded OP" stuns, even when cult has very good players. i see it happen all the time, it happens to me all the time.i doubt a stun rework will cripple cult, but keep that in mind before we start slamming the nerf hammer on whatever cult mechanic killed us most recently.
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.
imsxz wrote:also cult and revs both have people holding something in hand before they stun you??? please stop making up facts. it isnt undetectable, it doesnt have zero counterplay. if a scary man runs out of maint with a glowing red hand you should run back instead of trying to fight him and getting stunned/standing afk and getting stunned. revs pull flashes out of their pockets with the same cue as cultists preparing blood magic. yes it sucks that you cant wear holymelons on your eyes roundstart but there's still counterplay.
p.s. if you knock down a cultist (such as via slipping) they drop their stun and have to re-equip it. es they can theoretically do it "instantly", but you can also disarm them "instantly" when theyre knocked down to hard stun them. p.s.2. behead cultists that you kill and they cant be revived with the revive rune unless their head gets reattached p.s.3. i can make a comprehensive guide about killing cult if someone wants
Arathian wrote:This. Cult is almost exactly at 50% winrate at the moment. It's one of the best balanced modes out there. If we are gonna go around with the nerfhammer, we should consider what aspect of them should be buffed to counter-balance that. Maybe stuns are bad(tm) but then something else should be buffed to compensate for it.
Arathian wrote:On discussions of balance (which this thread is), the current state of balance matters.
imsxz wrote:keep in mind that cult gets rolled over a LOT even with "retarded OP" stuns, even when cult has very good players. i see it happen all the time, it happens to me all the time.i doubt a stun rework will cripple cult, but keep that in mind before we start slamming the nerf hammer on whatever cult mechanic killed us most recently.
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.
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