Blob Cores need to be bomb immune again
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Blob Cores need to be bomb immune again
There is literally nothing stopping a powergamer from making 6 max cap bombs in less than 5 minutes and running 1(which it usually only takes 1) or... 6 suicide bombers in to win. Atleast when cores were Bomb Immune they had a chance to recover
Last edited by Bombadil on Mon Aug 10, 2015 8:11 pm, edited 1 time in total.
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- ChangelingRain
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Re: Blob Cores need to be bomb immune again
Blob cores were never actually immune to bombs, but nobody noticed because the range on devastation was so low.
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- TGMC Administrator
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Re: Blob Cores need to be bomb immune again
Six? Usually ONE max cap bomb will utterly wipe out an entire blob - that shit is completely rediculous.
- CPTANT
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Re: Blob Cores need to be bomb immune again
The only way to even stand as chance as blob nowadays is to start near science and eat the toxins lab, bombs are just impossible to counter.
Of course when you do that the crew will just call for the self destruct codes 10 minutes after you burst and win anyway.
Of course when you do that the crew will just call for the self destruct codes 10 minutes after you burst and win anyway.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: Blob Cores need to be bomb immune again
How about making the self-destruct a minor victory for the blob? You'd be surprised the efforts players will go to deny an antagonist victory even if it means doing illogical actions.
Or at the very least, give a timer for when nuke codes can be sent for. Maybe the Blob can expend resources on a one-time ability to prevent downloading the nuke codes for a period of time which forces the crew to fight the blob for a time and hold it off from consuming the self-destruct.
As for the thread title, I feel Blobs need bomb resistance but it should be variable to the rest of the blob as well. How about giving regular blob tiles minor bomb resistance? Say 20 resistance for regular and 10-15 resistance for resource tiles, 33 for nodes and strong blob tiles get 50 resistance while the core itself gets complete 100 immunity. Bombs should be for last resort and doing massive damage at the cost of the station's well-being, not the go-to solution.
Plus it's pathetic how a random Bleb can spawn and be wrecked by a welding tank someone had pushed on it's spawn at some point.
Or at the very least, give a timer for when nuke codes can be sent for. Maybe the Blob can expend resources on a one-time ability to prevent downloading the nuke codes for a period of time which forces the crew to fight the blob for a time and hold it off from consuming the self-destruct.
As for the thread title, I feel Blobs need bomb resistance but it should be variable to the rest of the blob as well. How about giving regular blob tiles minor bomb resistance? Say 20 resistance for regular and 10-15 resistance for resource tiles, 33 for nodes and strong blob tiles get 50 resistance while the core itself gets complete 100 immunity. Bombs should be for last resort and doing massive damage at the cost of the station's well-being, not the go-to solution.
Plus it's pathetic how a random Bleb can spawn and be wrecked by a welding tank someone had pushed on it's spawn at some point.
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Re: Blob Cores need to be bomb immune again
Even then a smart crew could go to atmospherics instead and order tank transfer valvesCPTANT wrote:The only way to even stand as chance as blob nowadays is to start near science and eat the toxins lab, bombs are just impossible to counter.
Of course when you do that the crew will just call for the self destruct codes 10 minutes after you burst and win anyway.
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Re: Blob Cores need to be bomb immune again
The self-destruct code request is entirely fluff - you're basically just saying "ADMANS PLZ HALP". They still have to manually give the nuke a code, then send it to you.Anonmare wrote:How about making the self-destruct a minor victory for the blob? You'd be surprised the efforts players will go to deny an antagonist victory even if it means doing illogical actions.
Or at the very least, give a timer for when nuke codes can be sent for. Maybe the Blob can expend resources on a one-time ability to prevent downloading the nuke codes for a period of time which forces the crew to fight the blob for a time and hold it off from consuming the self-destruct.
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Re: Blob Cores need to be bomb immune again
Which they frequently just do, even if the round isn't dragging on.Not-Dorsidarf wrote:The self-destruct code request is entirely fluff - you're basically just saying "ADMANS PLZ HALP". They still have to manually give the nuke a code, then send it to you.Anonmare wrote:How about making the self-destruct a minor victory for the blob? You'd be surprised the efforts players will go to deny an antagonist victory even if it means doing illogical actions.
Or at the very least, give a timer for when nuke codes can be sent for. Maybe the Blob can expend resources on a one-time ability to prevent downloading the nuke codes for a period of time which forces the crew to fight the blob for a time and hold it off from consuming the self-destruct.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: Blob Cores need to be bomb immune again
Blob can't even coutner bombs in backpacks since it can't eat corpses so you can send in suicide bombers
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Re: Blob Cores need to be bomb immune again
WHOA TOXINS RUINS ANOTHER GAMEMODE?!!!
plplplplp WOOOOooo hahahhaha
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Re: Blob Cores need to be bomb immune again
Scones wrote:WHOA TOXINS RUINS ANOTHER GAMEMODE?!!!
I mean it should be an easy fix, just make cores immune to bomb damage.
Spoiler:
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Re: Blob Cores need to be bomb immune again
One bomb doesn't kill but the department sized chunk it can take out pretty much reverts them all the way back to the start with grievous damage on the core.
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Re: Blob Cores need to be bomb immune again
Actually a single bomb can kill the blob outright. They still ahve 5 bombs leftIncomptinence wrote:One bomb doesn't kill but the department sized chunk it can take out pretty much reverts them all the way back to the start with grievous damage on the core.
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Re: Blob Cores need to be bomb immune again
Bombadil wrote:Actually a single bomb can kill the blob outright. They still ahve 5 bombs leftIncomptinence wrote:One bomb doesn't kill but the department sized chunk it can take out pretty much reverts them all the way back to the start with grievous damage on the core.
I find it a bit sad that modes that are utterly broken like blob is currently with maxcaps in the state that they are are probably going to take several months for an easy fix.
Spoiler:
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Re: Blob Cores need to be bomb immune again
Zilenan91 wrote:Bombadil wrote:Actually a single bomb can kill the blob outright. They still ahve 5 bombs leftIncomptinence wrote:One bomb doesn't kill but the department sized chunk it can take out pretty much reverts them all the way back to the start with grievous damage on the core.
I find it a bit sad that modes that are utterly broken like blob is currently with maxcaps in the state that they are are probably going to take several months for an easy fix.
Giving blob tile extra bomb resistance equivalent to walls would be a good one
Strong blobs = Reinforced walls
Still max cap bombs are EXTREMELY powerful and xbox huge
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Re: Blob Cores need to be bomb immune again
FUCK IT I'VE DONE IT https://github.com/tgstation/-tg-station/pull/11495
MAKES BLOBS SUPER IMMUNE TO BOMBS SO THEY STOP DYING TO THEM, THANK ME LATER
ALSO GIVES PROPER DESCRIPTIONS TO BLOB STUFF BECAUSE OH MY GOD THOSE WERE CRAP
MAKES BLOBS SUPER IMMUNE TO BOMBS SO THEY STOP DYING TO THEM, THANK ME LATER
ALSO GIVES PROPER DESCRIPTIONS TO BLOB STUFF BECAUSE OH MY GOD THOSE WERE CRAP
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Re: Blob Cores need to be bomb immune again
I knew blobs in the past were not really vulnerable to bombs so I did a little digging and it's a bug.Anonus wrote:FUCK IT I'VE DONE IT https://github.com/tgstation/-tg-station/pull/11495
MAKES BLOBS SUPER IMMUNE TO BOMBS SO THEY STOP DYING TO THEM, THANK ME LATER
ALSO GIVES PROPER DESCRIPTIONS TO BLOB STUFF BECAUSE OH MY GOD THOSE WERE CRAP
Code: Select all
/obj/effect/blob/ex_act(severity, target)
..()
var/damage = 150 - 20 * severity
take_damage(damage, BRUTE)
The blob does not die from the damage of the bomb, it dies because /obj/ex_act gets called.
Code: Select all
/obj/ex_act(severity, target)
if(severity == 1 || target == src)
qdel(src)
else if(severity == 2)
if(prob(50))
qdel(src)
if(!gc_destroyed)
..()
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Re: Blob Cores need to be bomb immune again
Here's the thing bombs are a fuck ton more powerful anyway now due to the increase in max cap and considering yo ucan make 6 max caps in 10 minutes... This gives a viable defenseZoupy wrote:I knew blobs in the past were not really vulnerable to bombs so I did a little digging and it's a bug.Anonus wrote:FUCK IT I'VE DONE IT https://github.com/tgstation/-tg-station/pull/11495
MAKES BLOBS SUPER IMMUNE TO BOMBS SO THEY STOP DYING TO THEM, THANK ME LATER
ALSO GIVES PROPER DESCRIPTIONS TO BLOB STUFF BECAUSE OH MY GOD THOSE WERE CRAP
You can remove the first line of this function instead of your whole PR.Code: Select all
/obj/effect/blob/ex_act(severity, target) ..() var/damage = 150 - 20 * severity take_damage(damage, BRUTE)
The blob does not die from the damage of the bomb, it dies because /obj/ex_act gets called.
So the blob core has 50% change of dying from sev 2 and 100% from sev 1 no matter its health.Code: Select all
/obj/ex_act(severity, target) if(severity == 1 || target == src) qdel(src) else if(severity == 2) if(prob(50)) qdel(src) if(!gc_destroyed) ..()
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Re: Blob Cores need to be bomb immune again
I think you missed my point. I'm just saying it was a small bug that made blob vulnerable to bombs.Here's the thing bombs are a fuck ton more powerful anyway now due to the increase in max cap and considering yo ucan make 6 max caps in 10 minutes... This gives a viable defense
A bomb right next to the core (no matter the size of the bomb) used to deal 30 damage to it and the core starts with 200 health.
After the bug, it will kill it even if the core had 100k health.
He can just fix this little bug instead of doing a work around patch.
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Re: Blob Cores need to be bomb immune again
That's not actually a bug, though it IS excessively unclear code and an accidental result, read, the core dying.
It is effectively "Die in devastation range, randomly either die in heavy range or take 27.5 damage, and take 22.5 damage in light range."
Removing that line isn't a proper solution, either, due to how blob code works it'd actually make bombs less effective against blobs than the PR does.
Specifically, it'd nerf devastation range bombs to do low enough damage that even devastation range wouldn't kill a strong blob.
It is effectively "Die in devastation range, randomly either die in heavy range or take 27.5 damage, and take 22.5 damage in light range."
Removing that line isn't a proper solution, either, due to how blob code works it'd actually make bombs less effective against blobs than the PR does.
Specifically, it'd nerf devastation range bombs to do low enough damage that even devastation range wouldn't kill a strong blob.
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Re: Blob Cores need to be bomb immune again
Heavy damage range is pretty big at present and that 50 50 instagib nonsense includes the core.
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Re: Blob Cores need to be bomb immune again
Anonus finally fucking did it.
It only took grudge coding for a coder to finally fix this shit
It only took grudge coding for a coder to finally fix this shit
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