Remove magboots
- CPTANT
- Joined: Mon May 04, 2015 1:31 pm
- Byond Username: CPTANT
Remove magboots
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.
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.
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.
- Tarchonvaagh
- Joined: Wed May 01, 2019 9:30 pm
- Byond Username: Tarchonvaagh
Re: Remove magboots
I've never used them b4
What about the CE magboots?
What about the CE magboots?
- Arathian
- Joined: Mon Apr 29, 2019 4:02 pm
- Byond Username: Arathian
Re: Remove magboots
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.
Iron, blood and spider armies
- Anonmare
- Joined: Sun Mar 15, 2015 8:59 pm
- Byond Username: Anonmare
Re: Remove magboots
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
Whenever multi-z (TM) gets added, magboots should allow you to quickly go up a z-level when gravity fails
- knacker48
- Joined: Fri Mar 29, 2019 11:49 pm
- Byond Username: Knacker48
Re: Remove magboots
If you're doing xenobio you can just make a stabilised blue crossbreed to prevent slipping, then you can wear whatever you want.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.
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- Joined: Tue Aug 02, 2016 2:13 am
- Byond Username: ReynTime13
- Location: Canada
Re: Remove magboots
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.
Have I told you how much I hate engineering, by the way?
Have I told you how much I hate engineering, by the way?
- Aeri
- Joined: Thu Nov 28, 2019 6:44 pm
- Byond Username: Cat348
Re: Remove magboots
They're great for working on the Supermatter without being eaten by it chief.
Tell your local headmins to abolish ENFORCE_HUMAN_AUTHORITY, humans are fucking boring. Allow plasmeme CE, Lizard HOS, etc!
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- Joined: Wed Aug 07, 2019 11:16 pm
- Byond Username: OFQ
Re: Remove magboots
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
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
- oranges
- Code Maintainer
- Joined: Tue Apr 15, 2014 9:16 pm
- Byond Username: Optimumtact
- Github Username: optimumtact
- Location: #CHATSHITGETBANGED
Re: Remove magboots
this is the average tg player iq
player: me unga, me no see how sticky boot help me valid?
player: me unga, me no see how sticky boot help me valid?
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