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Explosive Holoparasites

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Shadowflame909
 
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Explosive Holoparasites

Unread postby Shadowflame909 » Tue Jul 03, 2018 4:56 pm #423823

So I've seen a whole lot of people complaining about having a locker rigged to explode pushed into them, thus accounting as "contact" and instant critting them. When they didn't even make any actions. I was pretty sure that the only way to trigger explosive holoparasites was clicking an item with your mouse, but apparently you can just push rigged items into people and instant crit them. I've seen some serious murderbone with this, to the point of it seems like the people abusing this wants it to get removed entirely.

Yet, I've seen like a couple defenders. So, how do you feel about this. Please give thoughts and feedback on this coding decision.



PostThis post was deleted by oranges on Thu Jul 05, 2018 2:09 am.
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PostThis post was deleted by oranges on Thu Jul 05, 2018 2:09 am.
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Lumbermancer
 
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Re: Explosive Holoparasites

Unread postby Lumbermancer » Tue Jul 03, 2018 5:46 pm #423832

I can't even recall the exact point in time when losing stopped being a part of the game.

Anyway, holoparasites are shit. It's a back-seat traitoring for powergamers.
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PostThis post was deleted by oranges on Thu Jul 05, 2018 2:09 am.
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PostThis post was deleted by oranges on Thu Jul 05, 2018 2:09 am.
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PostThis post was deleted by oranges on Thu Jul 05, 2018 2:09 am.
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Cobby
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Re: Explosive Holoparasites

Unread postby Cobby » Wed Jul 04, 2018 3:22 pm #424084

> trap based holopara that forgos the trap design and is a better combat holo

Dumb
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PostThis post was deleted by oranges on Thu Jul 05, 2018 2:10 am.
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PostThis post was deleted by oranges on Thu Jul 05, 2018 2:10 am.
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Screemonster
 
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Re: Explosive Holoparasites

Unread postby Screemonster » Wed Jul 04, 2018 11:37 pm #424179

I'm seeing a whole lot of "I've heard people reporting" and "apparently" in the OP

have you tested it

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Shadowflame909
 
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Re: Explosive Holoparasites

Unread postby Shadowflame909 » Thu Jul 05, 2018 12:45 am #424189

I watched it happen, Y e s

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Gratian
 
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Re: Explosive Holoparasites

Unread postby Gratian » Thu Jul 05, 2018 1:14 am #424200

If this gets removed KILLER QUEEN would need to get buffed. As it stands the explosives time out too quickly for the "intended" style of play. Or possibly by removing the requirement for the holopara to manifest, having him be able to alt-click shit while inside the user. I think the latter would be more broken than closet charging.

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Re: Explosive Holoparasites

Unread postby DemonFiren » Thu Jul 05, 2018 1:27 am #424204

So, wait. The bombs expire quickly and have zero arming time, is that it?
Give them a few seconds' arming time and make them last for much longer, then.
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oranges
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Re: Explosive Holoparasites

Unread postby oranges » Thu Jul 05, 2018 2:11 am #424221

losing is part of the game is an argument only the maintainers/design leads get to make, it's not useful to have 30 other people dogpile in with the same comment that adds literally nothing to the understanding of the topic.

In the meantime if you have something actually useful to add please share.
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Shadowflame909
 
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Re: Explosive Holoparasites

Unread postby Shadowflame909 » Thu Jul 05, 2018 2:43 am #424234

I didn't really add my stance, if that's why all the people who just made an account started salting at me. So, the bomb time lasts for 20 seconds. On high pop this is a pretty good amount of time if the item is a GREAT one. like an IED or a taser. I think the cooldown is also 20 seconds. Yet *Insert mass murderboner here* can rig a locker to explode and just shove it into people. Then shove them into the locker, then rinse and repeat until the entire server is dead and then cremate that giant locker.

Maybe people need to git good and avoid the person who keeps accidentally shoving the explosive lockers at people that instant crit. But if you're one of the first targets of this, and you get locker bombed. How do you defend against it?

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Mickyan
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Re: Explosive Holoparasites

Unread postby Mickyan » Thu Jul 05, 2018 2:49 am #424236

Too stealthy for my liking, the explosion doesn't leave any trace and it breaks jumpsuits, so you never have to worry about suit sensors

Using lockers to bump into people is bullshit and should be removed, disable the trap if the item moves

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Re: Explosive Holoparasites

Unread postby SpaceManiac » Thu Jul 05, 2018 2:57 am #424238

Just make grabbing the thing count as touching it

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Cobby
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Re: Explosive Holoparasites

Unread postby Cobby » Thu Jul 05, 2018 10:08 pm #424412

In reality this would be better off as a device you append onto items rather than having a player-role dedicated to clicking on things infinitely (sans cd).

Of course, someone is going to mention that ever player has a role dedicated to clicking on things indefinitely but you understand what i'm saying.
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Shadowflame909
 
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Re: Explosive Holoparasites

Unread postby Shadowflame909 » Thu Jul 05, 2018 10:14 pm #424413

Cobby wrote:In reality this would be better off as a device you append onto items rather than having a player-role dedicated to clicking on things infinitely (sans cd).

Of course, someone is going to mention that ever player has a role dedicated to clicking on things indefinitely but you understand what i'm saying.


So like a C4 STICKY BOMB THAT ATTACHS ONTO PEOPLE WHO PICK THEM UP.

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Gratian
 
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Re: Explosive Holoparasites

Unread postby Gratian » Fri Jul 06, 2018 12:31 am #424451

So like a stealthy hot potato?


How about we actually model it around Killer Queen, and have it be able to set one bomb that lasts forever (or very long) but it can only have one at a time. Also you could just make it so you can't grab things that are bombed, but he would need a buff in that regard.

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Re: Explosive Holoparasites

Unread postby Dr_bee » Fri Jul 06, 2018 1:28 am #424457

The question that needs to be asked is if the mechanic is fun for the victim and if it is fun for the user.

I dont see how a nearly instacrit bomb that is completely undetectable to the victim before the explosion and requires little to no prep time from the user, as well as not even lasting long enough to make any REAL traps is a fun mechanic.

Sometimes straight references dont make the best gameplay, hell just reducing the damage of the explosion so the main factor about it is a stun would improve the mechanic in my opinion.

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Re: Explosive Holoparasites

Unread postby Shadowflame909 » Fri Jul 06, 2018 1:40 am #424459

>Useless bomb that just stuns people.

If thats the only thing that happens. It'd make it pretty useless, honestly.

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Re: Explosive Holoparasites

Unread postby Dr_bee » Fri Jul 06, 2018 1:52 am #424462

Shadowflame909 wrote:>Useless bomb that just stuns people.

If thats the only thing that happens. It'd make it pretty useless, honestly.


Reduce the damage not remove it. Think IED without the fire effect. Plus explosion stuns are a knockout not just a stun.

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Shadowflame909
 
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Re: Explosive Holoparasites

Unread postby Shadowflame909 » Fri Jul 06, 2018 1:57 am #424464

Now you have me thinking. If the KO lasts like 15-20 seconds, and the effect only appeared to the person who picked up the bomb item. You could use the holoparasite for stealth, and just use your stand to kill them in maint or something. Or even kidnap them. It'd be a good alternative, but it wouldn't really be explosive anymore. Would it?

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Gratian
 
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Re: Explosive Holoparasites

Unread postby Gratian » Fri Jul 06, 2018 2:12 am #424465

Shadowflame909 wrote:Now you have me thinking. If the KO lasts like 15-20 seconds, and the effect only appeared to the person who picked up the bomb item. You could use the holoparasite for stealth, and just use your stand to kill them in maint or something. Or even kidnap them. It'd be a good alternative, but it wouldn't really be explosive anymore. Would it?


Unfortunately as it stands (HA GET IT) you can't really use Killer Queen for combat. Because he randomly teleports whoever he hits he is just as likely to kill someone as he is to teleport them to safety. I actually have no idea why he does that, seems like a weird addition.

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Shadowflame909
 
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Re: Explosive Holoparasites

Unread postby Shadowflame909 » Fri Jul 06, 2018 2:20 am #424468

sad

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Re: Explosive Holoparasites

Unread postby Bombadil » Sat Jul 07, 2018 3:27 am #424677

Because killer queen just used to be the lul random stand. Random explosions and teleportation
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Re: Explosive Holoparasites

Unread postby somerandomguy » Fri Jul 13, 2018 11:53 pm #426127

Dr_bee wrote:The question that needs to be asked is if the mechanic is fun for the victim and if it is fun for the user.

I dont see how a nearly instacrit bomb that is completely undetectable to the victim before the explosion and requires little to no prep time from the user, as well as not even lasting long enough to make any REAL traps is a fun mechanic.

Sometimes straight references dont make the best gameplay, hell just reducing the damage of the explosion so the main factor about it is a stun would improve the mechanic in my opinion.

It's not undetectable though, if you examine it there's a special message


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