Readd test firing teleporter or remove malfunctions

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Bombadil
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Readd test firing teleporter or remove malfunctions

Post by Bombadil » #3208

I don't know why test firing it was removed but its gone so how about you fucking remove the fly person malfunction since you can't test fire anymore and remove the getting spaced by teleporter if you don't test fire unless it gets added back in
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Steelpoint
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Re: Readd test firing teleporter or remove malfunctions

Post by Steelpoint » #3210

Yes please, with the prevalence of the AI satellite the teleporter sees regular usage. It's unreliable to expect RnD to upgrade the machine when only the RD has access and with no incentive.
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Re: Readd test firing teleporter or remove malfunctions

Post by Giacom » #3214

Test fish g was a placebo, it did not do anything but it made people feel like it did.
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Re: Readd test firing teleporter or remove malfunctions

Post by Psyentific » #3215

Giacom wrote:Test fish g was a placebo, it did not do anything but it made people feel like it did.
Why not make it do something, then?
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ExplosiveCrate
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Re: Readd test firing teleporter or remove malfunctions

Post by ExplosiveCrate » #3219

Using swype, Giacom?

Pretty sure the update that removed random spacing added a use for test firing that prevented it from irradiating the hell out of you.. It was one of the reasons people wanted the teleporter to be updated. Now with upgradeable machines, test firing once again does nothing.
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Re: Readd test firing teleporter or remove malfunctions

Post by Gun Hog » #3331

You can upgrade the teleporter to prevent the malfunctions.
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Nalar
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Re: Readd test firing teleporter or remove malfunctions

Post by Nalar » #3333

Steelpoint wrote:Yes please, with the prevalence of the AI satellite the teleporter sees regular usage. It's unreliable to expect RnD to upgrade the machine when only the RD has access and with no incentive.
Wouldn't no longer being spaced by the teleporter count as an incentive to upgrade it?

Either way, I do support re-adding test firing and making it actually functional.
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ExplosiveCrate
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Re: Readd test firing teleporter or remove malfunctions

Post by ExplosiveCrate » #3336

You don't get spaced by teleporters anymore, you just get irradiated to he'll and back and possibly become a fly person, it's been like that for a long time.
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Cheridan
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Re: Readd test firing teleporter or remove malfunctions

Post by Cheridan » #3931

When I changed the malfunction from LOL U SPACE U DED to the new effect, I made Test Firing actually do something - it made the malfunction effect not happen due to 'calibrations', with a 20% or whatever chance to become uncalibrated with each use.

Since then, there's been a lot of changes with teleporters to make them constructible, another to make them upgradeable, etc. I think at some point along the way test-firing got fiddled with.

Apparently upgraded teleporters have a smaller chance of error, which is good, since there should be some benefit to upgrading them. Basically what we need now is some kind of compromise between test-firing and upgrading, like maybe once you test-fire it acts as 1 stage of upgrade higher, or maybe upgrading will decrease the odds of it becoming uncalibrated.
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Steelpoint
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Re: Readd test firing teleporter or remove malfunctions

Post by Steelpoint » #3945

Do you know what's funny? You can completely bypass the inane chance of getting irradiated or turned into a fly man by setting where you want to go on the teleporter then simply using a Hand Held Teleporter to go there...

I feel its unnecessary to force the crew to upgrade the teleporter to use it without significant risk, the only time anyone is going to practically use the teleporter is during a Malf Round. Players don't really want to worry about toxin damage on top of murderous cyborgs.
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Re: Readd test firing teleporter or remove malfunctions

Post by Helios » #3964

Steelpoint wrote:Do you know what's funny? You can completely bypass the inane chance of getting irradiated or turned into a fly man by setting where you want to go on the teleporter then simply using a Hand Held Teleporter to go there...

I feel its unnecessary to force the crew to upgrade the teleporter to use it without significant risk, the only time anyone is going to practically use the teleporter is during a Malf Round. Players don't really want to worry about toxin damage on top of murderous cyborgs.
Wait, hand tele doesn't do teleportation into deep space anymore?
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Re: Readd test firing teleporter or remove malfunctions

Post by Psyentific » #3969

Helios wrote:
Steelpoint wrote:Do you know what's funny? You can completely bypass the inane chance of getting irradiated or turned into a fly man by setting where you want to go on the teleporter then simply using a Hand Held Teleporter to go there...

I feel its unnecessary to force the crew to upgrade the teleporter to use it without significant risk, the only time anyone is going to practically use the teleporter is during a Malf Round. Players don't really want to worry about toxin damage on top of murderous cyborgs.
Wait, hand tele doesn't do teleportation into deep space anymore?
Not if you know how to use it, no. Even so, you can re-tele out.
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Re: Readd test firing teleporter or remove malfunctions

Post by Zelacks » #3977

basically the teleporter has such limited use, or atleast the hurdles to jump through to get the teleporter upgraded to be usable is not worth it.
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Kelenius
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Re: Readd test firing teleporter or remove malfunctions

Post by Kelenius » #3979

Listen, nobody ever ever ever upgrades the teleporter.

Like, ever.

It is a very rarely used piece of equipment. Most of the rounds R&D won't upgrade anything at all, and even when they do teleporter is probably the last thing on the list. When it's malf, it's needed very suddenly and there is no time to upgrade it. Relying on upgrades for it is a bad idea.
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Re: Readd test firing teleporter or remove malfunctions

Post by Cheridan » #4076

If upgrading the teleporter isn't worthwhile, then it should be made worthwhile. Maybe a fully-upgraded teleporter could lock onto maxed suit sensors, treating them like a beacon.
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Re: Readd test firing teleporter or remove malfunctions

Post by lumipharon » #4118

Yesterday we had a malf round, three of us sec guys took the teleporter to the AI sat since some cunt had stolen the handtele for whatever reason. One of us got turned into a fly and I threw him back through the teleporter to station in hopes of someone healing him, and m and the other dude both got irradiated. It's really fucking annoying, especially since the hand tele has no side effects at all, why should the larger, station bound version fuck you up when you use it?
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Re: Readd test firing teleporter or remove malfunctions

Post by AseaHeru » #4239

If anything, the hand teli should be worse.
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Re: Readd test firing teleporter or remove malfunctions

Post by Bombadil » #4320

AseaHeru wrote:If anything, the hand teli should be worse.
Uh... It can still space you.

Either way the teleporter shouldn't need upgrading because the telepad has no drawbacks even when not upgraded its ridiculous
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ExplosiveCrate
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Re: Readd test firing teleporter or remove malfunctions

Post by ExplosiveCrate » #4321

Spacing is hardly a consequence when you can immediately teleport back to the station and the portal is considered solid ground for purposes of spacewalking.
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bandit
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Re: Readd test firing teleporter or remove malfunctions

Post by bandit » #4322

At the very least there needs to be a way to cure being a fly, rather than it being an instant gg you fucked son.
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ExplosiveCrate
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Re: Readd test firing teleporter or remove malfunctions

Post by ExplosiveCrate » #4326

You're only fucked if the AI is being a huge dick and randomly killing nonhumans (which is bannable)
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Neerti
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Re: Readd test firing teleporter or remove malfunctions

Post by Neerti » #4371

Being a fly gives you tons of tox damage.
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Re: Readd test firing teleporter or remove malfunctions

Post by ExplosiveCrate » #4412

That's mostly because you got irradiated from the teleporter malfunction, which can happen without turning you into a flyperson.
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