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Scheveningen

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Everything posted by Scheveningen

  1. I was present for this guy stating what he did and getting the immediate ban thereafter. Their initial reference to 'evil jews' was a bit of a shock to me, I'm present in the screenshot alb posted. The comment had me taken aback, it was odd the conversation developed that the subject matter gravitated to that. Seeing as how there are repeated references to anti-semitism (i.e., the title of this thread - It'S JuSt AaAa JooOOkE DuDe), it doesn't really seem this person is being legitimate. I don't personally want to have this person around if what they said/did before is left to slide and they know what they can or can't get away with.
  2. I feel naught but overwhelming support for this applicant. It's self-evident the applicant has put a lot of thought into their application and more importantly feels a personal charge that would greatly help motivate them to stick to their duties. An application - and applicant - of this quality is very rare.
  3. Quite clear we're on the same page here. It's unfortunate that it's been such a slow realization, but I think it's generally clear from experience that people have had priceless amounts of fun pertaining to the canon events or the rare occasion where someone is an antagonist, but then they do a completely different spin on the formula from what is normally expected (ironically, this is incredibly similar to the effort required from the admins and event characters' own roleplay quality). In the case of the latter, such a task requires much effort, planning and ability to adjust to changing conditions in a round, which generally isn't feasible for some people who just want the fun to come a little bit more naturally. The players lack as much control as admins possess to be able to organize their own events and spawn what's needed because the game limits them to a certain degree of creativity. God knows players and admins rarely will agree to anything as well.
  4. I think having shot consumption be the same, as in 8 shots regardless of mode, would be better, just so it isn't as massive of a nerf. I don't mind the removal of being able to pass through windows. They're blasters after all, solid projectiles.
  5. A bit of an overreaction in my view. While I do think disruptors are incredibly competent sidearms capable of incapacitating antagonists and crew alike, it is possible to nerf their damage output further, down to 25 or 20. At present their damage per shot is 30 burn, multiplied by 12 you can softcrit a merc team of 4 with 3 shots each not counting their armor. And then they likely will die from cardiac arrest. A handgun should generally only be capable of killing someone by emptying it entirely rather than having it be incredibly damage efficient per shot.
  6. The thermal drill should probably charge as fast as the other caveats mentioned. As for the icelance, I think it should just work like the fallout crank rifle, and just have multiplicative damage fired in one shot. (With diminished returns, I suppose, don't want literal one-shot guns.)
  7. Whole-hearted support, easily one of the nicest and most interesting people to talk to. They possess a quality of being incredibly diplomatic and empathetic that I wouldn't be surprised if they got promoted into the admin ranks early into their mod position.
  8. So yeah I had this in the saved drafts backlog but actually cared enough to post it. Wild. This is a rework proposition that I think is the more measured response to some prior discussions on how to make energy weapons not feel like they suck so bad in terms of actually using them. Preface: At present, the current status quo for energy weapons is this. You pick up a gun and shoot it, you then run out of shots, *click* goes the trigger. You figure the way to remedy being out of ammunition is to reload, but you're wielding an unspeakably terrible knockoff 'laser rifle' that has to be charged like a VSCO girl's phone every 5 seconds, so you have no other choice but to walk all the way to a recharger just to remedy this situation. When comparing to a ballistic assault rifle, which can reload its 20 shots as quick as someone can manage their inventory, you can tell there are some major issues of logistics that makes the archaic lead-spitting machined rifle descended from other weapons designed over centuries, somehow superior to something that was meant to be a futurist weaponsmith's attempt to revolutionize a weapon or tool forever. Rather than proposing energy weapons should have similar reload mechanics to ballistics, it would be much easier from an effort standpoint and a balancing standpoint to do the following. The actual proposal: * The shots indicator for energy weapons is removed, it is no longer possible to see how many shots an energy weapon can shoot. It is instead replaced with a heat gauge, determined by percentage. As a weapon fires, it is simulated to build up heat (the reality is that on the coding side, the system hasn't changed fundamentally, every laser gun will still have a maximum limit of shots they can fire), up to a maximum of 100%. If someone is to fire a weapon over or equal to the 100% heat limit, it overheats, dealing burn damage equal to the lethal damage that the gun's projectile possesses, to the hand in which the weapon is held. If the weapon is wielded when it overheats, the damage is halved but applied to both hands. A weapon that overheats is incapable of firing for 60 seconds until it passively vents. Weapons automatically overheat to 100% (but never over that amount) if EMPed, but retain their heat dissipation capabilities after venting. If a weapon is overheated this way in a holster or belt, it instead deals the projectile damage to the upper body. * All energy weapons, after 5 seconds of not having fired a shot, dissipate (or 'vent') 5% of their maximum heat every 6 seconds. They do so even in a vacuum, due to a robust compact venting system. In an actual environment with an atmosphere, these weapons will slightly increase the room's temperature as they pass off heat during their ventilation proc. The antique laser gun, the advanced energy gun, and any weapon with a nuclear reactor or any existing passive charge have their heat dissipation effects doubled and tripled (and thus vent their heat to the environment at greater intervals), respectively to the antique laser and to the AEG/nuclear reactors for the prototype R&D energy guns.. This is intentionally a bigger buff to larger shot capacity weapons, and is also meant to be more balanced for small shot count guns that tend to hit incredibly hard. Likewise, I didn't want to invalidate the other energy guns that had interesting regeneration mechanics by not suggesting to have them buffed. * The weapons rechargers no longer exist. Instead, 3 heat dissipation waystations are now mapped into the armory. Their mechanics are simple, much like portable flashes or barricades, they must be wrenched down to initially function. Upon doing so, a weapon at a time can be inserted into a HD waystation, and dissipates their heat at quintuple of the base rate (meaning, an AEG will always dissipate 25% of their max heat every 6 seconds no matter what). There are some drawbacks, however. They also possess ventilation that causes them to pass off their heat to the nearby environment, often increasing the temperature at a brisk pace if constantly functioning over the course of a few minutes. The HD waystations also are ultimately battery powered, and will fail to function if their battery is not paid close attention to and frequently replaced. Additional waystations can be bought cheap-o through cargo. Because you know what I'm implying here. * Heisters and mercenaries get three waystations also, but they're upscaled versions with a better battery and more efficient ventilation to not heat up stuff as much. * Waystations have 50 health and are permanently destroyed when shot at or struck with a powerful melee weapon. Don't worry, they'll spit out the weapon charged in them in a random direction when broken. * While not recommended, any energy weapon can be forced to emergency ventilate, causing it to rapidly vent its already built-up heat in a pinch. It will deal burn damage equal to the weapon's projectile damage to the wielder's hand(s), multiplied by the percentage of heat build-up when commenced (i.e., weapon damage = 30, vent commenced at 75% heat buildup, damage is 22.5, divided by two if the weapon is wielded in both hands). The emergency ventilation will dissipate 3 of the maximum of the built-up heat over 5 seconds, and then can fire once again. Emergency ventilation has a multiplicative chance for failure per weapon after the first time this is done, referred to as the "grace emergency vent". The "grace emergency vent" charge is replenished after 5 minutes of not having fired the weapon. * The failure chance for emergency venting after the first is 25%, 60% and 100% for the second, third and fourth/onward attempts. An emergency vent failure automatically overloads the weapon and deals the full overload damage. How everyone might be expected to play around this: * Ballistic weapons are regarded as the premium ranged option for all-out offense and heavy bursts of damage in a short period of time, but it has problems trying to defend spaces as well as most energy weapons, including beams and such. Inversely, energy weapons at present are regarded as more specialized (and much better at) defending and holding specific points, forcing stalemates or choosing to fight long engagements. * Since rechargers are basically fucking g o n e/non-functional under this proposal, this means the average energy gun only regenerates their capacity to full over the course of two minutes. This is fairly slow, but the uptick is that ballistic users can't regenerate bullets, they have to reload and once they spend them, they're gone. This still plays out in the favor of the person with the laser rifle who picks their fights smart and doesn't die, since the value of their weapon versus that of the guy with the assault rifle increases over time, whereas the one with the assault rifle decreases as they continue to spend more and more ammunition that they cannot always get more of. * So, what's the point of the way-station then? It's designed to enable security (and cargonia, obviously) to camp in chokepoints and be able to hold the zone for much longer without having to run downstairs 2 levels just to recharge their laser rifle. Alternatively they're very good as fallback positions for skirmishers to come back to and quick vent before running out to skirmish again. Obviously, if you have a combat shotgun you will be able to chase security off the way-station anyway. * What's with the emergency ventilation? Essentially, it's for emergency situations where you have to use it to stay in the engagement or else you'll get shot in the back and die if you try to run. Encouraged to only be used in 'cornered lion' situations, it has much less value for using it to actually secure an incapacitation, because then you don't have the grace period to save your life with. * Ion rifles and EMPs still counter energy weapons. You should only shoot someone once with it rather than resetting their weapon repeatedly just to burn their hands, since their weapon is going to be rendered useless for a bit anyway. Feel free to magdump to superburn their hands, but then you can overheat too. Thots? Feedback, etc? Post in replies.
  9. FUCK IT
    GOING
    GOING BLANKIE MODE

  10. I have nyo fluffing cwue who chu is. Don't toss aww of uwu cawgo undew teh same wug because of uwu some bwack sheeps ow i wiww fluffing send so many iws ur way~ teh shitty toastew factowy that gave biwth uwu to chu has uwu to wecaww chu due uwu to ur empty micwowave head being an expwosion hazawd. Nyow fix ur manyifest entwy on me uwu

    1. Flpfs

      Flpfs

      I am no longer asking for you to fix the entry.

      754cc5929003d2939732487e6149296102097148r1-640-800v2_hq.jpg

    2. Chada1

      Chada1

      The use of 'chu' is so cute tho

  11. bri'ish gamers are not up

    1. goolie

      goolie

      us british "people" are currently awake, it's 12 am!!!!!!

    2. Mofo1995
  12. bri'ish gamers who up

  13. "aesthetic suicide" YOLO it, imo, I don't mind the quality of the sprites at all. Maybe flip it so that the grips are bright and the actual receiver of the disruptor is darker colors, so it fits in with other energy weapons. I don't mind the shaded appearance at all, it gives it contrast and vibrancy.
  14. top posters in this toaster

  15. I don't think allowing webbings + holsters at the same time is a bad thing. Antagonists can make use of that too and they probably need the inventory space a hell of a lot more for mechanical reasons than security does. This isn't to say sec should be shafted on this issue, but in general having webbings and holsters be allowed to be attached together would be perfectly fine imo. What I don't agree on is everything else. Only national guard in the US really sling their gas masks at their belts/webbing, so military belts or bust really. Don't agree on the hailer point, you can choose not to use it if you want to just use asteriks to throw your voice instead. Drop pouch/webbing randomization doesn't really matter since you can impact your choice of webbing directly in the loadout. The loadout costs points because it should. Sec/eng/med/sci/supply should all be ensuring they're actually abiding uniform code, and having 0 pt cost for everything means they can go to town on tactikewl nonsense and otherwise make them difficult to distinguish.
  16. anime pfp stares at you with disdain and laughs at your smol pp

  17. create an interesting status update

  18. The emergency shuttle can't get to the station by the usual minimum time a station is expected to self destruct. A self destruct on the 2nd flagship effort of NanoTrasen is kept under wraps because self-destruct implies murdering a ton of innocent people to prevent evidence or word of what caused/provoked its destruction from getting out. The self destruct exists to cover up whatever incredibly shitty occurrence just happened that forced the captain to have set the station to self destruct. Escape shuttle during the nuke is also literally not an option considering that the self destruct is designed to prevent any possible escape of what provoked the nuke in the first place. It's a very extreme containment option that is very questionably legal.
  19. I was present for this round as the CCIA's escort. As I had an ERT headset, I was listening to pretty much every comm-net. The director was blamed for having sent the shuttle to/fro but the reality is that didn't happen, the shuttle was being rushed and sent by admin intervention (at least twice, in fact), as I took the helm on the second go personally and yet the shuttle was sent remotely. The AI was not given instruction to send the shuttle so I eliminated them as a possible culprit. The director should not be blamed for that incident in particular. As for what happened in-round in terms of specifics, it's pretty clear it was chaotic, laggy, frustrating and there was a feeling of pointlessness and helplessness from the command staff for that shift, given the 90-100 players that were sending the server straight to hell. Expecting events of this kind of scale to go right is fruitless, seeing as how the game is barely playable and OOC frustrations tend to very quickly reveal themselves when basic in-game inputs fail to function due to the server constantly being on a timer whenever there is a high enough population, which usually starts at 75 and higher. I want to point out from the above screenshots that there was clear and evident antagonism expressed by the various command staff members toward each other, but most of all the person who was being a problem that round was the Skrell captain who was doing very little to micro-manage and give specific instructions when there is a Central Command representative on-station. A lot of the inter-departmental BS could've been straight up dealt with had the captain been actually doing anything beyond making meek suggestions as to what could be done as opposed to what should be done. Moreso that the infighting shouldn't have happened period, but it did. In regards to the integrity of command whitelists, I don't actually think anyone -- even the captain -- was doing anything so wrong that their whitelist should be called into question or stripped. That round was a rare event occurrence where the server is completely overwhelmed by population, making it an incredibly difficult feat to manage anything well even with an understanding of what to do. Expecting the optimal to happen during the worst of situations is a very toxic expectation to hold of other command staff, as it will simply make them not want to play at all during these kinds of rounds or any kind of round at all. Let's not make a point to be so vile to each other that we try to drive each other away from the server, please. I will also vouch for the character of Hunter (in the 'who they are as a person'/maturity sense), since I was mentioned in that regard. Since their time away from the server initially they definitely have gotten better, the worst attribute they have is that they get defensive when attacked. But I mean, who doesn't, so it's sort of a moot point.
  20. Even the head of security is on a need to know basis. -1.
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