Jump to content

Carver

Members
  • Posts

    2,698
  • Joined

Everything posted by Carver

  1. Not Safety Dance/10
  2. ~@RnRCarver~ Went to a company party, got a private dance, and got absolutely wasted. Why can't all shifts be this great? #ILoveNT Robert Carver
  3. And I'll say the issue with this is, the Server just doesn't have the population to get that amount of people voting for a single mode. You will almost never see 15 people voting for the same mode unless an admin told them "Event if X is voted", and that's usually extended. The more players around, the less players voting. One solution might be having every 'Vote present' during the voting phase counted as them "vouching" for a ready-up. This way the less-than-thrilled extended players won't be able to block out the happy Nukies. On the downside, you might start with 12-13 people, but so what? People are still going to join post-roundstart anyways. No matter how much they moan about the mode, people always join. A side-note for the people whom go "I don't want to ready up incase I don't get my favourite job", is the already present 'Return to lobby if preferences unavailable' setting. If you only want to play Nuke Op, you can set no job preferences but have Operative enabled and it will return you to the lobby if you don't get it (This allows for dedicated Nuke Op characters, keep in mind). If you only want a rare job such as HoS/Captain/CMO during Nuke, it will return you to the lobby if your job is unavailable and you can choose from there. Your 'Ready' still counts for the Nuke/Heist/Secret player count.
  4. This seems less power-gamey and moreso something Engineers should be doing on a regular basis. Oh, and, if I have to throw in a bit of a power and/or metagaming rant for the thread, well, I'll put it in list form. First would be the Doctors who instinctively turn to Chloral Hydrate and other such chemicals in every sort of emergency. Learn to fight proper, won't you? Secondly, let's not forget the people who go for the Security Cyborg/Android roles on Nuclear Emergency. There's a special place in Hell for those people. I say this both as a Nuclear Operative player, and a Security player. You truly ruin all the fun to be had whenever you're involved. Third, on the other side of the coin, the AIs during Malfunction who simply adore quietly having their Androids/Cyborgs take people out into remote areas and kill them one by one, disposing of the evidence. Another fair example of cowardice. Lastly, Any Prisoner who thinks they can attempt to slip me with soap without promptly getting flashed. It's real cute, but you need to try and be original, I'm not a fool.
  5. If it was kept in a display stand, out in open? Sure, it'd be believable that it's fake. Instead, it's kept in the most secure area of the station, separated by R-walls, a door that's kept bolted even on Code Green, and the vacuum itself. Hell, all the room's missing is turrets at this point. To believe the Nuke in there is anything other than real would require being a brainwashed sheep or an absurdly optimistic fool. Do take note, OOCly, Code Delta. What do you think activates when the station goes boom during Malf? I don't imagine it's the hate-filled circuitry of a flustered AI, nor the numerous small fuel tanks about the station.
  6. Blood Boil rune can outright kill non-cultists if they're close enough to it. Having prosthetic limbs can have them soak and mitigate the damage from the blood boil rune, allowing you to potentially survive if you're close, albeit at the loss of a limb. Wizards who take the Mutate spell can use it not just to gain strength, but to become temporarily immune to stuns in combat. This includes batons, getting dropped by pepperspray, flashes, and generally anything you can think of. Right-click the SMG you're given as a Nuke Op and set it to Burst Fire. It retains the fire rate of a regular SMG whilst spitting out thrice the shots, allowing you to actually defend yourself against baton-rushing security/cyborgs with relative ease. Remember to aim for the chest on the former, and either the groin or the arms (Holding the baton) on the latter. It is often easier to 'Disarm' a member of Security in combat than to kill them if they're wearing armour. Aiming for the hands will provide the best results for blade users. If you can surgically and quickly seal the stumps (Do all parts of the limb replacement surgery, up to actually putting a new limb on) then they won't die from it, this is useful in keeping around hostages after they try to escape. Continuing from the last tip, if someone has only one hand, they cannot be cuffed. Try not to cut off your own hand unless it's prosthetic, elsewise you're both a touch insane (Unless you really want to escape) and liable to bleed out if not tended to quickly. Strait-jackets can still be used to restrain handless combatants. A strait-jacket is not straight, merely strait. Space freeze isn't a thing. (Thank god, too) To survive in space, you merely need internals of some sort and a chemical to stave off the brute damage. Bicaridine works. Prosthetics will need regular repair.
  7. Rushed shit. Abandonware shit. I want my life back shit.
  8. They'd likely do best put in the lockers since they seem to be two-piece by nature (The hat for officers, and the coats for Warden/HoS). Good excuse to add lace-up shoes to the lockers to match them as well, if someone's bothering with mapping.
  9. Carver

    Firehelmets!

    I usually see firesuits used for surviving an extended trip through heated areas, instead of actually combating fires. They might see use more often if they made it so the wearer cannot catch on fire, and had a moderate amount of high pressure resistance, if that's even a thing.
  10. Carver

    Resprite Jetpacks

    As long as there's a clearly visible way to distinguish the O2 packs from the other sorts, and as long as the Void packs are left untouched (Since they match the suits), could be pretty neat to have retro sci-fi jetpacks (Sans the missile, except perhaps on Syndie-packs).
  11. The inevitable confusion when someone with mech arms reaches in and somehow ends up pricked and drugged by a needle would be beautiful.
  12. This was my shit in RDR Multiplayer, t'would be damn fun to play it again, if somewhat clunky ultimately because of the Engine involved... Oh, and good for roleplay, yeah. That too.
  13. Carver

    Firehelmets!

    Neat-o sprites, very nice. But would the old red Firefighter hard-hats be retired to Engineering? They've always been the nicest colour of hard hat, losing them entirely would be a shame.
  14. It isn't same without recording the gameplay (And voices)
  15. I can respect that. But, I prefer the stubborn pride, loyalty, and occasional arrogance of manly, badass Dwarves.
  16. Fun fact; With Mutiny, the side that wins the objectives is deemed 'In The Right', as per end-round text. If mutineers win, then the directives were false, if loyalists win, then the directives were true.
  17. ^^^ Could that nifty little mining overhaul involving automated Mining Drills, Smelting/Alloys/etc, and so on possibly get ported?
  18. Thorin Oakenshield is where it's at, brother.
  19. Fixing up all the bugs and various glitches that were left in IPC code when it was abandoned would certainly be a neat start. Just a week or two ago I remember seeing one that had died from toxins of all thing!
  20. Assuming the code was ported over from Bay, you should be able to resist conversions (At the cost of high burn damage). The Cult's other pseudo-balancing factor is that Security tends to get on them like a hound at the first sign of anything bad (Meaning that they need to get numbers quickly or quietly to go anywhere, similar to Rev, though I'm not really a fan of this it's going to happen regardless). They also notably get destroyed by Ranged Weapons unless they're smart enough to (ab)use blood boil runes. Honestly, them having to go to Medbay every ten minutes because of strange infections is just going to make things even more of a bitch for them. If the brute triggers without the toxin-damage RNG of infections, sure, why not. As long as it's not something incredibly fucking stupid like 20-30 Brute.
  21. Picked it up during the Steam Sales. Won't spoil anything, but I will say that this is much more dark and conversation/choice-centric than the previous Tell-Tale series (True to the license, which is a pretty bold move from TellTale, and a good one at that), and the direction it's going provides a nice contrast with their other current series, Tales from the Borderlands. Extremely eager for episode 2 of both.
  22. Isn't this already a thing? It was added to Baycode a long time ago, around the same time the '15 Man Requirement' was added. Had a system of 1 Op to 5 Crew, capping at 6, if I remember right. The code should be sitting around somewhere, but the Nuke ship would need to be remapped for a sixth equipment locker.
  23. And how often are you near the void of space during a fight? Fights are typically in hallways, or the inner areas of a department. Occasionally maintenance. Only maintenance is liable to be breached and that's because people are purposefully breaking the windows there. The entire "Guns can break windows" strawman argument is providing a mechanic of the game as a bad thing, when it really isn't. It's a /feature/.
×
×
  • Create New...