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Carver

Lore Writers
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Everything posted by Carver

  1. 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.
  2. 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.
  3. 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.
  4. 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/.
  5. I'm voting yes purely because this enables 'Late Night Nuke' and 'Post-Server Crash/Restart Nuke', the latter being the situation that more often than not has only 12-14 people readied because they're slow to trickle in after the Server's lost it's tempo.
  6. Pretty much this.
  7. A three minute walk to a recharger and being able to reload from a speedloader/magazine in the middle of battle is a fair difference considering this server hasn't implemented any sort of 'Charge Packs' for E-Guns/Lasers. Though those wouldn't be a terrible thing to add. Gamewise, if you've gone between using a Laser Rifle and the Detective's revolver in the target range, you'll see it's present and noticeable enough against moving targets. It's typically less seen because more often than not people either stand still whilst fighting for whatever reason, or they're up against Nuke Op SMGs which just spray everywhere (Meaning your aim is slightly less important). The speed difference is roughly equivalent to the difference between the old tasers and new tasers. If you really wanted to see a notable difference in skill requirement, you'd need a ballistic equivalent to the LWAP implemented. Alternatively, bullets could be realistically sped up to remove this slight skill barrier. And can (Albeit circumstantially) hit crew/computers behind said windows. This isn't a pure advantage, nor is it a pure disadvantage.
  8. Man, the Bar is going to get /really/ annoying when more than 4 people are there. But as long as backpacks/belts don't have any annoying auto-close-over-time I've little to truly complain about.
  9. ICly, Ballistics should be cheaper to manufacture/purchase/distribute, and generally more reliable in combat due their immunity to EMP and ease of reloading. OOCly, they're generally more fun for antags (And Security) to use and require marginally more skill/aim than lasers. (Since you need to predict movement, and take your environment into account much moreso.) All in all, Ballistic combat can be more fun than laser spam. Plus, our windows are reinforced well enough to take a bullet or two, and the walls are thick enough to eat anything that isn't explosive or a pulse beam. The safety worries should be mostly minimal. (Laser also break windows more efficiently than ballistics, when you aim them correctly, and can often shoot through a window unintentionally and hit a crewmember/computer behind it. They are not a truly 'safe' weapon on a station.)
  10. It all sounds good, as long as this only applies when you're trained on in hostage mode. As in, as soon as it's entered, then open belts/satchels are closed and the hostage-taker is alerted when you're rummaging. Any other way and you just get spammed in big areas with "X is digging through their Y", or people get annoyed at constantly reopening their belts/packs. This, for example, would become the most god-awful annoying thing on earth/space. Especially for traitors sneaking out their little e-swords/revolvers/parapens, and Detectives/Officers sneaking out their little cameras/recorders/flashes.
  11. Whenever you see that, consider wrinkling your nose and going "DAAAAAYUUUM GIRL, YOU ONE UGLY BITCH.", they'll never expect it.
  12. Carver

    SS13 Language Issues

    There's a vast difference in education between an actual Catholic Priest, and 20-something nerds playing a Catholic Priest in a Roleplaying Game.
  13. EVA has a 'Mining Suit Cycler' where the Oxygen is kept. Don't think Miners actually have access to it, but that's beside the point.
  14. Using suit cyclers allows you to resprite any suit to that of a specific department, whilst retaining it's original stats and abilities. A Security Hardsuit can be refitted for Medical Usage, but it will still be armoured and can hold weapons. Whereas an Engineering hardsuit refitted for Mining retains it's radiation protection.
  15. If that's the case, then I love this idea (Thread) and the next two!
  16. Would this also mean, perhaps, more synthetic/mechanical organs as well? Something for Robotics to make when Genetics isn't around, and more fun settings to toggle around in Character Creation. Could be part of a little overhaul of organ replacement/surgery/what have you.
  17. Sounds neat, but at the same time /really annoying/, unless there's a way to mute the thing clientside. (Which I'd bet would be even more annoying than implementing a jukebox in the first place [Though one could just implement being able to break the thing by smacking it, and have it unrepairable, t'would be a very crude way to implement a 'mute'])
  18. The issue isn't the Detective getting a lethal sidearm, it's that he's the only person in the Department (Other than the HoS) packing a lethal firearm and this places a greater level of responsibility on him in how to use it. I'd honestly rather just turn this situation around and let the Detective keep his Revolver, whilst giving Security Officers themselves another tool in their arsenal for high-intensity situations. Think of it this way; You're one among several Security Guards being paid by NanoTrasen to guard an extremely valuable asset of theirs, a Research Station. You're given a set of tools to defend the property and keep order. Yet none of your standard tools are actually worth a damn for defending the Station against anything bigger than a donut thief, and noone actually pays any respect to your arsenal. Why don't we both lower the stigma surrounding the Detective, whilst at the same time upping Security with a standardized sidearm that's both intimidating to would-be deviants, and allows an Officer caught off-guard to realistically defend themself from an armed assailant? Once Security is beyond the initial 'Learning/Experimental Phase' of acquiring a new tool (Which would hopefully weed out the 'Good Officers' from the 'Abusive Officers'), over time you'll have it settling down into it's own place. With Security hopefully learning a thing or two about proper escalation of force, and why it's a bad idea to engage a Revolver/SMG/E-Sword armed assailant with non-lethal weaponry meant for dealing with small-time vandals and Rioters. A win for realism, roleplay, and a potentially good lesson in responsibility for Security and the Detective to further themselves from.
  19. Not too robust considering the weapon's sheer power, but still the perfectly timed shot.
  20. Starting them out with drills would give them less incentive for upgrades, considering it's already a fairly decent upgrade over the standard pickaxes. Unless the drills were nerfed to current pickaxe levels of usefulness, this really wouldn't be too fair. That /was/ the inspiration, if you pay attention to the Asteroid's background music.
  21. A good Roleplayer with some real dedication to his creations (And his prose), combined with an interesting character that always makes for good conversation and ingame experiences. If there was anyone deserving of the whitelist for this species, it would be them. +1
  22. Last round I played - yesterday - I put my recorder and folder in my coat and it ate both of them, then got the slots stuck on the screen. If you click the coat again, it should show you the contents. It only appears glitched.
  23. For reference, this can be done already. Just do typical organ surgery and utilize NanoPaste instead of an Advanced Trauma Kit. I believe a screwdriver functions as a ghetto nanopaste in this case but I may be mistaken.
  24. Not enough people realize hand to hand combat is an extremely effective method of self-defence in this game. Detectives (And Security in general) don't seem to utilize it to the full extent the game provides (Grappling maneuvres, how to use the new disarm system, etc) and just go straight for the gun.
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