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Carver

Lore Writers
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Everything posted by Carver

  1. Quick addition: Laser Rifles were nerfed as of about March 8th, so their numbers here are outdated. I won't be doing another test for a while because this whole thing took some hours, but be aware that as of March 9th only Slugs, Buckshot and 45lethal remain accurate test-wise (excluding against the hardsuits bugged at the time of the test)... and Tachyons I guess, but you'll never see those unless Rooster is meming with events. I saw a lot of people talking about the lethality of various Security weapons and how they're having issues against them, so I decided to put some of the most common weapons to the test against a variety of armours utilized by primarily Mercenaries (and for the Banshee/Revenant, occasionally enterprising Traitors) and against Security's own beloved high-ends. Results are compiled and categorized in the following: armourtesting-feb27code.zip Some curious notes: As of Feb. 27th, Hardsuits are broken and do not apply their protective values. Alberyk may have fixed this, as I noted the issue mid-testing. This means that the tests are not remotely indicative of how they should be acting, I'll consider another review of solely those suits later. Potentially patched, will test later. The Syndicate Voidsuit takes full damage from Disruptor Lethals, but minimal damage from Laser Rifles. If I had to guess, Disruptor Lethals are protected by Energy values and not Laser values? This means you're better fighting default-suited Mercenaries with your Disruptors than with Laser Rifles. Patched by MattAtlas. The Syndicate Voidsuit is the best all-around voidsuit for Mercenaries - in many tested cases matching the protection of Heavy Armour. Unsurprisingly, Heavy Armour is the best all-around non-vacuum-resistant protection for antagonists. Gimmick Voidsuits besides the Banshee on the other hand show rather sad results, failing almost across the board against the beloved Laser Rifle. Sol Marine Fatigues offer a non-marginal boost to protection from ballistics when layered beneath a good voidsuit. If you can get them for free, they're better than your Tactleneck. Ablative Armour is the best all-around protection for Security if facing multiple damage types, with a modest amount of ballistic protection. The Head of Security's Voidsuit is absolutely pathetic protection despite not being bugged, showing worse results in nearly all categories compared to the other tested suits. In most cases, Disruptors are now quite superior to .45s, given that rubbers do 0 damage to all non-bugged armours in this test and lethals are fairly reduced in damage by most of the rest. As mentioned earlier, Disruptor Lethals were patched. I also tested Tachyon Rifles per Roostercat's request. They just do a flat 25 burn, ignoring all armour.
  2. Funnily, the disruptor has a particular niche - it's lethals are better vs the default syndicate voidsuit than the laser rifle in the current armour system. I'll make a thread showing some weapon/armour test results once I've finalized all the materials. On that note, I've made a thread addressing this issue so hopefully they can return to not being curiously more lethal than Laser Rifles in some cases.
  3. Or in other words, allow it so you can use a Cryptographic Sequencer on a Disruptor to bypass the user registration (and various alert/brig-enabled locks on it's [mode-switching] functionality).
  4. Simplistic direction, but good details. I like these well enough, nothing immediately negative springs to mind (unless you count thunder thighs as a negative thought).
  5. I'm still not a fan of the colour choice (given my x-com comparison earlier), but the new lasers do look exponentially less toy-ish at the least. A significant improvement.
  6. Seems like a sound idea given how broken the current implementation could be for insta-murdering someone with the right mix, as well.
  7. I'm not sure this is an apt comparison, given that said discord does not appear in the #affiliated_groups channel on the official one, to my knowledge doesn't have an icon in the style of the officially-managed discords, and as isn't brought in for any form of arc interaction (again, to my knowledge). I do find it rather amusing though that you're throwing shade at an entirely unrelated discord on the assumption that 'everyone' knows what's going on there, because I don't. It has no real affiliation, why should I care what happens there? Same goes for the other departmental (and the old species) discords that, despite whatever may occur in them, are no longer advertised on #affiliated_groups after their replacement by the Department Hub per the below image.
  8. Having a separate pool of discord staff to ease potential strain from in-game staff is good and all, but are they put through similarly rigorous application processes? All official server staff are rather publicized in their application, recruitment and promotions - if this server were integrated, it would be ideal to retroactively put it's own staff through the same to prevent an unfortunate grandfather clause.
  9. As long as the system isn't so dumb that it thinks severing an ear makes you deaf. Make it require in-depth surgery and/or similar combat mechanics to blinding someone with a pen/screwdriver to actually deafen them.
  10. I've never felt a reason to use the relay or any of the affiliated departmental discords because of specifically this. If it is held in such an uncertain and semi-official position then it should be subject to the same moderation, checks and balances as the official server.
  11. Specialization is one thing, but there's such a thing as overspecialization to a very limited scope that can be readily covered by other roles. At it stands there is nothing an FR can do that a Physician can not do, bar perhaps that FRs are supposed to demand some degree of IEVA training - something that's not uncommon among Physician characters anyways, given the setting. You mention missing Nurses, but I see FRs as Nurses in ugly coats due to just how limited their ability to help a critical patient is. For most every other department, when a role is so specialized it tends to have something it does that others (bar the Department head, occasionally) cannot. Atmospheric Techs refining their namesake infrastructure; Detectives and Forensic Technicians sweeping the scenes of a crime for fibers, prints and gunpowder residue; Xenoarchaeologists spending an hour and a half digging to get an artifact that kills them; etc. FRs have no unique mechanics about them, their place is merely being so focused that they can't be asked to do anything else. It's almost criminally punishing to have a role so limited with the current medical mechanics.
  12. I don't see any harm in this.
  13. It's also never a fun experience for the player under the knife to get decapitated because their surgeon was a new player who wasn't entirely aware, meaning they need to wait until next round to play.
  14. One could simply make their armour the 'uniform' part of such actions, so the HoS has to wear a vest or something protective from the brig as policy if they're intending on doing things personally.
  15. Some form of confirmation would be good, it pains me to see someone inexperienced saw off a limb.
  16. A gross habit, but as long as I can continually drink out of the proper main part.
  17. Chances are if there's a situation in which the HoS needs to be personally making an arrest, he'll have some form of armour on or announce himself (whether vocally or by the presence of other Security personnel). Wearing a suit doesn't exactly disguise the HoS at all, especially given that most antagonists are fairly observant. The professionalism of formal business attire is nowhere near setting a negative example, this isn't suggesting the HoS walk around in jeans and a t-shirt or a skimpy dress.
  18. Alberyk, MattAtlas, Skull.
  19. Stunning someone to enthrall has never been reasonably difficult as a vampire, so I wouldn't mind it not being reasonably difficult to break out of it after a period of time or 'call out for help'. On a similar note seeing Dominate tossed was a good riddance, not much to say there as every time I was dominated it was something along the line of 'go violently beat the shit out of someone and ruin their day'. As for the hulk, never bothered me to deal with, but I wouldn't want to see a 'countdown to death' timer in it's place as that would HEAVILY encourage wordlessly rushing someone down in just the worst ways possible - as well as being a guaranteed death sentence if you're not inside an atmospheric part of the station when it happens.
  20. The only antagonist type that cleanly works alongside malf, in my opinion, would be traitors. But on the note of round types, I'm somewhat curious if removal is terribly warranted when the dynamic system in the works can theoretically remedy this by making malf unable to spawn alongside the more intense roles (i.e. ninjas).
  21. So you're saying that in doing so, I'm setting back NT research teams a significant amount? Fantastic, that's my exact goal as an antagonist looking to harm NanoTrasen! I'm aware of precisely this, and even more aware that your 'cool stuff' is liable to bite me in the ass as an antagonist. Setting Research back is a net positive move, akin to crippling Cargo's ability to order equipment.
  22. Is this not already addressed by the dynamic mode system? I recall Wizards being either tier 2 or tier 3 in that.
  23. Expecting this exact argument, I addressed this earlier.
  24. Looks good, a strong improvement, though my concern is it makes NT-ERT very visually similar to TCFL. If this was done on purpose to show that they share a source of equipment, that's a neat touch. But if not, it may raise concerns on how identifiable they are at a glance.
  25. People have a strange confliction towards non-combative antagonists, both group and solo. Wish they didn't, I deeply enjoy playing the more manipulative type of traitor or group-head who doesn't explicitly bait Security by breaking regulations.
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