-
Posts
2,743 -
Joined
Content Type
Profiles
Forums
Events
Gallery
Everything posted by Carver
-
My only point against 1 is that it'd require webbing to be accessed via a right click verb, which would arguably be a clumsy nerf to webbing used alone in other circumstances. Not everyone uses hotkey mode for holsters, and I'd especially despise if holsters were nerfed by needing a verb or hotkey. 2: neutral, you already carry one or the other on a vest via suit slot. Webbing seems to operate via pockets and not 'open space' per backpacks and satchels, so I understand why the helmet and mask wouldn't fit. 3: I always would forget I even had a hailer, thing is entirely forgettable to even have. Would like to see a version of other server hailers where it's built into their masks with an easy use verb, but instead build it into either armour (helmets) or weapons (baton+disruptor). 4: Sure. I don't see any particular reason not to offer both. Not like people hand the things out freely, so it's not exactly a buff. 5: Why not.
-
I'm not for or against this, but primarily interested to see how a test merge of this idea would go and whether the chemicals could quite match the effects of the current grenades.
-
A good idea. Choices are nice.
-
Patiently awaiting poll results.
-
I can guarantee you this is wrong by virtue of if mercenaries are just as mechanically skilled, they can kill an entire fully geared security team in about 2-3 minutes in a hallway fight without even needing to use their uplinks. Full auto weapons are incredibly strong. The station is fairly worthless if you kill Security outright (no cloning or revival methods, and if there are synth officers then take or destroy their brains), and proper use of the uplink and strong co-ordination will best an ERT as well (though the NT ERT is arguably on equal grounds equipment-wise to a Merc team).
-
A bit.. creepy? I don't know how else to put it. Animations felt cute for custom stationbound sprites as a way to stand out, but they just seem downright unnatural and out of place for organic stuff.
-
Add 2 extra maglights for Detective and Foresinc Technician
Carver replied to Valwyn's topic in Completed Projects
Funnily, they were meant for the officers + detectives. Having a couple extra for cadets who shouldn't have been taking them in the first place sounds like a clean and harmless change, though. -
Scanning drinks/syringes/etc. for people. Something usually done by Chemists, as it's generally a waste of time to ask Security (and there's rarely forensics to even do it). I suggest keeping it merely because they have otherwise absolutely nothing else to do outside of their very niche role.
-
I never understood why a self-destruct function in a facility is considered such an intense secret, especially with how inaccessible the usage of it is to anyone but the Captain (and that's still requiring intervention from Central for the code).
-
I'd say keep the reagent scanner in addition to adding the spectrometer. Reagent scanners are fairly valuable investigative tools, so having one will occasionally give a rescue module something extra to do outside of emergencies. As for hypos, any changes made I hope wouldn't allow instant injections through suits. Delayed injections are fine and dandy, and it shouldn't hurt to have the port allow for these.
-
Ah yes, 'nuking' a vestigial remnant from an entirely different server that no one has used in about seven or more years. It won't be missed.
-
You naturally create more ghosts than usual by killing people. Observers joining it isn't really a problem either, IMO, but most often you get the 'killed by murderboners and seeking to rejoin' types - or the cryo types who just didn't want to play at that moment. If it was a good minute or so of trying and they did nothing, seems justified enough. Antags aren't always 'fun for everyone' - more often if an ERT is called it's because the antags were more 'code red for everyone', and so are met with an escalation that they should prepare to face. I like the thought of preparation, which is why someone's earlier idea of extending the time it takes for RTs to arrive and making the distress beacon announcement global again sounded pretty good.
-
I'm going to say no because as an antag your PDA is fairly integral unless you chose the Headset uplink - and being able to track kidnapped people who had their ID/PDA stolen is valuable. Antags that aren't dragging other people around have decent tools to prevent tracking (agent IDs, electronic warfare module, etc.). My only suggestion that could help antags more would be to port/recreate this antag item from /tg/:
-
Once more I plea - add roundstart visitor spawn points so you don't default spawn in cryo or the Odin (where the latter gives you a duplicate PDA, ID and headset - meaning you need to ahelp for them to be deleted or just deal with having a spare ID and PDA).
-
ERTs having a longer shuttle time and making the announcement global again doesn't seem a bad idea at all. More prep time is fine as long as it's not like ten solid minutes of waiting. You get that ERT already scales naturally to the amount of dead crew/security, kills, etc.? By creating ghosts or making people want to cryo, you make a larger ERT to fight later on. Generally getting ERT called is a result of some heavy escalation (A cult going loud, mercenaries tearing shit up, the armoury being emptied by antags, etc.) , and dying to an ERT means you didn't take them seriously or kept escalating. As for two antags dying to one ERT, that sounds like either a remarkable display of incompetence (losing a 2v1 with antag tools) or they just deserved it (Did they go aggro without a plan? Did they not back down and try to retreat?) - if it was a bad escalation on the ERT player's part, ahelps exist. Antags leaving the round doesn't hurt roleplay, it's just two less people with the magic 'you can do bad things' tag.
-
To be fair, it does state they need to be declared. So it would make sense if there was an option to have one's disabilities shown on record, with the default being them not on record. I'd say just remove them though, they're a holdover from when Bay expected MDs to fill out whole records for every little change in round from Geneticist-made disabilities to Viruses and so forth.
-
A whole month later, and I don't see the pros of these. They've really killed my drive to play with how much they hamper and clutter up the game's systems, so I'll the step-by-step of why I see them as a problem. Combat - how I came to need five more macros in every fight: Ranged combat is a macro fest of facing direction - the 'improvement' to facedirection to change your facing on a click doesn't help, due to if you're wielding a firearm this means you will shoot, so I'm still forced to rely upon westfaceperm/eastfaceperm/etc. to keep a sightline. Any semblance of smoothness in the combat systems has died with the absolute finger spaghetti now of this direction facing in addition to the previous macro use for pumping or pulling the bolt on a firearm, unwielding/wielding to reload and so forth. Melee combat is a clusterfuck that reminds me of Dark Souls, naught but fishing for backstabs as you try to abuse the cones and do a dance even more ridiculous than ever before. This isn't Lifeweb with an intricate system of dodging, parries and a need to approach it with caution - this is SS13 where melee is approached with a careless sprint and little regard for naught but the cones and who clicks faster and better. Stealth - or the lack thereof: People will say this adds new methods like 'silently emagging a cyborg who stands still for an entire minute and never looks around or moves in that minute', or 'silently taking down someone who's AFK'. I've never seen this actually offer any modicum of stealthy advantage that isn't beaten by someone merely being at their keyboard, and even in those rare cases, you could often pull the same 'tricks' without these cones. Do these actually help you sneak around? No, not really. The stealthy tools that existed before gain no benefit from them, you're not better at sneaking in maintenance because the Engineer can't see you in his vision cone that's behind the already forward-facing ray of his flashlight. Your grabs are no better by 'surprise' than they are by rushing the person and grabbing them. This system doesn't actually offer anything for stealth that wasn't already offered by some players giving a 'benefit of the doubt' and letting you sneak up on them before. A locker or pitch darkness are still the best methods of ambush, and this hasn't done anything for them. RP - the hampering clumsiness: Being unable to see emotes is a pain. Audible emotes exist, yet default hotkeys like F4 default to non-audible. Most people simply don't bother with the audible function. This doesn't do anything to help roleplay that I can no longer see a third of the bar's emotes, or that I need to awkwardly face my entire body to see people since spacemen lack a functioning neck. On the above note, these vision cones have actually made stealth worse in regard to inspecting someone without your mob facing them - previously facedirection would enable you to examine someone without giving it away, with the adjustment to it for combat's sake, this is no longer feasible. It was valuable for the clever antagonist or security examining someone passing by, or for reading the flavour text of whom enters the room without the entire bar turning their whole bodies.
-
-
I'd have no problem if it didn't break shit. It gave stuff like the debugger a reason to exist.
-
So did I miss a poll somewhere?
-
Love the adjustments, solved all my worries. Haven't a complaint left.
-
I'd love this just for the stupidity of wearing two different kinds of eyepatch at once.
-
Agreeing with every word Sue's said here. ERTs have existed historically to keep murderbone in check, and naturally do so by virtue of only being staffed by ghosts - so in the process of mass killing, they're filled out larger. If you're going hard enough to necessitate ERT, then you've generally done something in the eyes of Command deserving of a new obstacle. Without them, we return to the more cancerous era of constant militias which can never be easily prevented without killing half the crew often singlehandedly. A marked improvement, I am sure.
-
The less 17 year olds on the station, the better. Anything but option 1. Edit: More supportive of Option 1 if it's 18 instead. Leaving my original comment for reference.
-
Off the top of my head: combat medical kits, surgery kits, armour, riot shields (you laugh but these are incredibly good), entire engineering sets of gear, melee weaponry, antag dufflebags, as well as things like the suits you mentioned - I'd trade my entire 25 TCs for the whole warehouse every single time without hesitation as an antag. Hell, they're better equipped in there than the entire raider team starting out. Arguably with better starting chemicals/equipment than medical too, if there are a few combat kits and a surgery one.