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Carver

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Everything posted by Carver

  1. With those clarifications, I don't really think those two implants are required for the 'Aut'akh experience'. I'd be less worried about the 'one antag' and more about an entire sub-species (non-antags in particular) having a free version of an ability akin to something Ninjas and Borers have. As for the cold resistance - that's also making the assumption that polar bunkers lack heating, no? It seems rather silly in and of itself that a cold-blooded species who very readily dies in temperatures a human would find mildly nippy can suddenly disregard that, and at the same time somehow avoid the fiery overheating issue present within IPCs of a similar size whose internal climate control wouldn't be competing with vital organs.
  2. This I wasn't aware of. Assuming the three 'necessary augments' have no real mechanical benefit, I don't see why they'd cost 9 in total unless it's some clever way to limit them by discouraging fashionista players.
  3. It's a very minimal retcon as it were, and this is not the first nor likely the last time a significant change demanding retcons has been made like this. Shells (MMI/Circuit brains from the fractal lore era), ATLAS, Vox and Necropolis being four examples in a relative range from 'years ago' to 'weeks ago' as prime examples.
  4. I'd rather see them made tankier than a return to easy bite. Never made a whole lot of sense to me that they're actually rather frail.
  5. Fair enough. I'd hope other tools like a circular saw or even a knife (whittling) may function in place of the hatchet.
  6. Why would it require a hatchet when crossbows, one of the older wood-using improv weapons, didn't need a hatchet to produce their frame?
  7. With a base population of 10,000 in TC according to lore, they should be extremely rare and limited on station. This change has made an effective cut-down in the number of Aut'akh cultists on-board, and I would not want to see their return in full-bodied form unless limitations were made to the amount that may be present (so as to never outnumber normal Unathi characters).
  8. Carver

    Nerf Cult Ghosts

    For reference, you could always summon multiple. You just had to stack multiple runes on-top of each other. As for the rest; nopain is fine, but they should suffer the effects of broken bones and and to a lesser extent organ damage (disregarding the pain induced by organ damage). If the sword is excessively strong then that likely also needs a looking over.
  9. A throatslit needs a killgrab, a bugbite needs a killgrab. Seems fine to me, especially as the claws are already quite potent. Oh yes I also nearly forgot - force gloves exist and they make blue moves rather trivially easy.
  10. I like this idea, makes more sense to have them corrupted into something akin to how Nar-Sie corrupts machinery he goes over.
  11. This makes more sense than the tree nerf thread. Sure, why not.
  12. I've never seen them powergamed nearly as hard as IPCs, and seeing as there are a grand total of two trees per year, I have little issue with an extremely rare species you can freely walk the fuck away from.
  13. Kill the cultist with his sword to become a cultist. I like it.
  14. Is there a list of the removed books?
  15. Bloat's a horrid term for it. Just axe the hidden WGW-tier shit and figure a way to mark old reference guides as outdated.
  16. You forgot shining a penlight in a ling's eyes would also reveal them and was extremely easy to do.
  17. Whilst the old reference guidebooks range from somewhat to completely useless, I would terribly miss a great deal of the other texts that might be lost in a purge. Even just seeing some of the character names of those who uploaded them brings back fond memories.
  18. It's more curious that the AI itself controls the turrets - yet has zero defense against remote law change from consoles made with stolen circuits.
  19. It's somewhat an issue if I die because someone else opened the firelock like a 'tard, but I never see anything bolted (by the AI, Engineers on the other hand tend to be competent and do something) for that sort of reason anyways.
  20. I wish to never see the cloaking device returned to the game again.
  21. I like the method GreenBoi brought up, just a simple recolouring of the name. As for the yes/no prompt, I half-think it's like that to combat people who instinctively click yes on pop-ups - don't really care if it gets changed either way.
  22. Permanence does not apply to synthetics, unlike the other species which are wholly unrevivable. I have noted an item earlier in this thread which is repeatedly forgotten, If you are a traitor (or anyone with telecrystal access), one of the few roles which has 0 back-up (contrasted with station roles) then you should be using this like you'd be wearing armour if you were concerned about lasers or ballistics. I will now list alternate methods of disabling Ions or their users for non-uplink roles - particularly relevant to specific G2 players whom desire to be nigh-unkillable. Wizards: Magic Missile - A staple, especially assuming you're capable of basic dodging (i.e.: every model but G2) you will force your opponent to run the fuck away or get floored. Chemists/Scientists: EMP mixes of your own - Ions are energy weapons, easily capable of being drained - and unlike the Wizard's Destroy Technology spell, this method can be used without risk to yourself. The Forgotten Methodry: Disable the Hand - Curiously, shooting an Ion Rifle wielder in their hand with a suitably non-terrible ballistic firearm will disable them as easily as their rifle disables you. Space Fighting - NBT-only: Jetpacks - No matter how slow you are, you're near-impossible to hit if you're in space with a jetpack where racial move speed doesn't apply. NBT-only because the asteroid map shuts this one down on all but the cooling z-level, but still worth remembering if one decides to revive this complaint down the line. The Anti-Valid Salad: Avoidance - If you spot an enemy wielding EMP weaponry and don't believe you're capable of fighting them, then don't. Not every fight is winnable. Shawshank Redemption: Escaping Prison - Surrender is a valid option, and for an antagonist you have numerous methods (Implants or having a partner to help) to allow you to prepare a prison escape with ease. The Group Antagonist: Healer Positioning - Imagine you're a party in an MMO when you're fighting as a group. You, the vulnerable member, should avoid drawing the aggro and let the tank (organics) soak up the Ion/EMP. Stay in back, stay safe. This is the standard method of any remotely competent crew IPC, as well. Lasers are a non-factor easily avoided by donning armour. Ions are a fair response to a 'species' that is revivable, trivially repaired and wholly immune to standard disabling methods (HALLOSS) whilst being notably tanky (G2s in armour being near-immortal against every single thing but Ion/EMP, which leads me to be curious of your intent). Play smart, instead of asking for a nerf to one of your singular racial weaknesses.
  23. Simulated emotions are a risk to the station's security - presenting a hopefully obvious opening. Laws are best followed as directly as possible, to ensure the best results. Efficiency demands setting aside something as useless as emotion - simulated or otherwise - which should be adequately understood by not only AIs, but very hopefully whitelisted IPCs. When an AI reacts in such a 'problematic' way (big brother) as this thread attempts to rectify, the issue is not with the player or how they play but with the role itself. They're playing a good AI by doing exactly that. This is why I've advocated for the wholesale removal of the role - and why I'd be fine with such a potent neutering as simply removing the cameras that enable it in favour of a very impersonal and mechanical system of network access.
  24. Have a look at the antag multi-tool on other codebases that can detect when an AI is watching.
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