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Carver

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Everything posted by Carver

  1. Replacing it with the pacifying chemical (and having it give a couple of extra utility/medical pens to benefit the user, as per OP) was a fine idea. 9/10 times I've seen it used it was a traitor dragging someone into maintenance to choke them to death, cut their head off with an e-sword or space them out an airlock.
  2. You forget e-mags have a myriad of mechanics beyond 'break door'. Overall, seeing the syndie borg get a looking at to clean up any bugginess and allowing it for traitor cyborgs seems fine to me. SMG hasn't been potent since the days of SMGs stunning on hit, e-sword's a quite fair tool considering it carries the risk of melee range, and as I said if the 'nade launcher had either no frags or a limited, unreplenishable supply of frags (3?) there'd be no worries.
  3. Parapen is the only item (not abilities, those are a whole other mess) other than the stun talisman I find to be a forgotten holdover of the 'click once in melee range and it's over' era, so I'd support this.
  4. Flash Thermal vision Energy sword Mounted SMG Net gun Grenade launcher Crowbar Cryptographic sequencer Jetpack It's a decent kit, the only questionable thing would be frags in the 'nade launcher. Without frags it's otherwise somewhat equal to what the typical traitor can get with some effort.
  5. Syndieborg module being an option available to 'borg traitors would be interesting, at the least, for lack of their having any TCs (or rather, a way to spend their TCs) to begin with. I'd never give said module to malf or any random traitor who emags a 'borg, though.
  6. I'm aware you donk, I'm stating that I knew of your prosthetics because of that, and in using the starter paper you do damage to yourself. Should this land on a prosthetic, it won't heal in seconds as it would on an organic part, which incidentally is why you should religiously avoid medical and suit sensors as a stealth cultist with prosthetics unless you keep a welder on-hand.
  7. For a bit of mild clarification, they do. This is likely compounded if RNG hates you and puts the damage on one of your (4?) prosthetics that I remember from yoinking you out of the brig and choking you to death. Prosthetics and being a cultist make for suffering due to the non-healing, very easily noticed damage.
  8. Only if Taj are required to wear full-body hairnets when working in medical and the kitchen.
  9. As long as the shade takes the name of the ghost and not the corpse in that case, sure.
  10. Hi I'm Theodore Godwin (Security Officer, Idris), the first converted Sec member of the round whose stun 'n' convert started the cascade that caused Sec to fall, here's my account and opinions on the matter: On patrol, walking by the library, Psych (Mildred I think) and a pair of (cultist) Assistants ask for my assistance. (Mildred taking the lead role in the set-up) I ask what they require assistance with, they want me to check something out so I accompany them. I report over Sec Radio that I'm assisting the Psych with something. They (the three cultists) talk about random shit for a couple of minutes, to which one (Uta or something like that) departs. Psych finally gets around to asking me to check out the Adult Section of the Library for something that he never described, very obvious set-up. I question why something is in the adult section and what that something is, and generally try to figure out what's going on. I get stun talisman'd, duct taped, and dragged into the adult section with headset removed promptly. (This is plain view in the Library and Security/AI see this over cameras, a response is sent to investigate) Conversion rune, a lazy and expected tactic but I opted to accept since I figured round would be a mess if I refused. Another Officer comes up and I'm getting out, then a Detective, both are questioning me, I'm trying to bullshit in such a way that 'I don't remember what happened' and am formulating a story in my head. The Officer and Det get stun talisman'd, same fucking thing happens, I'm locked outside the now-bolted Adult Section. Another cultist walks up on this bolted door, talk with them and try to organize a set-up for me to 'take a fall' and pretend to get attacked so I can maintain cover and the exposed blatant cultists can get away. This doesn't happen. Eventually the two cultists and two Security members, after conversion, are let out as the AI unbolts it to 'let me respond' or something. Aforementioned plan doesn't happen and for some reason people all just calmly walk the fuck away. I'm confused and proceed to stop caring at this point. Cue investigation ordered by HoS, cue an attack on the Consular by someone, cue the two to three cultists (Mildred, Mens and I believe Uta) being arrested. I spread some 'Unknown guy in maintenance jumped me as I was responding to the Psych' shit over Security Radio, seemingly the other Security cultists followed up on this story during the investigations. It didn't work because the AI isn't retarded and saw what happened. One of the assistants summons armour and sword in the middle of processing, it all goes to Hell. At this point I basically sat back, tried to keep the swordsman from dying whilst not impeding him terribly because the violent plan is awful. Coordination is non-existent. Shit happens, people die, Nar'Sie, round ends. In short; AI did nothing wrong as the cultists weren't subtle at all in their forced conversions, basically kidnapping people in plain sight. Security did nothing wrong as the cultists weren't subtle at all in their forced conversions. Security cultists did nothing wrong as the escalation was not their fault. The cult, whilst absolutely awful at being stealthy and leaning towards awful forced conversion methodry, was at least not terribly violent until the HoS gave them charges for assault. I won't defend their rather rushed and terrible Stun-n-Sacrifice-spamming fiesta that happened after the brig fight, though. I had to step in and yell at one to use fucking soulstones instead of straight gibbing random people in the halls. This is everything I expect from an average cult round anyways; poor stealth, lazy conversion tactics that reveal them near-instantly, rapid escalation of violence.
  11. Carver

    Music Lore

    The music of the future should be exclusively Dad Rock.
  12. Something something use your fucking words to convert people instead of going straight to stuns something something.
  13. Isn't this basically what the Electrician is meant to be but instead most of them just use said title to ignore the engine and set up solars.
  14. The amount of times as a cultist I see other cultists saccing people when I know for a fucking fact they can make soulstones is aggravating. Granted, sure, some people would rather die anyways than be soulstoned, but don't just gib people off the bat when I know for a fact you're rushing Nar-Sie and need the numbers for it anyways. They never seem to realize how counterproductive it is to their own rush strat and would rather just permakill people ASAP 4noraisins.
  15. ? is a 'I don't know what to think' response, not a 'I don't like it' response. It's called 'confused' for Christ's sake.
  16. The issue is most players should realize that siding with the attacking terroristic forces that are typically Syndicate-backed would make it so you suddenly wouldn't be able to do freelance work in TC anymore. Sure, you might get rich off this last job, but it's your last job and you'll be leaving Tau Ceti after this for participating in terrorism as your face is plastered on wanted posters.
  17. Mutiny always had the memiest 'objectives' that made it hilariously one-sided one way or another, ranging from 'kill the catbeasts they're sick with an unverifiable disease', to 'temporarily demote the lizards they're spying on us and we got bombed on another station', to 'fire all the men/women because some psychic shit is affecting one of the genders'. Often either nothing would happen or people would get near-unrealistically murderous in short order. As it stands, current iteration Rev is functionally the same as Mutiny. Two factions. Previously Rev only had Revs, and Mutiny was the 'shiny' double faction mode, both having different types of scripted 'objectives'. Rev with the bar closing and Mutiny with firing all male crew or something equally silly. Now we just have objective-less Mutiny going by the name of Rev.
  18. You understand that taking prisoners is a loud action, correct? Your 'go play X' whining response actually fits Bay perfectly. The cooldown is that it burns out after some amount of uses, typically at least 5. I wouldn't mind if the average 'uses until burnt' amount was lowered to around 3. As for the visual sensor thing, I haven't tested it, but I'm fairly sure they can disable their own camera. As to whether that protects from flashes, unaware, as I said I haven't tested it.
  19. Have you considered not effortlessly stunning someone 13 minutes into the game, likely just after they've finished getting ready from round start?
  20. Because we surely need to have flashes be entirely worthless and to rely on the singular ion rifle for everything. Nerf them further and may as well just pull off your pants and bend over whenever it's malf.
  21. The slow from the pain is more or less a guaranteed down against anyone who lacks a flash on-hand. That is to say; everyone but Command, Security and Robotics. And yet a bomb is a perfectly valid antagonistic tool when used well. If Jimmy Dipshit walks through the firelock into the room filled with sleeping gas, that's not my problem. Malf has ways. Shock someone and drag them off, gas them (refer to my above response), sedate them and remove their legs. I never saw the Security module used for kidnapping as much as gunning people down in the hallways with lasers, seeing as the Engineering-oriented modules are better for it (blocking entrances off to prevent hostiles breaching into the hostage room). Above all, I'm very hesitant to buff any antagonist that has a button which instantly kills people (APC boom boom) as it overall may give them far too much power. As for Combat having no lethal tools, that is incorrect. Shooting someone into paincrit is a valid method of subduing as burns can be easily treated, wholly non-lethal if your stationbounds know exactly what they're doing. The threat of lethal force is also often enough to kidnap most crew. Though, now that we're going off of that information: Engineering modules are capable of zoning and trapping via their construction abilities and being more effective overall at locking down areas. Medical modules, if not using syringes, can saw off your limbs and keep you alive. Or in the case of Rescue, knock you flat with a fire extinguisher. The service module amusingly has the hardest time disabling via force as fire is incredibly ineffective, whilst knives and the like are fairly non-threatening (though a hatchet to the foot will still do OKAY-ish), and should be combined with applying a rag after downing them. I guess you could smack them upside the head with a rolling pin. Research module is effectively a more offensive medical module that lacks being able to heal as effectively, in exchange for being able to apply chemicals far more effectively. Works great in coordination with a medical unit. It can also heal the other units. Droideka, as mentioned, can simply laser someone into a heavy slowdown or paincrit; alternatively threatening ranged lethal force. The oft-forgotten Syndicate module, which I wouldn't mind being available to traitor stationbounds and not malfs, has a myriad of tools to subdue people in varying ways. The SMG is not the one I'd recommend for it. In short; un-nerf flashes and you don't even need to bother with the more advanced methods, as every module has a flash.
  22. This item alone is one of the main reasons I argue against baton nerfs.
  23. And yet you're dragged off helplessly either way.
  24. To which I say, the other modules don't need these buffs. Malf in particular does not need these buffs. Ah, because stuncuff is so very different. Traitor borgs have more tools than you give them credit for, as do malf. Gases/atmospherics, door controls, airlocks, power. They have, essentially, built-in all-access and the ability to remotely control the station's systems to a greater extent than any traitor.
  25. To which I say, the other modules don't need these buffs. Malf in particular does not need these buffs. Ah, because stuncuff is so very different. Traitor borgs have more tools than you give them credit for, as do malf. Gases/atmospherics, door controls, airlocks, power. They have, essentially, built-in all-access and the ability to remotely control the station's systems to a greater extent than any traitor.
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