
duck
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The head-ripping-off thing is actually possibly a bug. I can't find where in the code it does it but it's not from total damage. It's entirely possible there's a hidden second instance where limbs pop off that doesn't call the droplimb proc and doesn't use the word edge in its code, but I'm having trouble finding exactly where it's happening. The only organic limb droplimb (that I can find) happens when an organ takes max damage and then a percentage is run.
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Hi. From what I can tell, the concerns about the revolver being overpowered stem from several factors. I'll try not to wordwall this time. 1. The two-shot kill. -- I think this is fair. Seven shots. Someone who goes to the trouble of getting a million bullets when there's not an ERT coming to ruin you and kills everyone should probably be antagbanned anyway. Someone with a weapon as obvious as a revolver is alone, and the station as a collective will either deny you aid or try to stop you. 2. The one-shot kill. -- As far as I can tell, this is caused by bullets having the edge var set to 1. I kind of like it though. Low chance of dying in one bullet. Seems realistic enough? Infrastructure exists to make it so having the shot part armored will prevent embedding, instant decaps, etc and it's easy to do with like a one-line tweak. Should prevent shrapnel as well. Not sure I want to do this though. This code snippet is likely what caused the detective revolver to instakill that guy. The head can hold a max damage of 75 points. Any more and it is at risk of falling off, unless shot at by sharp things. In which case the risk is substantially higher. Your head generally won't fall off from one shot unless you get point-blanked or unlucky. 3. The revolver is extraordinarily powerful and that doesn't match the other weapons. -- This is a very silly argument. No, it's true that no other commonly-available ranged weapon kills in two shots. But there are many, many weapons, and yes, ranged-- available that can end a fight in two shots. Or less. Taser. Flashbang. Wet floors. Syringe guns. Sniper rifle. Even ordinary lasers. Even the detective revolver, if we're going by the logic of 'has a chance to instantly kill someone,' which it seems we are. Emphasizing the alone-aspect again here. Two lasers will sink the person hit into paincrit. It'll take a while, but two lasers is all it takes. They're done. I sank into paincrit after getting sniper rifled once. One shot and they're essentially done, if the stun doesn't end them first. Flashbangs and tasers and syringe guns are more obvious. Lawgiver / Nuke ops SMG burst actually hits significantly harder. 75 damage. 4. No counterplay. -- This is the silliest argument. You can just run around pulling a locker and it'll eat up half the revolver person's bullets, if not more. Get the AI to help. Flashbangs. Set up a trap. Tase them twice. Lase them twice and just walk away-- it's much easier to land a laser shot. Hell, I've ninja-tossed a floortile to shatter a gunman's hand before. And if your argument is 'there's no counterplay because they shot me first,' that holds true for a hundred other things. Like stungloves, or chloral, or stun batons, or just being shot to death by any other gun. 5. The ammo restriction can be powergamed around. --Okay. Fair. True. But it's an incredible pain. And any self-respecting powergamer, even the ones after mass-murder, wouldn't take the revolver. It gives you firepower but no flexibility, and you can get roughly equivalent firepower easily. Really easily. And even so, if you're just standing around and letting the gunman use all those stockpiled hundred-million bullets, yooouuuuu kinda' don't have room to complain. That's a failing on the crew's part. The crew is a collective and the shooter is alone or alone enough. No, the revolver is absolutely very deadly. That's its niche. If someone uses it to murder everyone, that's a failing on the part of the antagonist. Antagbans please. I'm with Brage on this one. Also, flipped tables do work. On other servers, standing next to a flipped table is a 40% chance of blocking. Here, it's like 70-80 because cover should be rewarded. If you are lying down while hiding under a table, bullets cannot hit you ever. The block chance is >100. also 1138 i swear to god if you get one more thing wrong okay the l6 saw is a hundred million times deadlier than the revolver because it has no firedelay. on top of shooting giant deadly bullets, it shoots them at the speed of clicks. old lasers only did 20 damage a shot and with firedelay 0 could change a person from living to dead in the span of about three seconds, or 'faster than the current revolver.' and this is without chance decaps. the smg does 25 and can decap, plus with significantly more ammo. the only ballistic weapons the revolver outclasses are the det revolver and the shotgun. okay im done.
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As a side note, if you want just like any pair of welding goggles, I can add it to the custom gear list. Like it'll be two or three points. it's pretty cheap. And comparable in utility with other items on the list, so it's pretty much totally okay to add.
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Thought a bit more on it. I actually really dislike this because I'm a compulsive backpack checker. Sometimes I forget what's in my backpack and I want to take a look. and sometimes i click my backpack just because. And I don't want that to be announced to the world. The backpack sound can be indistinct, yes, but aim at someone and you'll autofire when they go for it. Plus making your backpack disappear after a time is just making the interface inconvenient. This seems like a thing that is going to be really annoying just to bandage an abstruse issue. Others will check their backpacks two hundred, three hundred times for every single instance someone reaches into their backpack because they're thinking about rambo-ing you. This is probably not the right solution. And the message won't stop them from jumping you, either. It just means the difference between reacting to a sprite on their character or a line of text in the game. And if you can react to a line, you can react to the sprite. Don't think it's necessary.
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You do autofire on people you're aiming at who touch their backpacks if you have shoot people who do items turned on, if that matters. Also, I think it makes the backpack sound if you touch your backpack too.
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Excav suits are pretty robust. I think it has a 60% resistance to anomalous effects, along with 100% radiation immunity. They're the hardsuits engineering wished it had for setting up the engine. Pretty slow though. http://i.imgur.com/AfNr6A1.png are the values. Don't think atmos suits actually do anything, unfortunately. With a full orange suit, you have 110% protection, up to 130% with latex gloves and science goggles, so those aren't actually necessary. Considerably lower 50% protection with the yellow suit. 60% with latex gloves, which I'm just assuming every scientist has on at all times. Maximum of 70%. It's pretty good protection, honestly. The only time an excav suit failed to protect me long enough to get to the outpost and switch into an orange suit was when I ran into that proximity area teleport artifact. The one that teleported everyone standing within x range of it to a random location. That one was awful and no one could get near it. It later spaced several people visiting the outpost. artifacts. As for the map, a third suit would be amazing. Two-suits has bothered me since literally forever, but I make it a rule not to touch the map ever.
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Code infrastructure's not in place to make it attachable like helmet/boots, but you can put the thing in the soft suit and hard suit suitstorage spaces. Also, made softsuits capable of holding large tanks because why not. Prosthetics, all prosthetics, will now need to take >11 damage before they have a chance of sparklefizzing and pooping out your item onto the floor. A hit with a welder or laser will still ruin your life, but it should take a hit or three for most blunts to mess up your hand. Should make prosthetics more useable. Suit cooling units have been bugfixed. They should actually turn off when they run out of power now, buuuuut their battery life has been extended. Dramatically. Maybe too much. Give feedbacks later.
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Okay I'm back. Don't think IPCs should have self repair or emp-protection. They're already immune to breathing, chems, tasers, toxins, radiation, cloneloss, and they take 1/4th brute so fire's really the only thing that can hurt them. Fire and EMPs. EMPs are pretty stupidly rare. However: Your hands flipflopping after taking any damage at all is kind of stupid so we're going to look into that. Probably going to add a threshold (For example: If damage > 20, then your arms start freaking out.) Regarding suits: Going to fix power bug, decrease the rate at which IPCs heat up so you have some more time, and decrease the rate of power consumption.
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Hi. Going to address some concerns here. It seems people have problems with IPCs regarding: 1. Language. I'm probably not touching that ever. You're probably on your own here. Sorry. 2. Overheating in hardsuits. This doesn't make much sense to me because robots aren't the only things that generate heat on their own (see: mammals or anything alive ever). Maybe they generate a lot of heat, okay, but the suits we have have to have some way of dispersing heat regardless. This line of thought seems to be a carryover from the look-for-reasons-why-robots-can't-spacewalk thing and doesn't make much sense. Also, current suit coolers don't turn off when they run out of power, meaning they can run indefinitely and ignore the cell. That's a bug, but I'm not sure if we should fix it, make it a feature, or axe the suitburning altogether because really, it doesn't make sense. Either way, right now you can get a suit cooler and turn it on and stick it in the suit and forget about it because the battery doesn't matter. 3. Self repair. Not sure about this one. An IPC able to repair itself is inherently much better off than any human. Also, EMPs are pretty rare (And they do instakill you.). They do an average of 67.5 damage but if it does that damage to your head, then your head blows off and you instantly die. This tends to happen a lot. 4. Frailty. IPCs aren't fragile. They take half brute damage and full burn damage. midbullet2s, aka the bullets nuke op SMGs, detective revolver, and R&D SMGs use, do a grand total of 6.25 damage on an IPC. A shot. Fire damage rate is normal. Could not replicate death in two lasers. They took the standard amount to kill, but I don't have the server's config files so things might be a little wonky. Will ask to test on the actual server and get back to you on that. Normal damage is 25. They take 1/4 brute. 5. The taser issue: Tasers don't apply firedamage. They do nothing. Tested. Still does nothing. Not a bug. 6. Nanopaste. Never knew about nanopaste. Will look into later probably. The only really legitimate concerns I think are the language (not touching), self-repair (Need to discuss this), and the suit thing. Need to discuss that too.
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A few months ago, I would've supported this without hesitation but after I came back, I saw that Samara married Acel and really that's just i mean okay. Samara's frequently shown she doesn't have the guts to kill everyone, which is I guess something that I can let pass but then marrying acel really just casts doubts on her ability to make professional judgments
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A guide to The Church of The Great Pizza Surprise Pack
duck replied to Bobsenjr's topic in Guides & Tutorials
Hi. I saw this and it's amazing. amazing. -
The primary reason why removeable cells haven't been added to laser weaponry is because cells hold like. A lot. Of charge. Skull tried to bump lasers up to a bigger cell and it took ages for them to charge, so there's a lot of infrastructure that needs changing that would in turn change a lot of other things. I don't want to deal with rebalancing lasers to work with 30k cells. Lasers have a firedelay because old firedelay 0 lasers were way, waaaay deadlier than current lasers even when they only did 20 damage a shot. They were ideal for ganks. You whip out a laser and blast someone while they're talking and they're dead before they hit the floor. Or at least in crit, which is as good as dead, really. Laser bullets interest me though. Could hack together a thing pretty easily. But, ugh, I don't want research to have it, and I don't know how to make the battery rechargeable without writing original code for the recharger. Will probably do unrechargeable insertable laserbullets. Could add faster-shooting laser, but it would have to be a lower damage variant, like the rapidlaser. Or like a toggle burst for laser rifles, though the damage will have to be lower. If we're talking lasers vs. ballistics, what are the strengths you imagine laser weapons have over ballistic weapons? Accuracy, greater or lesser capacity? Deadliness? Agree lasers are almost entirely inferior to ballistics-- though if we're comparing with nuke ops, we should note that they're kind of supposed to be deadly. Need thoughts on where lasers should be stronger before actual buffing happens. If it happens.
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[Accepted]Skull132 - IPC Whitelist
duck replied to Skull132's topic in Whitelist Applications Archives
I endorse this. I feel skull has the real life experiences required to properly empathize with a soulless automaton. this is particularly reflected in how long it's taking to get me my ice cream. i've been waiting like, probably a whole month or something and there's still no ice cream and everything's terrible? like if HAMR were to dispense ice cream i feel as if it would suck all the fun and joy and happiness out of the ice cream, leaving behind only crying children and a lasting sense of sadness and regret. and this kind of wanton, completely unnecessary cruelty is just what we need in an ipc. where is my ice cream, skull. you said there would be ice cream. mr. whippy is like, crying, and it's melting the cones. -
Hi. From what I've seen: the server's population is nearing critical mass. After like, 30-40 players, if your server isn't completely awful, the rate at which you pick up new regulars starts increasing exponentially. (There are always people there, so people always want to be there and they start inviting friends. More people, more friends, and so on. To say nothing of people who look at the server lists and say, 'This has people so I'm going to play here.') The server I was with took a while to go from 20-30. 30-40 was quick. 40-50 was quicker. And then we started getting 100+s whenever Goon went down, and that continued to happen for a while. New for the sake of new definitely isn't a good thing, but if you don't let the core population drop below 20-40, you can still bounce back fairly easily anytime. Of course, foreverhidden is still a bad thing because stagnation is a real thing. And it's not a good thing, either. Some balance is probably ideal.
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Hi. Garrote: you're not getting a reuseable sleepypen. this needs some other function that isn't an instant easy kill. Drone: Possible, but would take better coder than me. Ask sounds maybe. Suicide vest: One does exist in the code. Its on-mob sprite is the default armor sprite though. You have to attach a single-tank bomb to a vest. Code is commented out at the moment and single-tank-bombs do not work, so there's really no point. Would need to restore single-tanks. Or make a simpler version. Cardboard box: Could make a chameleon projector with like only one setting? Maybe add the setting to the cham projector. Cleanerknife: I don't know about this. Brass knuckles: Any onhand stuff is kind of iffy. Stunglove code is hideous already. Could be done though, and fairly easily. Camera bug exists somewhere but is largely unused.
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Been thinking about this one for a while. Does anyone actually like random RNG misses? The tension of clickshooting a target that's moving and shooting back at you adds a pretty wide margin of mechanical inaccuracy already. I don't really like that you can't reasonably shoot at people beyond 5 tiles and expect to hit. The default accuracy formula is: you get 130% accuracy unaimed, and lose 15 every tile the bullet moves. That's 115% point blank, 100% at two tiles, 85% at 3, 70% at 4, 55% at 5, 40% at 6, 25% at 7 tiles. You can only see 7 tiles in any direction. That's bullets. Lasers/tasers have been buffed so that they only lose 10% every tile. So. 120% at 1, 110% at 2, 100% at 3, 90% at 4, 80% at 5, 70% at 6, 60% at 7. If you take the time to aim, add 30% accuracy to all percents. But thinking more on it. Bulletguns already have an inaccuracy mechanic compared to lasers-- recoil. Your screen shakes everywhere and you can't see anything, which doooes mess up your aim. Lasers don't do that. After that, it's your aim, and after that, it's hardcoded RNG misschances. Oh, and then there's armor. Soo. Does anyone actually like shooting and hitting someone and then missing because numbers? Would anyone be opposed to scrapping the system altogether? I think it's detrimental. It removes the value of cover (because you can't hit someone without being up close) and reduces the value of player aim. Because you hit without hitting. It doesn't really add anything to the game besides a sense of pointless frustration. In my opinion, anyway.
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I figure we get ten cultists every time we get a stealth stun-and-convertspam cult. So, like. every cult round recently.
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Amazing. I thought it was 1 though. Preeetty sure the original value was 10. It seems like a nice place, though if we keep having fifties, maybe 15-20 would be better.
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Hi. Ghostwriting originally required 10 cult members, but I reduced it to 1 since we were still mostly lowpop way back then (And you couldn't write without converting half or more of the server.). Now that we're like consistently in the fifties, it'd be easy to bump it back up so they can only write midround if you'd like. Would like to hear thoughts on whether it should take ten or fifteen or twenty or whatever. Also, the slippery slope is a logical fallacy for a reason. Because one thing causes consistent problems doesn't mean we have to remove everything else that's vaguely annoying. that said. i'm kind of terrible and unapologetically one of the ones who writes dick planet everywhere because terrible.
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I really don't want this because genetics is one of my favorite things. But I also hate every single geneticist. So I want to argue against removing genetics, buuuuut. but. I got nothin'. With classes getting to me, I don't really have as much time to ghost as I used to, so. Question. Does genetics actually cause problems like. a reasonable percentage of the time. If not, I don't think we should remove it. Maaaybe remove hulks. Hulks aren't even good (Cannot use guns means you instantly lose to anyone with a syringegun or laser) and they don't shout all the time anymore, so they can actually talk now. Outright removal I don't like. Para is stealing goon genetics and I've got my eye on that though. And bay is doing their own rework. Advise waiting on it until we have something to steal to replace it with. Regarding suggestions: That's a lot of sprite and codework. Some of which will have to be original. Like the idea. Uncertain about implementation.
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Apologies for bringing this up again, but talking as player focusing on psych/crime scene investigations, neither clipboards or boxes will do, or so I feel. It is a minor (if not even smaller) issue, of course, but having your evaluations and reports and all neatly packed in folders with attachements and labels and all that jazz fancy stuff - that'd be a nice final touch to the job. It wouldn't probably make anyone more effective, but the authenticity. But as I said, I recognize that this is fairly ridiculous issue and if no is your final word, you shall hear from me no more. I also begin realize I have a bureaucracy fetish. You can make folders. Empty your internals box, click box. Turn box into cardboard. Cardboard can be used to craft folders, pretty sure. Lot of spare boxes in medbay if you want to keep your original, too.
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Can code this in like five minutes. Very simple from a mechanical point of view. Waiting on the giant skull steals everything update before things happen though.
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Not touching code for a bit but when I do: Makeup in the form of a makeup kit. Would like a specially sprited box but if not, it'll just be a box. This is because I don't want to use up another one million spots on the list for every color. Just leaving it as a note here. Folder: use clipboards. hsssss. or convert your internals box into a folder. No monocles. There's no good reason for you to have a monocle. Get armor from a locker like all the other officers. And. If you want clothing, I will once again need the name of the clothing item. Including the description will help me find it.
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As much as I hate antagrushers, I hate antags who don't have the guts to follow through with their threats more. If someone charges you and you have a big gun, for goodness' sakes, shoot them. As a nuke op, your primary weapon is an automatic-- you can aim at up to five people at once. Five people. More often than not, that's the entire crowd. Everyone in the room. The aim function isn't just there to put a yellow-red circle thing over another person. It's there so that when they try to charge you, you try to make them dead. Automatically! There's even a fifty percent chance you blast them every time they try to disarm you. Burst works with this. You're right that people don't generally rush people with guns in real life. That's partially because it doesn't work so well in real life. There are a. lot. of mechanics in place to ensure that it doesn't work here either. Stand always two tiles away and keep an eye on things as you type and they'll never reach you. If you have a gun pointed at someone, it better be in your active hand at all times. also, firing warning shots into someone doesn't make people more likely to listen to you. it makes them more likely to rush you. people are naturally afraid of people with murder implements. shooting someone in front of them just means they jump to the (true) conclusion that you're willing and likely to shoot them next. the only thing holding those people in place is hope, and if you take that hope from them, you don't get to complain when you get shot to death. if you shoot the warden after he surrenders, that's an incredibly stupid thing to do and you deserve all the charging that's coming to you. all of it. i'd charge you. Okayso here's how hostage taking works. You point a gun at them. They decide they don't want to buy your dietary lead supplement for the low, low price of disobedience. You don't put bullets in anyone because they're cooperating. And then one of you cuffs everyone while the other keeps the gun pointed while everyone lies down. Or, if you don't cuff everyone, then you at least herd them up. When they start getting uppity, that's when you shoot someone. To reinforce fear and punish disobedience. Not to shatter the image that they're going to get out of this okay if they cooperate. It's great to claim fear RP when things don't go your way, but that's just not how fear works.
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Pretty sure this was a widespread feature for a time on para/vgservers. I think it was removed, too, for being too fun. And because welding fuel reacts a whole lot differently than flamethrower fuel. It superspikes the pressure. which makes everyone in the room dead. Fires from flamethrowers don't stay long but if you spray it on people, they'll still ignite. Which is decent.