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Vulcenus

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About Vulcenus

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  • Birthday 02/06/1997

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  1. I know they're currently being bumped up one click from being useless, I'm just explaining to Skull why I said what I said. I don't see a difference between making an item completely useless and removing them, which is the reason I offered the option in the first place. There's no reason to keep an item if it isn't viable to use them. Like I mentioned in my initial post, I agree the disruptors were pretty powerful before the nerf, but the first step into a nerf shouldn't be making them completely uneffective. I think the problem lies in the fact that as long as Security is able to pacify
  2. So, my problem isn't the fact that lone unarmored combatants are now posing an actual threat or actually have a standing chance against security officers. As you said so yourself, this is a positive change for the good of the round progression. But while you're increasing the lone combatant's survivability, you're making the opposite side entirely useless in a one on one scenario, and giving a major handicap on the Security side on two on one scenarios, and if the antagonist is actually smart, they can easily outrun and outmaneuver officers in a four on one scenario which I've done not more th
  3. I like this idea a lot, and I'm sure it'll prevent a lot of confusion during high intensity rounds and lower casualties. From my experience, patient prioritization is bonkers 80% of time time, so I'm certain this would come in handy.
  4. So, I had the chance to use the disruptor and have it used on me after the nerf this past few days. I'll start with a positive note by saying that the disruptor nerf actually made me more careful in dangerous situations and actually consider engaging in a fight rather than pulling out my disruptor and chasing people like rabid dogs, because let's face it, disruptors were actually pretty decent before the nerf and unless you were facing a group of armed individuals, resulted in a clean cut victory for the security officer(s). But at the current state, I think you might as well remove the d
  5. Omi's a capable roleplayer that does not shy away from reading pages of lore in order to get a firm grip and understanding on whatever setting they take part in, and I can easily say all of their characters that I've interacted with throughout the year(s) were up to a good standard in terms of being grounded on realism. I've seen them roleplaying Skrellian characters during our time in Baystation, and while the race lore between the two servers are different, I am confident that they will successfully adapt, if it's required. +1
  6. I gotta say out of all the characters listed, I think I only exclusively interacted with Mending Deep Wounds, but I really like the way they're playing their Diona character and it was nothing but funny and memorable interactions. I see no reason you shouldn't deserve a trial spin on command roles, and hope you get one. +1 My only recommendation is for you to tidy up the format a little bit, it's kinda hard on the eyes to read.
  7. I like the grounded progression of Nikita Yutani from Bartender to Quartermaster, and I don't have any doubt their Command characters will also be down to earth and competent. It won't stop me from canon killing the traitor Sol marine expat, though. +1
  8. I've played with Potato for almost 2 years now and I like how they always have a firm grip on the setting and/or the lore of the system/server they're playing on, and their characters are always up to standards, in particular Stella Palmero. They don't shy away from getting mean looks their way just because they're an Eridani suit, and do not compromise from the standards of portraying a realistic suit to appease players. Although Warden isn't particularly a "Command" level leadership spot, I've seen them manage the Security department well at times where it lacks proper guidance, and I'm sure
  9. +1. Just participated in a round with Danse's Consular character, and I enjoyed his Q&A seminar hosted in the holodeck. He's well versed in the Solarian/Human lore, and can carry his weight as a Command member, player, and roleplayer. Looking forward to further interactions.
  10. this, stop trying to enforce recruitment into your sword gang just because you got slapped by the crew in 2 out of 50 rounds of murderbone cult
  11. Well, I don't really have anything else to bring forward, and I don't really want to push forward for a punishment given the player already acknowledged the situation and how it can rub people off. I would've preferred to handle it in-game through a ticket without making such a big fuss, but we didn't really have the time. Could be archived, honestly.
  12. If it was really a matter of lag, no biggie. I just wanted to adress this since I think it is/was a running thing, as a previous changeling round with your Tajaran had a very limited conversational approach, too. The problem I've got isn't the reasoning behind "why" to kill Petra Volvalaad, but rather getting flashed and thralled in a matter of seconds with only a brief greeting. You did proceed to do the same thing for the next security officer, too.
  13. Hey, Icedcabbage and their characters are pretty fun to interact with. Their antagonist play is also examplary given they don't jump into the fray guns blazing, and opt to prioritize conversation and "roleplay". I think that is, or at least should be, a key element to handling Command. Looking forward to the trial. +1
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