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Ron

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Everything posted by Ron

  1. Suggestion is basically allow RnD to make an upgraded version of the alden saras-pova counter that is stronger and can detect exact locations of background radiation levels instead of just saying background radiation levels detected.
  2. No that's just. Just... What? Remove all antags... What.... What....... Why.... No.... No, never, dear god never. That would cause a lot of problems. Imagine a traitor fucking up security then "Lul, traitor removed :D" then what, he just like... No.. Or with cult... What are you on about? now I'm on about you not being able to read, but anyways, yes I understood his sarcasms and replied with a ludicrous reply. Anyways, it should be removed. Antags have no place in extended.
  3. No that's just. Just... What? Remove all antags... What.... What....... Why.... No.... No, never, dear god never. That would cause a lot of problems. Imagine a traitor fucking up security then "Lul, traitor removed :D" then what, he just like... No.. Or with cult...
  4. I've said what I've wanted to said. They are fine. They DO work. No change needed.. Last thing I'm going to say.
  5. I'm fine, as I said before, with how it is. I'll kill you if you A. Yell over radio the second you see us. B. Run when we say not to. C. Try to be a hero and rush us when you aren't security. D. Be a complete idiot. That's when I kill without any hesitation at all. So yes, I am opposed to it because the gamemode is fine. Maybe just add an option for them to get an idea for a gimmick, and have someone right up like 25 of them that they could get.
  6. "Also, I know I can't opt out of death in regular rounds, but in those rounds people actually have to put effort into the situation surrounding my death. " not really, anyone can make a bomb, thermite, get a space suit, and breach the armory in about 25 minutes. Or they can bomb people in 12~ minutes from toxins. Or they can flat out murder you at any time by summoning a tommy gun... It's not hard to kill someone, at all. Merc and heist are built off of robustness, that's why they are fun, but they aren't always about robusting, which is nice. I like it how it is, as do a lot of other people.
  7. Ron

    New traitor items

    yea, he was referencing for my suggestion he chameleon voice changer, you'd need an angent ID to go with it so you can make yourself appear that way name wise
  8. Ron

    New traitor items

    Traitors only have a chance to get 12, they can also get 10. nah, you always get 12. You also get 40 as a merc team so I mean...
  9. Ron

    New traitor items

    A little expensive for something that needs the agent ID to be used effectively. Normal one costs 4 TC's out of your 12. So... And I said I'm not good with prices. Will this come with paperwork forging or will you have to buy the forger to fake the fax? You get to stamp the paper you send. That's it. That's all you really need. You can fake a signature. ALSOO, maybe make the fax announce that a fax is being sent like it does normally?
  10. Ron

    New traitor items

    So I was looking at baystation code to see some things they have for their traitors, and some of it looked really nice. So here are some things I suggest. A new organization tab called "Services". It's basically a tab that lets you order a variety of services.. duh... Anyways, here it is. My pricing suggestion for it is to be looked at with a pinch of salt, only because I am pretty bad at balancing things like this. Things I'm not sure about I'll put in yellow/orange. Name: Fake Announcement. Description: "Allows you to fake a Central Command announcement, even allows you to sign with a name. Once bought, you type in the message and message title then it will appear as if its a normal announcement!" Suggested Price: 5? Name: New Arrival. Description: "Fakes an arrivals computer announcement by using the name on your ID. Makes a security, employment, and medical record that includes a photo of you (And items you hold) and adds you onto the manifest. Used upon purchase, so be prepared. Suggested Price: 4-6? Notes: This one needs the fake ID to be able to fake more than just names, like DnA, religion, etc. Name: Fake Fax. Description: "Allows you to send a fake fax to any fax machine on station, no paper required! Also alerts you of ONE further fax that is faxed from the same fax machine, though you will have to buy this again to reply. Also let's you fake a stamp on it." Suggest Price: 4-6? Notes: This will have to bring up a paper dialog so they can write, then an option for them to stamp it. Name: Fake warning. Description: "Sends a false signal to the stations warning systems causing it to send out a fake warning message of your choice. Comes with Meteor, Anomaly, Level 7/5 biohazard, carp migration, and more..." Price: 4-6? These are the pretty basic ones for that category, all I could think of. Next things are just general items. Name: Suit Sensor jamming. Description: "Much like it's radio jamming brother, it overloads suit sensors nearby causing them to stop working while they are in range of this device." Price: 2 Name: Money. Description: "Summons 15000 credit chips. Pretty simple. Use wisely." Price: 4? Name: Chameleon voice changer. Description:" Tired of being harassed for having the gasmask voicechanger on? No longer! Now introducing chameleon voice changer!" Price:5-6? Notes: Works like a chameleon mask and a voice changer. Feel free to comment more items down below.
  11. So that first thing about mercs seems like a player problem. You can't change peoples mentality. So you will, as hash as it seems, have to deal with it. That sounds like a bad idea for cult. I don't see any RP being generated. Just them rushing through it because security is knocking at their door. Also, consider the 1 word per cultist as a teaching a gameplay mechanic to encourage teamwork. There are plenty of gameplay mechanics that don't make sense ICLy but are there for balance. I am fine with cult. You either join, or die from not joining. If you join, great, you can go to cyro. If you don't join and die, well that's too bad. You can't opt out of death during regular rounds if someone or something wants you dead.
  12. UHM, there are a huge amount of tools for mercs!!!! They can buy CHAMELON SUITS that can turn into anything, rubber stamps that can turn into any stamp in the game, voice changers, agent ids, and a floppy disk ( that is fucking usless ill admit) that lets you see security cameras. Also, if they ask over AOOC or ahelp, admins might do an announcement for them, but usually announcing it over common is enough to spark RP. They have the tools, they just don't use them. As for CULT, I think the convert system is fine the way it is. You either join or die from not joining. Honestly, some salty people (For lack of a better term that doesn't insult those people) like to do anything in their power to make sure the antags loose because fuck antags. ALSOOOO, this message doesn't help during peace cult... XX writhes in pain as the markings below her glow a bloody red. ALSO, security being shitlords and trying to do vandalism charges followed by "EVIL BOOK AND TIALSMAN" doesn't help, though the shitlers that do that are usually killed if I am a cultist
  13. Well, you /can/ deconvert cultists already. It's a really small chance, and the cultist decides if they want to be deconveretd with an option box that pops up, much like being converted to a cultist. Now, the reason you don't see chaplains going around doing that is because there is a higher chance for you to hit the person with the null rod because "SLipped!" and does some damage to them, and then security shits a brick and kicks you out.
  14. Honestly, my two favorite gamemodes are Heist and merc. Cult can be removed for all I care though. I love being a merc/heister, playing against mercs/heister, and seeing mercs/heisters' in general. I've seen a lot of good gimmicks, and a lot of funny moments. Just need a good team that aren't shittlers, and most of the time if they /are/ shitlers they die by security, ERT, greytide, etc. Honestly, the only thing I could really suggest for merc is to make them have to get the code somehow other than spawning with it. I would say put it in the blue safe in the vault during merc rounds, but it is extremely impossible to get into that vault without an hour of work and knowing what you are looking for. Off topic, but I hate voted extended; I won't play if its voted extended. I'm fine with secret extended because there is that feel of "Something can happen" even if nothing does.
  15. Ron

    Breacher suit.

    Probably for the same reason that the mining rig is really well armored as well, nearly ert levels. And that reason is coders/mappers at some point in time overlooking their choices. I don't agree with the fact the mining rig has an RCD either, or mesons and not materiel scanners, or the high protection values.
  16. Ron

    Breacher suit.

    You were wearing a military grade hardsuit and they used mallcop gear? I'm failing to see a problem tell me when you beat three guys armed with laser carbines Why is there a military grade hardsuit in a non-security restricted area for any unthani with EVA access to get? or why one on a research station at all that only 10% of the workers can get to and use? I'd be okay with it if it was in the security EVA zone, and, for all hardsuits, you don't get to neglect the speed slowdown with toggle-chestpiece.
  17. Ron

    Breacher suit.

    Nope, they did not, Bay and Polaris still have them, and they even added species restrictions to it before we did. Slow-down can be reduced by toggling chestpiece and hyperzine, so not that big of an issue. Less EMP resistant is soo situational I don't consider it a playing factor. Vision reduction is annoying, but is it that big of a debuff that accounts for the absolutely insane protection values? All hardsuits have vision restriction when offline, though. Also, as a traitor, you can get modules for it. Or as a robotist. So I don't consider it not having modules a debuff either.
  18. Ron

    Breacher suit.

    Real breacher is: armor = list(melee = 90, bullet = 90, laser = 90, energy = 90, bomb = 90, bio = 100, rad = 80) vision_restriction = 0 slowdown = 4 But I don't find that as an issue as it is only spawnable by an admin. Also, I don't know what CC hardsuit you are referencing.
  19. Ron

    Breacher suit.

    Okay, so some backstory. I brought this up before, talked to alb, but decided "Maybe that 1 tile screen deduction and slowdown really does balance it." Then I tried it on, before the update, and I was pretty much able to outrobust 2-3 sec who were using batons and tasers when I had no weapons, only the breacher and my fists. Moving on, numbers. This is the breacher suit protection. Only Untahni can use this rig, mind you. armor = list(melee = 60, bullet = 60, laser = 60, energy = 60, bomb = 70, bio = 100, rad = 50) And it's debuffs. emp_protection = -20 slowdown = 6 And you loose one tile around your screen, which here is a nice comparison for ya. Normal: http://imgur.com/a/aXiVF Breacher (Ik its shitty drawing.): http://imgur.com/a/fxC4r So let's compare, things that are worse than the breacher I will mark in red. Things that are better in green. SECURITY VOIDSUIT. armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10) Judgment: Breacher is better. So, some slowdown and seeing 1 less tile /really/ lets you get all of that extra protection? Like, the breacher suit trumps this voidsuit. Unthani security and antags have a huge advantage over security using this, not even accounting for if they get some hyperzine which neglects the slowdown entirely. Tactical armor (One of the most OP suits in the game. Isn't space worthy though, breacher is.) armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 20, bio = 0, rad = 0) Judgment: I'd take breacher suit incase an explosion went off and caused a breach, or breaches in general. Mercenary HARDSUIT/RIG. armor = list(melee = 80, bullet = 65, laser = 5 0, energy = 15, bomb = 80, bio = 100, rad = 60) Judgment: This is better than the breacher. Mercenary void suit: armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 60) Judgment: Hard to say. I'd take this suit over the breacher, if they were using ballistics. ERT non-hardsuit/rig armor chestpiece, now I want you to ignore the bio and rad value in this case, as it is just a chestpiece, not a space suit. armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 20 Judgement: Breacher is better slightly. Vest you buy from the syndicate uplink, again, ignore bio and rad. armor = list(melee = 50, bullet = 40, laser = 50, energy = 25, bomb = 30. Judgement: Breacher is better in all aspects. ERT Hardsuit/RIG. armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 100) Judgement: Debatable. I'd take the breacher over the ERT hardsuit personally, however. Just for fun, the Heavy Asset Protection Module/RIG (Deathsquad armor, pretty much.) armor = list(melee = 60, bullet = 50, laser = 50,energy = 40, bomb = 40, bio = 100, rad = 100) Judgment: Again, debatable. I'd take the breacher in this case as well. Just want to see what others think.
  20. Not for this at all, honestly. I'm not going to type out a long paragraph or anything for it. They can't pull the pipe dispenser, so unless they want to drag one pipe at a time to an area with messed up pipes they won't be able to fix it. I like being able to go in as a drone and help fix things.
  21. The command hardsuit only has a jetpack in it. The command room has a lot of modules in it including an RCD, Mounted Chem injector, combat chem injector, and so on. In their room also contains an advanced energy gun and a stun revolver for distant weapons. I stay away from any pistols, using vests instead. I also want to say how exceptionally useful the advanced pinpointer is. You always want to bring it on any deployment as you can find important items like head of staffs jumpsuits and track anyone with their DNA.
  22. I will hold off on an update, then.
  23. [Picture of something maybe to go here.] **Guide is still a work in progress, if you have anything to add please feel free to BYOND Me or reply down below. What is an ERT? An Emergency Response Team, otherwise known as ERT, is a team sent by Nanotrasen with the purpose of asset protection. The ERT members in-game are apart of ERT Pheonix. ERT Pheonix is assigned to oversee research facilities in Tau Ceti. Facilities under their watch include the following: NSS Exodus, NSS Aurora, NSS Redemption, and the NSS Antlia. When is an ERT Sent in? An ERT can be sent in for a variety of reasons. The most common reason being a security emergency. Other reasons an ERT could be sent in is due to a medical emergency, engineering emergency, or protection of a highly valued individual such as CCIAA. ERT Ranking: ERT members have a fairly simple ranking system. This part of the guide will cover standard ERT deployment ranks. Cmdr- Cmdr stands for Commander. They hold authority over all other ranks below them, and are able to assume complete control over any NT Vessel they board during their stay. While rarely seen, it is possible they are deployed to the field to assist the ERT, though they are more likely to be briefing the ERT rather than deploying with them. The Commander rank is only available to Admins. L/Tpr- L/Tpr is the Leading Trooper of the ERT team. They are in charge of the ERT as a whole and can be identified by their armor which is blue. They issue commands to their subordinates and assist in the coordination of the team. S/Tpr- S/Tpr stands for Specialist Trooper. They are long-standing ERT members that have specialized in either medical or engineering, though they can be apart of the security detail should the situation not require engineering or medical. Normally, they can be identified by their armor, which would be orange if they specialize in engineering, or white if they specialize in medical. They also have the ability to take over the squad in the case of no leader, or the leading being unable to lead. Tpr- Tpr stands for Trooper. They are the basic grunts of the ERT and are almost always tasked with security. ERT Divisions: The ERT is composed of three divisions, Security, Medical, and Engineering each having their own gear, tasks, and trainings. Security- The security division of an ERT is tasked with protecting and securing high valued assets. There is almost always at least one trooper in the security division on an ERT team. Members apart of this division have received advanced training in security related topics such as weapon handling, close quarters combat, Nanotrason Law, arrest procedures, rules of engagement, EVA training and more. Some members of the security division, usually a specialist, could have more advanced trainings, such as mech handling or explosive ordinance. Their gear is red in color. Medical- The medical division of an ERT is tasked with the well-being of the ERT and the crew of the station. They can double as a combat medic, and have advanced trainings that are medical related such as advanced first aid training. They are usually seen within a station medical bay during emergencies assisting the stations medical staff. Their gear is white in color. Engineering- The engineering division of an ERT is tasked with repairing any faults the station may have. They can also double as a combat engineer, and have advanced trainings related to engineering, primarily construction and deconstruction. They are usually seen fixing any breaches the station may have, and attempting to restore the general integrity of the station. Their gear is orange in color. ERT Tools: Now, the list of tools available for an ERT is a long one, and as such I will only cover advanced tools available for them. Security- Security has a wide selection of gear to pick from depending on the situation at hand. I will cover security weapons and equipment. Grenade Launcher- The grenade launcher is a weapon that can hold up to 6 grenades at a time. The weapon is rarely used, however, as you can not chose which grenade to fire and have to remember the order in which they were put in and the size of the weapon makes carrying it hard. The weapon is useful for deploying EMP or flash bangs distances away when throwing isn't an option though. There is one in stock. Z8 Bulldog- The Z8 Bulldog is a carbine designed for use against armored targets. The Z8 Bulldog uses 5.56mm armor piercing rounds. It has an underslung grenade launcher, and can fire in semi-auto or 3 round bursts. There are two in stock. This weapon is a good choice for security situations as it has the ability to destroy targets with ease, though it requires two hands to be used effectively. The weapon is also resistant against EMP's. Advanced Energy Gun- The advanced energy gun is a weapon designed for a variety of situations. It has two modes, stun and lethal. The weapon also charges itself over time making it an excellent weapon to use for long-lasting situations. The weapon can also fit into backpacks or satchels making it a good backup weapon, and there are four in stock. Ion Rifle- The Ion rifle is a weapon that was designed for mechanical threats. It is best used against targets with mechs or RIG suits, though the user must be cautious as some ERT gear can be disabled by friendly fire. It can not fit into backpacks or satchel making the weapon heavily situational, and it is only has ten shots before needing a recharge. There is only one in stock. W-T 550 Saber- The Saber is a sub-machine gun that has a high magazine capacity and fire-rate. The weapon is relatively small and can fit into backpacks and satchels making it a great secondary weapon. It can be equipped with both lethal and non-lethal ammunition. Three are in stock, along with a ton of lethal and non-lethal ammunition.. The weapon is resistant against EMP's. Energy Gun- The energy gun is the advanced energy guns little brother. It has a lethal and non-lethal mode. The weapon does lack the ability to charge itself. The weapon is mostly used as a side-arm. There are three in stock. Night Vision Goggles- The night Vision Goggles are a handy tool when working in dark-spaces such as maintenance tunnels as it allows you to see in the dark without giving away your position with a flashlight. The drawback of the goggles is you are unable to wear sunglasses or tactical HUD's with them. Plastic Explosives- Plastic explosives are used in situations where access to an area is needed in a fast manner where RCD's or other tools can not breach. They are situational as most areas can be breached with an RCD or by other less explosive methods. The explosive charges can fit into webbing vests making them fairly easy to carry around. Security RIG Suit- The security RIG suit is a very useful tool. It has the ability to turn into a full hard suit which is EVA ready, even coming with its own oxygen tank and thrusters. The security version of the RIG suit starts with a laser weapon installed that has the ability to switch between lethal and non-lethal. The weapon can be outfitted with a laser-cannon or other extremely useful modules. There are two in stock. Medical:(WIP) Chemical dispenser- The chemical dispenser comes with a set of pre-mixed chemicals that are vital for any medical ERT member. Medical RIG Suit- The medical RIG suit is also a useful tool. It comes equipped with a health scanner and a chemical injector to inject chemicals on the go. The chemical injector is already filled with chemicals. There are two in stock. (More to be added to the medical section.) Engineering: NOTE: What I said for medical also applies for engineering. If you want anything added, or have something to add, reply below or send me a PM. RCD- The RCD is a very useful tool for repairing breaches to the hull or entering locked rooms. It can quickly build/remove airlocks, floor tiles, and walls. The handheld version is less useful to the RIG mounted one however. The RIG one does not require matter clips, and does not take up space in storage compartments, but it does take up a lot of energy. There are four in stock. Metal foam grenade- The metal foam grenade is a really useful tool for patching breaches temporarily. When thrown it explodes in a non-harmful way and releases foam that will harden and block air (or plasma) from spreading or escaping. There are two in stock. Suggested load outs
  24. So currently you can only have 3 modules on any given mech (Exceptions being the dark gygax and things like that.) . My suggestion is allow robotics to create an upgrade that, when applied to any mech, allows for 4 modules to be attached. This module would, as it would make mechs considerably more powerful, be expensive. I think like ~100k steel (50 metal sheets roughly) , 5000 gold, 4 Engineering (From R&D), and 1250 silver would make a good price for it.
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