
Nanako
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Everything posted by Nanako
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If i have access to EMP, why would i not have those things too. I've either raided the armoury, and have my own guns to shoot you with after EMPing you. Or i'm a heister, see above Or i'm a traitor chemist who's made EMP grenades. In which case i've probably also made polyacid grenades or all kinds of chemical weapons. Your knife versus my autoinjector of potassium chlorophoride, i'd bet on that fight any day.
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Also, i have to contest this. EMPs shut down, or are otherwise effective against: Headsets Energy weapons stun batons force gloves tasers flashes HUDs hardsuits exosuits pAIs cyborgs IPCs AIs Artificial organs prosthetic limbs computer consoles cameras fire alarms APCs Lights And that's off the top of my head. EMPs are NOT situational. They are globally effective against the majority of things in the game. There are very few situations where using an EMP won't yield a tactical advantage Fully biological officers in normal armour using ballistic weapons won't be affected too badly. Thats about all they don't affect. But even then those officers are getting their headsets and batons turned off. So anyone using EMP can severely limit the tactical options of even the most prepared enemy. And i think you're underestimating how many people have prosthetics. I'm not even advocating changing most of that. I just don't want them instantly taking people out of the round with zero effort, RP, or time involved.
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Nobody's suggesting removing their benefits against synthetic players. Just making it not an instant irrevocable kill. They're useful against cyborgs. They're just plain genocide against others. then you and your buddies can unload your guns into his face, while one of his comrades lies dying on the floor from the EMP grenade you through. IT's a zero-effort kill Because 500 damage is just plain absurd. Why buff everything else when dealing with the problem is simpler. Certainly i'm in favour of EMP resistance Nothing i'm saying implies shielding. I'm simply saying that an EMP shouldn't be so powerful as to completely destroy these things instantly. At least, not unless you're making a complex high-powered EMP bomb. Never did i suggest making it useless. Having EMP deal 50 damage to IPCs, and stun them for 5-10 seconds would be useful, very useful. When a synthetic heart is EMPed, have it deal 10-20 damage to the heart, and knock the victim down for a while. Organ damage gets worse over time, and it will lower their health due to the suffocation, making them easier to take down with other weapons. Quite often i see IPCs murdered by a random grenade, or killed offhand by a wizard The point is, nothing as easy as EMPing should be allowed to be a 1-hit kill. That goes beyond combat utility and into just plain murderboning territory. You can kill IPCs several rooms over by accident with an EMP. it's absurd.
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EMP is supposed to be a weapon, a useful tool in combat. When correctly applied, it should aid victory Right now though, it's just plain genocide. EMP Affects four main groups of people: Cyborgs, who suffer about 25 damage and get stunned for a while. If the enemy puts in the effort to follow up and try to destroy them, then they're probably going to die. But if they have allies nearby, they can survive IPCs, who suffer 500 trauma damage and die instantly, with no possible hope of survival, escape or rescue. The worst part is, they can't even be rebuilt or revived, at least organics can be cloned. Vaurca, whose organs are almost entirely synthetic, suffer 60 trauma damage toe ach organ, suffer massive simultaneous organ failure, and die in under two minutes. Even if it happens inside medical, with a well equipped medical department, their hopes of survival are almost nil. Anyone who has an artificial heart, their heart takes 60 trauma damage, fails instantly, and their hope for survival is very low. Why did anyone ever think this was okay? Three of the four types of people who are affected by EMP, will die in a single hit. And yet we have ion rifles and EMP grenades quite readily available. Killing people in one hit is just cheap, and boring, it's not fun for anyone. it removes any drama there might have been in combat. It makes ganking incredibly easy, which surely is something we don't want. With almost any other type of weapon, killing someone takes effort. A civilian will usually run when shot at, and their attacker will at least have to chase them down and expend some time if they want to murder them. With EMP weapons, civilians in these categories can just be killed with a simple motion, it requires far too low of an expenditure of effort on the attacker's part. I sayTone it down a lot, to be more reasonable. The effect that EMP has on cyborgs is pretty good, the damage isn't too high, but the stun makes them very likely to lose in a battle. If they're with other people, they can be rescued, taken to safety, etc. 25 damage and stun to an IPC is a lot more reasonable, if you want to murder them you can put in effort beating them while they're down, and perhaps expend another EMP to keep them down, higher cost in resources. For artificial organs, lower the damage significantly, enough that the victim has a chance to flee towards medical, and to survive long enough to be treated.
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Brightdawn was asked to chill too, she shouted some rather rude things at him too, this was very far from a one-sided thing. I distinctly remember brightdawn telling someone to kill themselves. She seemed intent on stirring drama, and went from cheerful to triggered in 0.5 seconds This was casual banter that happens on the internet. It was her choice to get offended by it, and i sure don't want to see someone banned over a silly argument in chat. Someone post the logs, and don't believe hearsay
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Thanks for the reply skull, some interesting info there I've found the method that works best for me at least, first of all superballs's suggestion allows it to run in safe, instead of ultrasafe mode by default. Then i just use the Run option from within dream maker. In two clicks it compiles the code, launches a server, launches a client, and conenects me to it. So i can go make a cup of tea for 5-10 mins while everything loads, and come back when i hear the lobby music
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try putting it diagonally so there's more space?
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For the rodents, rather than spreading viruses, i'd say make their bites cause infected wounds. Infection isn't used enough, and it's a better developed mechanic. As for snakes giving toxins, it's okay. We already have spiders that do that, though. Seems a little redundant, although it could be good if you give them a much more powerful toxin (but don't make their bites particularly damaging besides the poison). Problem with spiders is that they hit so hard they do most of their damage in trauma and bonebreaking anyway, if the snakes are more focused on the poisons it'd be interesting.
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You say this, but Commander sticks Calling someone Head just sounds stupid. Writing acronyms in what's supposed to be a representation of spoken words, seems even moreso. And nobody types out the full title most of the time. 'Head of Security' just plain does not work. If you don't want people to use commander, suggest a third option
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I vote no. Usually when people call for transfer, it's because they're tired of the round and want to stop. it's not a good time to throw more stuff at them. I'm definitely all for more random events, but not at the end of a round. if we wanted chaos at the end of a round, we wouldn't have EOR grief rules
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If the worry is about exosuits being too powerful, i'd totally be cool with nerfing the immolator instead of buffing anything. My only concern here is the balance between the two.
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I've submitted a PR for this, amongst a few other changes: https://github.com/Aurorastation/Aurora.3/pull/331
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fwiw, it'd be quite easy to duplicate then modify the heavy laser projectile, so that changes wouldn't affect the handheld laser cannon. I don't see any reason why infantry and exosuit weapons are so intrinsically linked, and unlinking them isn't hard. is accuracy a thing that varies per weapon ? I'll look into that, if the cannon is indeed more accurate then that'd make sense
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Katelynn, your application is accepted, please join our communication channel and i'll set your privileges appropriately.
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there's a whole lot more, like any of the pickuppable items mentioned in this thread: http://forums.aurorastation.org/viewtopic.php?p=58545
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Was looking over exosuit laser weapons for documentation today: The solaris is apparently an upgrade to the immolator, since it has a higher tech requirement, and fits the same role. It deals 50% more damage per shot (60 vs 40) It uses twice as much power per shot (60 vs 30) It has a longer cooldown between shots, 1.5 seconds vs 0.8 seconds ( Or alternatively, 0.66 vs 1.25 shots per second) As a result: It has a lower damage/power ratio: 1 vs 1.33 IT has a lower overall DPS: 39.6 vs 50 Am i missing something here? The solaris seems to be a straight downgrade, despite being harder to create. It's inferior in every way that i can see. Is there some special mechanic that makes higher single-shot damage more useful? I feel like these need some rebalancing. My personal idea would be to increase the solaris' damage to 90 per shot (59.4 DPS) and maybe increase the power usage, so you're trading efficiency for better damage output. Or nerf the immolator somehow, maybe lower its damage to 30 and increase its cooldown Right now, it seems there's no contest between the two, and no reason to ever put solaris on a combat mech, when the immolator has the same material costs and lower tech requirements Am i wrong?
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i'm guessing a candle would have more overall effect on a room, opening a little emergency tank to pressurise an area is kind of futile, its a small supply meant for attaching to a suit
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Because whitelisting things is actually very easy. DM is an OO language with inheritance. It's very easy with a single line, to whitelist every gun in existence. Or every belt,, or every paper document, etc. All the specific items inherit from base classes, and those base classes can be whitelisted. And besides, to 'actually stop' them going into cryo with gear, you'd need to create a blacklist of gear you're not allowed to take with you, which is an identical amount of work anyway, but it would annoy the players more who just want to go get dinner or something. and they'd probably just SSD on the floor instead
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thanks for the replies guys. I've got everything working now. Good tip superballs, that worked perfectly. Special thianks to arcbot for teaching me the ropes @1138 yes i always test anything i do before submitting it, no worries. I'm very careful about not creating new bugs
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the pressure indicator is flashing though. imo it shouldn't. Why not just have the rescue ball at a comfortable pressure
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Not a 'magical' code addition. There's already a system in place that preserves certain items if someone goes to cryo with them on. they can be retrieved from the cryostorage computer The system works on a whitelist, we can just add more things to it, anything valueable. What do you have in mind?
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There's not enough room or exposure in that maintenance shaft, the journey from security to the nearby docking port is something like five tiles. No space for a firefight, or really for anything interesting. A journey through the halls towards arrivals will be far more interesting, because it's full of a ton of little places that nobody ever goes into, and most of which don't even have cameras. The maintenance doors either side of EVA, the emergency storage, the various doors into disposals maintenance, the security checkpoint and civilian east substation, and the vacant office. Plenty of places for people to hide in ambush, then jump out and assault security from both sides.
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This can't be right. In current mechanics at least, a pressure below ~50kpa starts dealing trauma damage to your whole body and will kill you
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Try counting again, Zundy has reconsidered his position. On the side of keep doctor access, myself, zundy and carver. On the side of restrict to virologist, yourself and jboy. it's 3:2 in favour of allowing the access I'd say medical is already sufficiently split up between chemists, paramedics, and doctors. it doesn't need anymore cutting. Virology is a medical specialty, not an isolated career, you've got to be a doctor to begin with to understand how viruses affect the body.
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A virus sample crate spawns in virology at roundstart, unlocked. Every doctor already has access to viruses And virus sample crates are really just a convenience, you can make any virus by mutating the starting ones plus a bit of luck, i believe. Giving doctors access to them wouldn't change balance at all