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Cult is garbage and needs a serious rework


BurgerBB

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Posted

I wrote up a paragraph but the forums ate it for some reason and now it's lost so I'm doing it again with more aggression. Cult is honestly one of the worst designed gamemodes for HRP, sitting up there with changeling. Hell, I'm starting to think that cult might be worse than ling as I actually took a look at the code.


The balance of cult is a big meme and part of the "P O W E R C R E E P A N T A G O N I S T S" method I'm seeing lately to make gamemodes """interesting.""""


Here are some things about cult:

- Throw paper in someone's face and you'll stun them long enough to decap them with a sword regardless of protection for no real reason other than blood magic. You can have unlimited paper as long as you don't get papercuts.

- Get 3 people to stand on a rune and you'll instantly kill either an organic or a machine in one hit for no real reason other than blood magic.

- Actively show signs of being a cultist however security isn't allowed to give a fuck because that's m e t a g a m in g. So if you say anything about 9 people in scary robes gathering in a circle jerk, you're a FOOL.

- Stealthcult happens sometimes because of the above.

- No one wants to be a cultist because it means switching your personality for no real reason other than blood magic. This causes the crew to catch powergaming fever when they learn it's a cult round. You'll always see a Durand constructed during these rounds.

- The below shows code of ERT armor and cult armor. Guess which is which. (Bio and Rad protection excluded) Cult is about the same for no real reason other than blood magic.

    armor = list(melee = 50, bullet = 30, laser = 50,energy = 20, bomb = 25)
   armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30)

- Cult robes are 100% immune to tasers and stunbattons for no real reason other than blood magic. Sec has to rely on lethal takedown measures to get rid of cult. (Excellent HRP gameplay).

- Juggernauts are immune to most ranged and melee weapons.

- Cult is immune to security cyborgs.

- Cult is given a sword that can decap in 1-3 hits (thanks limb gibbing code).


Here are some things that can be done to fix cult:

- Remove/nerf high-damage runes/abilities.

- Remove stun memes. We did it with everything else.

- Nerf the protection of cult armor or at least give it some drawbacks (Maybe 0 melee armor?)

- Nerf the protection of cult armor again. Specifically, how much it protects against stun batons and tasers.

- Make cult conversion actually reasonable. Look into how deity/devil works and provide non-shit scenarios where someone will willingly join a cult, such as wish granting or power.

Posted

No. Stop calling things you don't like "memes". That word has been through the ringer even more so than your keyboard as you rapid-fire suggestions to neuter the server.


At this point just make your suggestion to remove cult entirely and get on with it. There's no game in the above suggested game mode, it's basically just extended with a neat green icon to stick over your character.

Posted

No. Stop calling things you don't like "memes". That word has been through the ringer even more so than your keyboard as you rapid-fire suggestions to neuter the server.


At this point just make your suggestion to remove cult entirely and get on with it. There's no game in the above suggested game mode, it's basically just extended with a neat green icon to stick over your character.

 

Yeah, it's not like this is a heavy roleplay server, where the main focus is roleplay.


Honestly i'd prefer this over some stupid valid muderbonefest.


and by extention, aren't you calling his suggestion a "meme" and something you don't like glorified extended?

Posted

The removal of the cheesy stun mechanics would be fine, but it'd be taking away a lot of power by removing the stun-immune robes in addition to nerfing their talismans. I suggest choosing a couple things to hit only, since cult usually gets rolled over without such advantages against security. There are also methods I employ versus cultists that I pull out in the worst case scenario if I feel the cultists powergamed incredibly hard to get their advantage, in order to play back the advantages they won by powergaming. They're hard to counter, because I've had them used against myself, so honestly, I'm the only one in this thread so far that agrees with the post but doesn't have an actual balance issue with cultists.

Posted

Cult really only gets powerful when they start mobilizing, so if you are cunning enough to catch them while they are still in their growing phase they are alot easy to beat.


really, Cult ISNT MEANT to be beat once they start their assault.

Posted

Cult really only gets powerful when they start mobilizing, so if you are cunning enough to catch them while they are still in their growing phase they are alot easy to beat.


really, Cult ISNT MEANT to be beat once they start their assault.

 

And this is pretty bad considering that security aren't allowed to metagame cult and stealth cult is played a lot.

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