Bauser Posted October 15, 2018 Share Posted October 15, 2018 I honestly don't care if the antag winrate is 1%, I don't care if the crew winrate is 1% winrate as a statistic is completely and utterly irrelevant to me. As long as both antags and crewmembers have an equal amount of fun, then that matters. It's the reason why I think that the AI is overpowered, yet I fixed the dropping rods to kill the AI meme. Given that you are trying to nerf a popular antagonist tool, the logical extension of this is that you have asked yourself: "Are antagonists and crew having roughly the same amount of fun?" and answered *yes,* which is laughable. Aurora is hell for antags and that's why people don't do it and that's why they're not "robust" enough to please you. So instead of nerfing them to force them to play the powergame, just let them do what they're trying to do. No round is made more fun by an antagonist's scheme failing to launch because of shitty mechanics. Link to comment
Bauser Posted October 15, 2018 Share Posted October 15, 2018 I've got two important questions: 1) Is a consequence of this change that parapen targets will actually fall unconscious rather than simply be paralyzed? If that's the case, then the change could be helpful. Because currently, one of the biggest shortcomings of the parapen is that your target remains conscious and so can see everything you do while they're knocked out - meaning they have every IC reason to fight back and ruin you when they recover. IF, however, they fall asleep (like I think fake-death status implies), then an antagonist has an opportunity to feign innocence when the target wakes up (E.G. in the event that their kidnapping plan falls through for a different reason, someone shows up at an inopportune time, etc). HOWEVER... 2) Is a consequence of this change that a parapen target's suitsensors will show that they have died just a few seconds after being stabbed? In this event, it will be a terrible nerf for traitors, since the current parapen only delivers marginal toxin damage (and thus barely alerts medical personnel), while the fakedeath status would send every medical player running immediately. Link to comment
Brutishcrab51 Posted October 15, 2018 Share Posted October 15, 2018 Nobody plays Traitor because Traitor isn't fun for players, that's why Autotraitor ends up selecting people that don't have the Traitor antagonist tag selected. Do not nerf them more, you're thinking backwards. Link to comment
Butterrobber202 Posted October 15, 2018 Share Posted October 15, 2018 Gonna monopolize on the Antag sentiment, playing Antag on Aurora, compared to other servers, is indeed quite hellish. Between dealing with over vigilant Security, medical sensors, and snowflake civilians that will beat you up for starting Antag RP, successfully playing an Antag is nearly impossible without some form of powergaming, Link to comment
Butterrobber202 Posted October 15, 2018 Share Posted October 15, 2018 Why did this get moved to projects. Link to comment
LordFowl Posted October 15, 2018 Share Posted October 15, 2018 Because it is a project. Link to comment
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