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Hyperzine appears too effective at killing its user at the moment. Due to the nature of instantly causing an OD with the addition of adrenaline, I've noted antagonists and crew in general typically dying rapidly. Whether that's after generating a bit of adrenaline from pain or some other circumstance, It's a real, unexpected round ender. This might be what you guys are going for, I do like the chem being and feeling as "dangerous" as its made out to be. Just feels a bit less worthwhile to use in comparison to something like synap.

The wiki should probably get a mention of the organ damage it inflicts. Maybe the needed amount of adrenaline for forced OD should could be about ten units?

  • 4 weeks later...
Posted
On 08/12/2020 at 23:39, WickedCybs said:

Hyperzine appears too effective at killing its user at the moment. Due to the nature of instantly causing an OD with the addition of adrenaline, I've noted antagonists and crew in general typically dying rapidly. Whether that's after generating a bit of adrenaline from pain or some other circumstance, It's a real, unexpected round ender. This might be what you guys are going for, I do like the chem being and feeling as "dangerous" as its made out to be. Just feels a bit less worthwhile to use in comparison to something like synap.

The wiki should probably get a mention of the organ damage it inflicts. Maybe the needed amount of adrenaline for forced OD should could be about ten units?

Sorry for the god-awful response time which you'll have to excuse me for, I've not been active so much lately and only seem to pop by every now and then.

I've got a PR up that should fix this issue entirely which I'll link below. Instead of increasing the amount of adrenaline needed to fast-track to an OD to 10 units, I opted to go another route with making hyperzine less dangerous during combat. Instead of any amount of hyperzine plus 5 units of adrenaline resuting in the fast-track to OD, I've altered it such that having 5 units of adrenaline in your system reduces the overdose threshold of hyperzine from 15 units to 10 units, meaning you can still use hyperzine below doses of 10u during combat. This makes hyperzine in combat less about avoiding getting high adrenaline levels - which is kind of impossible to manage - and more about making sure you're managing your hyperzine levels and keeping it below 10 units.

Regarding the chemistry guide lacking details on hyperzine's overdose and contraindication with adrenaline, I'll take a look and make sure all the details are  there.

Thanks for pointing all this out.

https://github.com/Aurorastation/Aurora.3/pull/10897

Posted
10 hours ago, SadKermit said:

Sorry for the god-awful response time which you'll have to excuse me for, I've not been active so much lately and only seem to pop by every now and then.

I've got a PR up that should fix this issue entirely which I'll link below. Instead of increasing the amount of adrenaline needed to fast-track to an OD to 10 units, I opted to go another route with making hyperzine less dangerous during combat. Instead of any amount of hyperzine plus 5 units of adrenaline resuting in the fast-track to OD, I've altered it such that having 5 units of adrenaline in your system reduces the overdose threshold of hyperzine from 15 units to 10 units, meaning you can still use hyperzine below doses of 10u during combat. This makes hyperzine in combat less about avoiding getting high adrenaline levels - which is kind of impossible to manage - and more about making sure you're managing your hyperzine levels and keeping it below 10 units.

Regarding the chemistry guide lacking details on hyperzine's overdose and contraindication with adrenaline, I'll take a look and make sure all the details are  there.

Thanks for pointing all this out.

https://github.com/Aurorastation/Aurora.3/pull/10897

No need to apologize really, I don't expect people to be active always. Appreciated.

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