Guest Posted March 11, 2016 Share Posted March 11, 2016 Newcode slimes are ridiculously overpowered. They're immune to freeze rays, water is generally inefficient in killing them and they take next to zero damage from any other source, including being exposed to space. When they latch onto people to feed (even if disarmed and thrown off), baby slimes grow into adults instantly and adult slimes split off into more slimes. It's generally just impossible to deal with slimes even with a lot of help, because one tick of RNG can cause a slime to break out into an uncontrollable roflstomp. I would suggest disabling them and the xenobiologist position until slimes can be adjusted appropriately so that they can actually be dealt with and not cause command staff to call for evacuation as soon as they even remotely peek out of their cells. They're more resilient than changelings like wtf Link to comment
SleepyWolf Posted March 11, 2016 Share Posted March 11, 2016 Please. Please. Do it for me. Link to comment
Gollee Posted March 11, 2016 Share Posted March 11, 2016 Agreed. If we had a poll of shuttle call reasons, slimes would top it. Link to comment
Chada1 Posted March 11, 2016 Share Posted March 11, 2016 Slimes should be dangerous, but when you can't even kill an adult when it splits with four people each using an extinguisher (This actually happened in a Vampire/Thrall round) it gets very ridiculous. I agree they need to be toned down some, but just enough so that they can actually be countered. I mean, If you got the freeze-ray to work on them that would be fantastic, then there's a counter. Link to comment
LordRaven001 Posted March 11, 2016 Share Posted March 11, 2016 When rounds don't even make it past one hour because of evacs that a non-antag (Slimes) caused it is dumb, Just check the damage numbers they do in the code, Plus there stun pounce is broken, If we reduce it that would be good, or Whitelist xenobiologist Link to comment
Mofo1995 Posted March 11, 2016 Share Posted March 11, 2016 So I did some experimentation with new code xenobiology, and a slime which has been starved for nearly two hours still only needs ONE monkey to become a full grown adult and then split. That's hardly any food. On old code, assuming they haven't been starved, on monkey would make it adult, and then a second monkey would make it split. This made slime farming a longer process, but it made slime outbreaks very containable since slimes need to eat a decent amount. A starved slime took two whole monkeys just to become an adult. Bringing back these mechanics would make slimes leaps and bounds easier to handly. Another thing is this: All though slimes are weak to water, it takes a long amount of time for them to drop dead from it. One baby slime can be blasted with an entire fire extinguisher, and you have to wait some ten seconds after the last bit spraying them for them to finally drop dead. The fact that it takes so long for them to drop dead in addition to temperature no longer being a factor, dealing with slime outbreaks becomes even more impossible as they can have multiple generations of offspring on just one xenobiologist in addition to being able to jump on you and feed into health when you've dealt what should've been a lethal blow since it takes time for them to drop. For reference, on old code, one concentrated blast in the containment area would usually drop them dead instantly, two if you were unlucky. A third if it got some munch time in on you. New code xenobiology is strictly worse in every way from old code, even the xenobiology map layout is worse since one of the pens is unusable, and had it's disposals feeding system replaced with a random cloning pod. Link to comment
canon35 Posted March 11, 2016 Share Posted March 11, 2016 I think we can all agree with delta's suggestion here. Slimes are ridiculously OP and they're arguably a bigger pain in the ass than spiders. Link to comment
Carver Posted March 11, 2016 Share Posted March 11, 2016 Make them easier to kill with water, keep the lethality, breeding rate and toughness otherwise. Having xenobiology require a bit of knowledge and effort is a good thing, making them annoying even for their handlers to kill with water, on the other hand, makes it generally somewhat bothersome to successfully play the role. Link to comment
Dreviore Posted March 11, 2016 Share Posted March 11, 2016 Make them easier to kill with water, keep the lethality, breeding rate and toughness otherwise. Having xenobiology require a bit of knowledge and effort is a good thing, making them annoying even for their handlers to kill with water, on the other hand, makes it generally somewhat bothersome to successfully play the role. Honestly. This somewhat. I think the major issue is that slimes get out too easily. Xenobiologist gets jumped. Immediately runs through the airlock to the research hallways. That's why, as an AI, if I see the xenobiologist get attacked, I lock it down, and refuse them from leaving. And send a borg in to assist. Link to comment
Garnascus Posted March 11, 2016 Share Posted March 11, 2016 I've honestly just started deleting slimes if I happen to catch it early Link to comment
Nanako Posted March 11, 2016 Share Posted March 11, 2016 Rather than depowering them, i'd like to see some better tools to escalate the situation. First of all, fire extinguishers are kind of underpowered, and a little buggy. They become empty so quickly, and they fire off in a lot of sitations you wouldn't expect to. Putting it into your backpack wastes a shot. They also fire really slowly, when a fire extinguisher in real life is more of a constant jet of the contents while you hold the trigger One thing i've seen on another server, that i couldn't seem to find on aurora, was the water tank. Maybe it's here and i'm mistaken. It's a piece of Atmospherics Tech kit that appears in special hardsuit cases in their department, and is worn on the back, replacing your backpack. You can activate it to pull out a hose and blast water at things. It's like a superpowered fire extinguisher. Giving us that would give atmospherics tech more stuff to do, and give a decent weapon against slimes. I'd also like to see mechs have a Water Cannon attachment, for large scale firefighting and slime battling. They're an interesting foe, give us better tools to deal with them Link to comment
Carver Posted March 11, 2016 Share Posted March 11, 2016 I'd also like to see mechs have a Water Cannon attachment, for large scale firefighting and slime battling. There already is a fire extinguisher attachment iirc. Link to comment
ChevalierMalFet Posted March 11, 2016 Share Posted March 11, 2016 Another idea, though I'm not sure of the feasibility of it, would be the ability to remotely drench one of the slime cells by using a button from outside the cell. Link to comment
UnknownMurder Posted March 11, 2016 Share Posted March 11, 2016 (edited) [EDIT] Never mind me. Jennal thought my post was a stupid suggestion that should be ignored. Very professional. Edited March 13, 2016 by Guest Link to comment
Jennalele Posted March 13, 2016 Share Posted March 13, 2016 Okay, ignoring the above post. The issue isn't that we don't have the tools for the job, Nanako, its that water does slow damage over time to slimes, in which period they get pissed off at you that you're killing them, and glomp. Water and temperature needs to do instant damage to them again. I can't count the amount of times the RD has had to drag Vesri off for slimes gone wrong. Link to comment
Dreviore Posted March 13, 2016 Share Posted March 13, 2016 Okay, ignoring the above post. The issue isn't that we don't have the tools for the job, Nanako, its that water does slow damage over time to slimes, in which period they get pissed off at you that you're killing them, and glomp. Water and temperature needs to do instant damage to them again. I can't count the amount of times the RD has had to drag Vesri off for slimes gone wrong. Actually, spraying them doesn't make them upset, what makes them upset is people like to hit the slimes with the fire extinguisher in order to spray them. Causing your character to whack it. Once the slimes get out of xenobiology its next to impossible for organic crew to deal with slimes, and it's just because they're overly hungry, but that's their purpose. To repopulate. What needs to be done is yeah, temperature needs to kill them, not instantly, but it does need to be able to. If I change the temperature to -2C I expect the slimes to die trying to get out of that room. I think the major issue is we need to limit the amount of contact the xenobiologist needs with slimes, to prevent them from escaping. My idea is to give the xenobiology 3 new buttons on each cell, to open the doors. When the slime steps in, it gets enclosed in and now you can shower them with water. Link to comment
Nanako Posted March 13, 2016 Share Posted March 13, 2016 Okay, ignoring the above post. The issue isn't that we don't have the tools for the job, Nanako, its that water does slow damage over time to slimes, in which period they get pissed off at you that you're killing them, and glomp. Water and temperature needs to do instant damage to them again. I can't count the amount of times the RD has had to drag Vesri off for slimes gone wrong. Well i like that, i don't think it needs to be instant. but i'd say, make it stackable DOT. more water equals more damage over time Also as a side note, whacking slimes with a wet mop should be really effective. it's not Link to comment
Nanako Posted March 13, 2016 Share Posted March 13, 2016 I'd also like to see mechs have a Water Cannon attachment, for large scale firefighting and slime battling. There already is a fire extinguisher attachment iirc. Doesn't it suck as much as any other fire extinguisher though? i meant a serious water cannon, with some range. Let us fire a jet of water from 5 metres away Link to comment
Guest Posted March 13, 2016 Share Posted March 13, 2016 One thread per suggestion. Mixing multiple ideas into one thread actulally makes managing this forum or deciding what to add more difficult to manage. please stop. don't turn this into /tg/station forums. read the op. Link to comment
Mofo1995 Posted March 13, 2016 Share Posted March 13, 2016 I don't see why we should keep them at their current power level though, there's really no reason for it. The new slimes are such a pain in the ass to work with, if the goal is to make xenobiology have a higher lethality rate and be more challenging, old code slimes still killed a lot of people. I really don't see why we should keep new code slimes except possibly out of some sense of elitism for people who can handle them successfully, and I have to stress, not many people even managed to do that with old code slimes. On the subject of aggroing the slimes with fire extinguishers, misclicks happen. Accidentally bonk them once when you meant to spray them, and it's more often than not game over. Link to comment
Carver Posted March 14, 2016 Share Posted March 14, 2016 old code slimes still killed a lot of people. and I have to stress, not many people even managed to do that with old code slimes. TBH we should just port a slightly more lorefriendly version of the /tg/ xenobio guide and put it on the table in the middle of the lab, because slime handling is (Or was, if this newfound odd resistance to water is anything to go by) hands down the easiest job once you understand the mechanic to befriend them. Link to comment
Damarik Posted March 14, 2016 Share Posted March 14, 2016 I'm on board with bringing back old-code slimes. I never had this much trouble with them, and it seems like with these superslimes, I'm dying every time I go into that lab, no matter how many different ways I approach population control. One always gets a wild hair up its core and takes me out. I can be as careful as I want and it still doesn't work. Link to comment
UnknownMurder Posted March 15, 2016 Share Posted March 15, 2016 This is Edgar Dubois, Research Director, just reporting from the last current round talking to the Newscaster reporters. Slimes took over the Departures. It was an impenetrable defense. Only Aquilia survived and held off the swarms of the slimes in CE's RIG SUIT while I stood watching in enjoyment praising the slimes. How did it escape? The Captain held the slimes too long that the slimes went into the vents and reproduced on a dead corpse. No one cared about the slime until it became an issue and started multiplying. Edgar Dubois, signing off. I hope you realize the situation of the slimes. Link to comment
Nanako Posted March 15, 2016 Share Posted March 15, 2016 This is Edgar Dubois, Research Director, just reporting from the last current round talking to the Newscaster reporters. Slimes took over the Departures. It was an impenetrable defense. Only Aquilia survived and held off the swarms of the slimes in CE's RIG SUIT while I stood watching in enjoyment praising the slimes. How did it escape? The Captain held the slimes too long that the slimes went into the vents and reproduced on a dead corpse. No one cared about the slime until it became an issue and started multiplying. Edgar Dubois, signing off. I hope you realize the situation of the slimes. Oh god, i was there. I suspect it was a heist round, given the robbery of the captain's office. I spent most of my shift treating people with battle wounds, and then suddenly at the end, slime apocalypse. I spent the last part of the shift attempting to get an EVA suit and rescue people, while our main EMT flew around in an Odysseus commendably trying to scoop up the wounded until she ran out of power while surrounded by the things, and presumably died. I never heard from her again after i told her to make a break for medbay Fire extinguishers just suck, i feel like that's the main problem. i didn't see any point in trying to fight them. Killing them with normal damage should be possible too though, i found a shotgun on the floor and there wasn't any reason to fire it. Link to comment
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