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Why are non-lethal chemistry sedatives still nerfed to hell?


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Posted

I understand that if chloral needed a nerf like years ago because of how instantaneous and impossible to counter it was, and the fact that everyone was using it against each other because there was effectively nothing better to use. However, I find myself in a lot of situations as an antagonist or even as a typical chemist trying to survive the insanity of antagonism, having to pass up previously useful stuff like chloral over jabbing soporific into people to replicate the same effect but instead using even more chemicals for it. Or even stuff like impedrezene, that stuff used to be really good at keeping people super down if they really deserved it.


However, the issue is now that nobody uses this stuff because it's not useful to implement unless you give an amount that's way over their normal overdose point. It kinda sucks for antags that are based in medical or science to have to use methods outside of their own department because the tools within their department are simply inferior and a giant waste of time and resources to use. Resorting to cheesy shit like telescience bombing or raiding the armory just to stop security from trying to stop you doesn't make for much of an interesting round.


What gives with it, anyway? Is there any way to make chemicals a reasonable threat again?

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Posted

I liked that chloral was near instantaneous knockout. I used to use it to make actual 5u tranquilizer darts in case people started getting violent in medbay. Tranq them. Deal with it. But that's me, and I was always careful about dosing and only using it on violent/unstable patients/intruders.

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People overused and abused these things to Hell and back, especially /against/ antagonists, to this day I still find Chemists/MDs scarier than Security. There are also still certain chems in the code that will insta-down you if you don't particularly mind going out of your department with a shopping list. So you can still create a nasty sedative/stun mix if you know where to look.

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Posted
People overused and abused these things to Hell and back, especially /against/ antagonists, to this day I still find Chemists/MDs scarier than Security. There are also still certain chems in the code that will insta-down you if you don't particularly mind going out of your department with a shopping list. So you can still create a nasty sedative/stun mix if you know where to look.

such as?

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Posted

I think this is the bay wiki guide that is closest to what chemistry code we're using at the moment. Though I'm not one hundred percent certain.


https://wiki.baystation12.net/index.php?title=Guide_to_Chemistry&oldid=59729


There are a variety of dangerous and incapacitating chemicals in that guide.


So, Chloral Hydrate, Soporific, Impedrezene, Lexorin, Mindbreaker Toxin, and Potassium Chlorophoride would be the most completely incapacitating ones it looks like.


You can put all of these in smoke grenades, autoinjectors, syringes, pills, people's drinks at the bar, food(I think).

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Posted

Unfortunately, Aurora.3 still uses our old chem recipes, so we don't have potassium chlorophoride.

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Posted
People overused and abused these things to Hell and back, especially /against/ antagonists, to this day I still find Chemists/MDs scarier than Security. There are also still certain chems in the code that will insta-down you if you don't particularly mind going out of your department with a shopping list. So you can still create a nasty sedative/stun mix if you know where to look.

such as?

I don't spoonfeed the fun stuff. Look through the github and you'll soon find all you wish to know.

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Posted
Unfortunately, Aurora.3 still uses our old chem recipes, so we don't have potassium chlorophoride.

 

I took Carver's advice and dove into the Aurora.3 code, the recipe is in there. I'll try it next time I play chemist, just to find out.


Assuming /code/modules/reagents/Chemistry-Recipes.dm is where the recipes are actually held.


Oddly in that code it appears Kelotane is one of the chemicals that gets sent loud to an admin when you mix it. Not sure I quite get why.

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Posted

such as?

 


here's a hint, the barkeep is your friend

 

Beepsky smash and "Neurotoxin" are instant stun chemicals that dont mute, but they down you in an instant, and if there's a good botanist, you could trade mutagen for mutated soybeans and cook sleepy pen juice, zombie powder in a emergency pen is basically a shorter duration sleepy pen

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