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Showing content with the highest reputation on 06/10/2023 in all areas

  1. Hi, I believe that the Slowdown on Pulling PR should be reverted as I find it its argument rather poor and weak, and lowers the skill ceiling of the game by removing a technique people have used that rewarded being aware of their surroundings and made fights more engaging. This PR despite being controversial and having some opposing and agreeing parties on the balance team was not given any sort of testing or focus before its complete merge into the codebase. I have listed a few points that explain my reasoning why I believe this PR should be reverted and hope to see further discussion before the revert is made, thank you. I do not agree that pulling a crate or locker behind is a quote "gamer move". The word gamer moves is a generalization or buzzword that is slapped on things people do not like or agree with. There was nothing gamer about using objects in the world as cover to avoid taking hits or damage from engagements. Pulling a locker wouldn't 100% secure you a victory or disengagement, it would however help in extending a chase or allowing people to escape if used properly with map awareness and positioning. This entire tech has been gutted and has lowered the skill ceiling of the game despite it not being a one and done solution to all your problems. I believe this PR needed more input and testing before being completely merged into the codebase. Like I've said previously, this was a PR that had both balance team objections and approvals, with a majority community feedback of negative reception, in essence it was rather divisive in the community. It is also a massively change to the general gameplay of the server as pulling things not even related to combat are now affected by this change. I believe this was too broad of a change and that this has more negative effects on the server then what the PR aimed to accomplish. Lastly, I believe that instead of nerfing an entire mechanic in the game and affecting the entire server with a proxy nerf, there are other more constructive methods that can be used to handle these problems. Locker pulling or dragging is a majority antagonist mechanic when evading security to avoid projectiles. Use of teamwork like flanking, communication, and better positioning can solve the issues of being able to catch someone dragging cover behind them, its not rocket science its just general teamwork. A crate being dragged behind someone does not completely cover them, they are still prone to getting shot from certain angles, having their cover destroyed from excessive damage to the structure, or accidently boxing themselves in from poor movement. Skillful players can easily beat this and its all a matter of improving against it.
    1 point
  2. an archive of every single photo which happens to have my character in it (select few are missing because they are not forum friendly ) press the heart button at the bottom of the post or john nanotrasen dies forever (mr bird was my protect objective) thats all for now folks
    1 point
  3. Few points The first point seems more like trying to reason why such a change is good for the server despite the main focus of the PR being behind nerfing a combat mechanic. The original PR was not worked around aiming to encourage other forms of moving stuff around the station, this is a side effect, not an original goal that pretty much proves my point that the nerf is too broad. I do not believe that changing the entirety of how people have been used to doing things just to nerf the three robust players who cleverly use lockers as cover is a fair or good trade off. This is essentially using a shotgun to kill a fly when there are other methods that do not hurt the general community. The PR has people discussing other possible ways to handle this, all of which are far better then telling everyone to simply adapt to such a poor change. While I understand the point, I find it a bit odd that the general d of what I was trying to say is considered "negative water". We've had a similar PR that was controversial that many people found to be too harsh or unfun for such a change, example would be when batons had passive power drain. It had a similar reaction in terms of community opinion and changing how the game worked due to combat (balance). It was decided however that the change was a bit too harsh and testing in-game only proved it further. Which is why I said that it should have been tested first before a full merge to get a general community feedback and reaction. Obviously community input isn't the main factor to changes but it does make people aware of a PR's existence, and encourage better alternatives. 357 + Ebow is already a pretty strong combo, with or without locker. I think the frustration you felt is being aimed at the wrong place as the locker is probably the smallest offender out of those three items. The balance of the other two isn't relevant here but I can safely say a 12 TC and 13 TC item both paired is going to be strong in nature, and not by the addition of a destroyable locker. The removal of lockers wont actually encourage people to stealth more, nor will it make people avoid fighting disablers. Its just going to encourage more antistuns like meth and adrels since another choice of evading security is now gutted. This feels more anecdotal then a common occurrence with the existence of lockers, which I think is a bit of an extreme and rare case of a locker being used in combat.
    1 point
  4. Flanking was a good way to deal with this problem before the slowdown PR (and frankly still is, if anyone dare use it). I think an alternative should be considered, revert the PR so theres no slowdown, and have projectiles go over crates, and unlocked lockers be able to be opened with 4-5 shots from any gun, and the locker is forced open for a bit (similar to stamina (yes basically adding the stamina system for lockers, don't @ me)). If you manage to pull a locked locker you should be able to get away with it since those arent very easily found in places like maint, where most often (if at all) locker pulling takes place. EDIT: Also people push lockers a lot more now, and it looks so janky because pushing stuff isn't smooth. It feels so immersion breaking sometimes.
    1 point
  5. Fully agree. My thoughts lie on the pull request for it, but in summary: We should be encouraging no-antistun play, not discouraging it. Locker dragging is one of the few things that keeps you from instantly going down to 20 disabler shots from one officer, only two of which need to connect to slow you down. While a few edge case during lowpop could make combat dragging feel "cheap" that is hardly worth this massive change that effects *everyone* on the server, not just the 20% that play security/antag. Plus, even on lowpop when you don't have an additional officer to cut someone off, it is okay to disengage and flank. Remember, even as an officer, you can pull back and re-position. The only "gamer move" I see here is meth, which is 5 times as effective at getting away than locker dragging, and lets you use it offensively to pick apart officers.
    1 point
  6. From fields Bridges of green! To swathes of the sleepy
    1 point
  7. Prior and Maruu, Musicians to Aitne have given a little concert to the crew! It lasted about 25 minutes and was awesome, even with couple problems (read: shitters, wormholes, HoS refusing to turn off his flashlight and my internet absolutely dying) making it harder! I even heard we managed to sync our instruments enough to make it sound alright, which is an accomplishment in my eyes!
    1 point
  8. Me and Marm relishing in our crate organization skills.
    1 point
  9. Screenshot dump from the last 2 months : )
    1 point
  10. Oldie but a goldie, their head was here for a good 40 minutes,
    1 point
  11. Whenever I'm adminning, I always think 'WWLSD' (What would Lord Singuloth do?). He never steers me wrong...
    1 point
  12. A huge project which took whole shift, and we didn't even do anything with it once we completed it! Project: Tesla engine for the BSH with fully pressuried and powered control room below engi escape pod. CE and overseer: Brick Mcintosh Containment engineer: Xann Worker of Clan Zxiax Containment engineer and room designer: Kloo-Mmmn-Yool Room designer: Herbert Dubois Support staff: Audrey Earl and borgs (sorry can't remember names) I probably missed some people, but I was running around the station getting parts, metal, plasteel, etc. so I might have missed some people Result: fully functional tesla engine in 3x3 containment (broken emitter due to meteor shower) with electrocuted grille wall (almost) full plasteel wall and normal wall beyond it. Tesla was generating over 1MW for the emitter which was powering BSH. Bless to the cargo and mining crew which got us all the crates we requested and mined shitton of metal/plasteel for this project. Somehow all of this feels small since it wasn't any wild ass tesla engine but considering that in this round we had a rod and meteor shower plus normal bullshittery I am quite content with the work we did. Cheers
    1 point
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