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Showing content with the highest reputation on 06/23/2023 in all areas

  1. people just saying how many games they play and how often they are roundstart antag wouldnt show you a full picture. Other factors like time of day, days of the week, how many players have antagonist roles switched off (which antag obsessed cant understand) all change "the odds". It's also interesting that you don't start with your own experience.
    1 point
  2. Honestly I’ve never really seen people use locker dragging very consistently. I’ve also never seen someone use it to evade capture in the long term. Like I get that it’s kinda goofy, but it’s really not that good of a strategy. I just don’t like that normal crew needing to move crates or lockers now get punished over a niche technique. Ultimately I’d prefer a revert, but I wouldn’t say I’m seething about the change either. The change definitely makes cargo more tedious though.
    1 point
  3. Bit of a thread revival but I've had more time to play with this change, and I'm not sure I like it. This change does make dealing with locker pullers without backup somewhat easier, but in 1 by 1 hallways on like shepard it's still an effective strategy. I also don't really think it's too much of an issue, when it does become frustrating it's when they use other stuff like meth and an autolathe for ammo with it, which I would argue is significantly more problematic than pulling objects. One think this Pr did NOT address is structure pushing by mobs like terrors, which I find to be way more oppressive as you have no way to deal with it in most cases, while they get a much easier push. In game this kind of seems to just make normal stuff you were already doing a bit more frustrating and really only affects people who don't realize they can just push objects. it's not too terrible but it's just kinda janky and annoying. I've been thinking about putting up a revert that adds a limited piercing upgrade for disablers and lasers at RND, I feel that's a better compromise than making things generally more frustrating to use overall to kill off a pretty niche strat.
    1 point
  4. The cowboy miner, Dalton Allen
    1 point
  5. Right, Ill put my reasonings for approving of the original PR here: - Giving dragable structures slowdown gives some upgrades/tools some actual use for their actual job. RND can make Bluespace Lockers (I dont know if these have slowdown, but I'd be fine with removing it from these these are confirmed to have no slowdown) or they can just put mats in a duffle bag. Cargo has an RCS and you have a few options (Disposals Delivery/MULEs) other than dragging crates to their destination of you so desire. If Paramedics need to mass-body-retrieve, they have an ambulance (which can get VTEC) to drag without slowdown. - For the second point, this was the exact same argument for nearly every combat balance change ever and frankly, it holds negative water especially on Paradise. Change is hated and I would rather see changes done and maybe reverted than not trying them in fear of "community backlash". I dont want to be the guy saying "players are bad at balance" but players in Para are VERY bad at balance sometimes, hence why we arent ruled by "community input" for changes (see Combat Rework, NewCrit, and any semi-controversial change ever). - The only people who used locker dragging in combat were already robust players. If used in lowpop, you basically forced 1v1s which you could use to systematically take out anyone chasing you. 357/Ebow + locker was quite literally the most unfun shit to fight to the point where I would just make grenades to fight it cause fuck that. As always, if you dont want to deal with disablers, use stealth more. You are a terrorist on a NT-owned Station. You are not supposed to be able to Benny Hill your way around the halls because "haha funny locker/crate goes brrrrt".
    1 point
  6. Commission for Deadspace13 server
    1 point
  7. 1 point
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