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Generaldonothing

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Everything posted by Generaldonothing

  1. I know this is on short notice, but are you accepting any minor ideas for factions currently?
  2. "Hello, I would like 1 medbay please!"
  3. I have so many questions, and I feel that absolutely zero of them will be answered first one, how many people /died/ because of this second, why
  4. I DID IT AGAIN barcade this time
  5. Cool idea, almost 100% a better idea to just ask an admin during an extended round to do something like this.... minor antags should also be minor, with perhaps their 3rd objective being simply not to get demoted? Just feel this needs to be fleshed out alot more.
  6. Oh, I have had this never actually come up before, guess I'll make an amendment then
  7. Simplebots are often fine for the server, with these bots only impacting performance at around the 70-80 bot threashhold. 50 bots in a round should do basically nothing.
  8. Screenshots of an AI sat bar we made because of an ION law! Command didn't figure it out for nearly an hour and ~25 minutes as we kept this in absolute secrecy until it got opened, lotta fun all around! Played as my borgi CTRL-ALT-DELETE
  9. Have you consulted an admin on streaming? (also the facecam stuff is ugly but that's just opinion)
  10. Does holy water not give brain damage anymore upon excessive drinking? also postid DEEEE
  11. Yeah, no As is vamps kinda need this test because of their loaded kit, this would make sec more confused if anything, not make vamps better/worse.
  12. The idea of breacher seems very... weak as it's an access tuner that costs twice the TC and is overall just less strong than an emmag as well, giving it "build mode" will make things hard from a balance standpoint as well Charger /could/ be fun but what I see it being used as is a haha I leave now item which simply is used for escape situations and nothing else... AKA bad adrenals (which already kinda suck) Assassin type needs to be able to do stealth well, and although this is an improvement maints camping until someone with a HUD shows up isn't great, also the sticky finger would just be... awful to deal with Lighting holopara is fine as is IMO, main thing is that if you got gloves you win against it, which is kinda what keeps it from being broken
  13. Yes but... you could just /not/ use your uplink, forcing people into this is kinda dumb
  14. This will probably need to be expanded on a bit, but if you are reading this and didn't know, the best holoparas are Ranged, Explosive, Support The other actually viable holoparas are lightning, charger, and protector, all other holoparas are just worse from an objective standpoint as they don't cover and niches that the others do, it's a somewhat similar situation with subverted borgs where only 3 are good and the others are simply downgrades, reworking the others and nerfing the best ones should be the No.1 priority However, the problem with holoparas remain the same that they effectively are well... noob traps, because the ability to get a possibly robust person as the holopara as a not so robust tot seems like a good deal, but it's still mostly effective to just sit in a corner with a brute mender as your holopara kills your targets and generally does your job, or in the term of support a "you can't die" button, either way guardians are just simply not very interactive for either side and either get gunned down early or kill all of security
  15. ( ͡° ͜ʖ ͡°)
  16. This is why you don't play security
  17. This seems nice but the execution better look exactly the same as the postal 1 execution I swear it is too perfect
  18. So, you wanna be a Roboticist? Well, I got news for you! Don't Roboticist is a job that is infuriating on so many levels, some rounds will be going on at breakneck speed with you just barely making it out unscathed, and other rounds will have you finish your job in under 30 minutes and make you wish that you went any other role. Point is that Roboticist (and its difficulty) is entirely context dependent, which normally wouldn't be a problem if you weren't in charge of the most powerful gear on the station. Your creation of mechs (Exosuits) and simplebots (bots) is second to your actual job, gauging the situation and adapting accordingly, the most powerful gear on the station is located in your exosuit fab, and it is your job to make sure that people don't powergame using them, lets go over an example Let's say that you are in the middle of a shift and a security officer come up to you and asks for some implants, specifically CNS and Thermals, the current condition of the station is Blue alert, Confirmed traitors, and a command staff have gone missing, what would you do in this situation? Spoiler Answer? Actually it's a trick question, you don't have enough information to properly know if giving them these implants will actually benefit the station or not, however if you wanted to be fully by the books the answer is a hard no, as robotics SOP states rather clearly that you are NOT to implant security with combat implants unless it is code red This is just an example of a situation that might come up during a round of robotics Now, it's not very common to be forced to deal with implants, rather combat mechs tend to be the bigger (and often, much more impactful) problem that pops up from time to time. When should you actually create a combat mech? Do create a combat mech if- A biohazard is spiraling out of control quickly (Ex: A blob is quickly reaching critical mass and the crew is struggling to properly deal with it) You get proper authorization by the HOS to make one and create exactly what they asked for (Ex: The HOS asks for a gygax with a repair droid, disabler, and a close combat armor piece, you build him that, you don't just add scattershot instead of the disabler because you can) Oh god everyone is dead this is our last option Don't create a combat mech if- You just want to ("But muh SOP" isn't going to help you much, trust me, it's a dick fucking move over preping for antags by building combat mechs just because you can, constantly doing this WILL net you a jobban) The HOS (or any command member) asks for a durand (or any other combat mech) with lethals on green alert (For the love of god don't let shitsec get near a mech, they WILL cause more damage than they will fix and they WILL pin the blame on you) Now, something that isn't often covered and is more seen as common sense is what you put on mechs, so I'll be going over that now in a tier list WORTHLESS, DO NOT PRINT- Plasma energy relay (Charges FAR too slow) Exonuclear reactor (Using this is basically self antaging at best, and it's not even good at charging....) Localized wormhole generator (It's a meme, nothing else) CH-PL "Firedart" laser (Objectively worse solaris, NEVER use) Tesla cannon (We don't talk about the tesla cannon[Used for research upgrades and nothing else]) C tier- PCMK-6 Bola Launcher (It's... fine, you likely won't be using this ever) SGL-6 Flashbang Launcher (Worse clusterbang, but it gets the job done) SRM-8 Missile Rack (Friendly fire the weapon) Gravitational Catapult Module (It's not really used, but it has some applications) B tier- ALL EXOSUIT ENGINEERING GEAR (It's pretty alright) Drill (Just worse than the diamond one) Rescue jaw ( I mean, it's a jaws of life, just less) Taser (Good enough, just kinda eh) Removed in the combat update, no electrode spam Immolation (Alright against vamps, just use solaris) A tier- Clusterbang launcher (Blob counter, still funny otherwise) Solaris (Pretty good laser) Disabler (Very solid weapon overall and could be S-tier EDIT: After the combat rebalance this is a solid A teir, it has been nerfed to only shoot one disabler which is very reasonable as before it was a little too spamable) Syringe gun (Hey, memechem on the go!) Ion (Very nice overall, amazing to counter other mechs or a malf AI) LMG (Pretty good, but not scattershot good) Both armors (Reflective and reactive) (Hey, it's armor, not much else) S tier- Scattershot (best combat tool by far, this thing puts people down and KEEPS them there) Exosuit sleeper (Very underused, a "any chemical" sleeper on the go will keep people on their feet) Diamond tipped drill (this thing KILLS, the counter to all fauna in lavaland) Quiet carbine (Only special item I will mention, VERY strong for both antags and non antags) What mech builds you will likely be using Mining mech- Ripley, Diamond tipped drill, Auto Repair, Mining scanner, Reactive armor, Plasma cutter, Clamp Atmos/engineering panic button mech- Firefighter, Cable layer, auto repair, Extinguisher, Clamp, RCD Medical mech- Oddy, Syringe gun, 2 mounted sleepers Non Lethal combat mech- Gygax, Disabler, reflective armor or reactive armor, auto repair Biohazard control mech- Durand, Solaris or scattershot (depending if it's blob or terror spiders respectively), auto repair, reactive armor (IF THE BLOB IS REACHING CRITICAL MASS REPLACE WITH A CLUSTERBANG) Oh god oh fuck panic button- Durand/gygax, scattershot, reflective, auto repair Alright, we are now done with the basics of mechs, except how to pilot them (Which is more security if anything, so I will not be going over it) Now, here comes the other huge part of your job, making simplebots!These small little things have basic AI and can do alot of good tasks around the station and can be a huge boon to the crew. Lets just talk about the ones you won't be making first ED's, this bot is actually just a joke, it does jack all most of the time and if it does help someone it's probably not security New combat update made them NOT garbage Honkbot, also a joke Floorbot, you need... maybe 1, they aren't as good as they seem General griefsky, another joke The bots you will be making Securitron, actually kinda crazy if you stack these, basically a stun baton with legs at most you need like 5 running around ED's, shoots disablers and is very strong at doing nonlethal take downs on most antags, can sometimes struggle with clings but are nearly a hard counter to the umbra subtype of vampire. DO NOT SPAM THESE, IT IS POWERGAMING, make 3 at most Medibots, godsends, you want like 10-15 of these running around, a real help to keep the unlucky alive Cleanbots, the one you are gonna be spamming out the most, when janitorial isn't doing their job like ~20 of these can fully clean a station, aim for 20-25 by the end of the shift All of these should be made through the crafting menu, no exceptions And, that's the basics of robotics, this should cover everything that isn't on the wiki, the wiki already explains cyborgs well enough so I'm not gonna go over them in full, just give em vtec and self repair and they should be happy also give everything that can use a battery a yellow slime core General tip for traitor roboticists, mechs get the job done and NEVER buy a syndi MMI, just use an emmag So, this is the end of the guide portion of this post, got any questions? Just ask em Tierlist in spoiler (Might update the formatting later) EDIT 1: Updated with combat reworks, taser removal does almost nothing and the disabler nerf makes it a solid A instead of an S teir pick, ED's are no longer a joke and are VERY strong now
  19. Scary Gary will appear on halloween I can assure you
  20. Yeah, it needs to go, outside of overall just being an awful item the fact that its only really useable one time makes it effectively antag only it's also just bad for mining
  21. I didn't think this one through, its even worse IC
  22. Every couple of weeks I get reminded of my pAI; Susbot. outside of this he asked me to refer to him only as "sus" and told me to find a uplink with 6 TC in order to get the "sus amogus" TC item. this was his peak
  23. You can already eat limbs, cuffs, and live explosives, matter eater does NOT need a buff
  24. Chat screenie, still manages to make me chuckle every time I see it HOS was good that round I swear
  25. Pods are really just weird mechs right now, I am in fully support of a total rework.
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