Plotron
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Everything posted by Plotron
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Relevant: https://github.com/ParadiseSS13/Paradise/pull/3181 An indirect nerf to infections + some more curious side effects.
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Remove the Incinerator/Assembly Line for Workshops
Plotron replied to LiquidNightfury's topic in Suggestions
With the new extended maintenance tunnels, nobody bothers going there. It's too close to the vital arteries of the station. It's sometimes used by nukies as an entry point, though, to get to Bridge/Captain's Quarters via HoP. -
It's broken then. It used to work just fine. I remember my jolly good times as Geneticist hiding there with doctors and my test subjects.
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Some items may have both. And hell, even blunt objects may cause you to bleed (toolbox to the head, skin gets torn - try to account for that!). Fireaxe? It's sharp and heavy, it's both. It's kinda complicated, I don't think it's feasible. But yeah, breaking someone's ribs with a cracked bottle? Dafuq. Hey, how about... dislocated joints?
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And Genetics. And the coroner... and... and...
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Tea is relatively easy to acquire. You can fix burn and tox with simple medicine, but even moderate brute trauma may require a surgical intervention. Moving bones are the worst, especially in the head and chest.
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Yep. 10 damage is pretty damn fine for an 8-shooter, as long as it can shoot as fast as the revolver. The revolver is the superior 1 v 1 weapon. It's far more reliable in the 'tazing' aspect. If you value your life, you use it. A fancy panic button. Unless you're talking about the new laser/tazer pistol hybrid that's being discussed in that PR... well, then yeah, the point is moot, as it's functionally the same. The new energy pistol would replace both the tazer and the revolver.
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Yes. It's just kind of disproportionate that it's so much easier and simpler to treat tox and burn damage than it is to fix brute-caused problems. I'd rather not remove or dumb-down the complex systems that accompany brute trauma - it'd be funnier to work on the other damage types instead, but that's probably too big of an assignment for our codebase. I really have to point something out here. Have you seen the pictures of what fire can do to human skin, human bones and nerves? I find it odd that heavy burn damage does not allow for infections. Once your skin is gone, your body is exposed to all kinds of nasty shit that will cause sepsis. http://burninjuryguide.com/burn-recover ... rn-sepsis/ It seems that the role of projectiles is to hit something vital and cause as much havoc as possible, keeping in mind that it's highly localized damage. On the other hand, all you really need to kill someone with burn damage is to burn as much skin area as possible - spread the damage to make it harder to treat and contain. https://en.wikipedia.org/wiki/Burn#Prognosis Toxin damage should aim for your internal organs more often. Let every damage type pose unique risks resulting in unique complications and challenges. Part of the problem is that we do not differentiate between blunt and sharp or penetrating traumas. For instance, you could have a stab vest that protects well against stabs (icepick test), but not so well against blunt damage. With any sufficiently powerful (or even average) melee weapon you get the best of both worlds - [internal] bleeding, cracked bones, brain injuries.
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The tazer has limited range. The revolver is very good for gunning down runaways. I tend to use the revolver in more serious cases or when it's ultimately a matter of letting the antag/criminal flee or not.
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Wicked Skrell Fashiun.
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Salt & Debrained IPCs, a hate story from Rossi
Plotron replied to David Rossi's topic in Suggestions
https://github.com/ParadiseSS13/Paradise/pull/3159 It will no longer be possible to annoy people as a poor posibrain from Robotics. One toggle and you're silent. -
These proposed holding cells have a maximum capacity of two people. I do like the timers and the windows to detective's office, but I'm still afraid that people may set the timers and still forget, effectively brigging the guy for 10 minutes with no evidence presented. SoP is SoP, but who is going to ensure (and not forget) that it is FOR PROCESSING, not an actual prison cell?
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I am afraid that's no longer true. https://github.com/ParadiseSS13/Paradise/pull/2578 Overdosing got nerfed. Epinephrine paralysis implants seem to be no longer viable, for instance.
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In my eyes giving the detective 5 dmg Real Rubber loadout is a good thing, because of collateral damage and trigger practices of some newcomers. Blueshield was indeed caught in a crossfire here - that's why I made this thread. Same gun, same ammo, different purposes. You guys have raised a lot of valid points here. I think the detective could've gotten 5 dmg bullets and the Blueshield - 15 dmg bullets. I almost never had problems with cargo. They'd print out 3 Speedloaders at round-start (or 20 minutes in) with no complaints. Sure, it's expensive as fuck, their Autolathe gets dry very fast. These 3 Speedloaders usually last me 'till Emergency Shuttle - and even then I've got enough to win some post-round grief fights. It's such a non-issue that I made it my regular routine to order 3x Speedloader from Cargo every time I join. Since late-joining Plasmamen do not get their tazer, I have (or had) to use the revolver quite often. This thread was inspired by Dave saying that BS shouldn't really have a revolver. I turned to this forum for suggestions and ideas. My Blueshield experience tells me that revolvers are rather weak against xenos. Especially with that insta-stun friendly fire. I also think that the Blueshield should be prepared for (mostly) everything at round-start. When a head needs help, you don't have time (or business, quite often) to run to Armory for mission-specific equipment.
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But Johann, there's no recoil to compensate for! Become a Vox or better yet, a Plasmaman.
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Would be simpler to give him two kinds of revolver ammo.
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Tell that to my handicapped Plasmaman.
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My standard loadout is as follows: medkit, one brute treatment kit and large emergency autoinjector in the bag easy to access, crew monitor in a pocket, health analyzer, cuffs somewhere, a flash, sometimes as a bonus a charcoal bottle with a syringe, 3 .38 Speedloaders somewhere, a Seclite in the pocket, a stunbaton. Most of the times I don't get my tazer, so here's that. All the medical equipment is bulky. And it's for emergency treatment, I'm not including any burn/brute patches. The shotgun is good only for situations where you know what you're facing and have an intent to neutralize some kind of enemy. It's not fit for a combat medic/special ops bodyguard. There's always an element of surprise to things; blueshield's revolver was very good in this case because you were always prepared to simply drop whatever you were doing and help the people in distress, no matter the nature of the problem.
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You want IPC customization, meanwhile all Kida look the same. Priorities, man!
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If we do end up giving the BS an energy weapon, it'd be wise to place the appropriate charger in his office too. And I agree that the BS should have some kind of lethal capability available. The thing is that I'm quite often surprised by antags when they come (nukies, wizards). No time to grab any real guns. All it takes is trigger discipline to use the revolver both as a less-than-lethal and lethal weapon. You hear a head cry, you run up to them. Use the gun to plow through the assailaints, grab the body and run... now that I think of it, lethal capability isn't important in this case. Unless you're fighting a loose Space Bear or Blob Spores, of course.
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According to Dave. This thread was created in response to https://github.com/ParadiseSS13/Paradise/pull/3139, as the .38 Special rubber bullets are getting a heavy nerf (1/3 dmg, 15 -> 5). So, why not discuss potential replacements for the revolver here? Bland option: E-Gun. HoP has one! Cooler option: Stun Revolver, fits in the shoulder holster. Science can deconstruct it, though. Old-school option: Shotgun. I heard BS was meant to have one originally. Kinda bulky, doesn't seem better than the revolver in this case. Your ideas?
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Salt & Debrained IPCs, a hate story from Rossi
Plotron replied to David Rossi's topic in Suggestions
I do not like it when comdom science personnel shits on you when you join as a posibrain. The binary makes it possible to contact the AI with pleads for help, so it can be solved ICly. Besides, you can ask the AI for approval if you want to be 2nd AI (for example) so Robotics won't waste time and resources and your nerves. Remove the :b from IPC posibrains, snowflake it in or some shit, that's the safest solution. -
Yes, integrate that. The problem I see is the required number of players. You'd need at least 3 Vox raiders for the whole operation to make sense.
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When the airlocks malfunction, you're just a couple windows and grilles away from the Escape shuttle. It surely isn't a problem in emergencies. It may slow people down a little bit if they aren't coordinated, but that's it - a mere delay.
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Damn it, I want these milkshakes, greater nymphs (what for, tho?!) and these new pets!