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Posts
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Everything posted by Shadeykins
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Oh. Yeah, those guys are gross. Change them!
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TBH anyone who leaves their head ID on their person when going to cryo is being a bit neglectful. It's always been my policy to take any super important ID's off of people who are going SSD (IE: Heads who tell you they're leaving), terminate it, and put it back on them before sending them to cryo.
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I'd be for a cart or something, but I can't tell you how many times I've watched paramedics murder people on accident by running them over. I'm really not fond of the wambulance, but lack alternative suggestions unless it's possible to make it not run over people.
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Absolutely 100% against this suggestion. The nuke-ops gear is the sexiest hardsuit available. Don't get rid of it please.
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Really? CMO and Mechanic positions are just VERY UNLUCKY then. Also, irrelevant to the original topic entirely. If it's pure RNG the suggestion is moot, but I was positive it wasn't. Glad to see you're a productive member in discussions, though.
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Because currently they aren't, and certain roles have a MUCH higher chance of being targeted for "Kill" objectives for no apparent reason. IE: Mechanic, and CMO. CMO I can possibly understand (Though that's frustrating as hell), but Mechanic (Which is a costly karma role) should not additionally have to deal with assassins every other round because of the way traitor objectives are scripted. I'm not sure if it's intentional or not, but legitimately every other round has Mechanic or CMO as a kill objective, and this is a trend that has been persistent since I've started playing here. So yeah. Suggestion.
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New to DnD, can I get tips? (4e)
Shadeykins replied to Hairy Ban Jhankri's topic in Other Entertainment
Ew. 4e. I'd give tips, but. I'm a 3.5'er for life. <3 -
I was made to believe that zomg deliberately obstained from implementing such a feature in, or removed it, which is why it didn't work. So, implementation would be a boon.
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The end result is still exactly what I stated, though. It just turns into a bloodbath for the heads, and then an ERT crew either does or doesn't get called (It may be too late by then). If the ERT does come, they are extremely outmatched as all they have is lasers vs LMG's (Which is what the now-dead heads and security had anyways).
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Loyalty implant. It is an absolute necessity that you fight against non-crew. You absolutely HAVE TO COMPLY with Space Law and NT's interests. Getting captured and taken hostage is not in NT's interests. Like I said, you /have/ to fight at every opportunity given.
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Can the setup for the hacking panel be changed then? The panel with the wires should always pop up ontop, rather than behind the vending menu. Most people open the maint panel and don't even realize it's still hackable from my observations.
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While fun at the time, I wouldn't want to see it even remotely often. Anyone who is loyalty implanted absolutely /HAS/ to fight against heavily armoured guys with LMG's, which just means everyone in security and half the leadership roles gets immediately slaughtered 10 minutes into the round, and gets to sit it out. It's interesting for a civ, or someone else. Not so much for a blueshield, Captain, HoS, or anyone in security who will be fiercely outmatched and immediately wiped out.
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Change them back, please. The new format is clunky, is prone to ye olde PDA bug (Where it breaks randomly for no reason, all the time), is much more confusing to hack (You need to have an empty hand to select it, and drag the inventory panel out of the way just to see the wires), makes vendors unable to be restocked, and you also can't close the maint panel afterwards as well. There wasn't really any problem with the old format, so I'm not sure why it got switched.
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I already have to kill griefer Ian's enough as it is I should not also have to kill NPC griefer Ian's. >
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I understand the convenience, but like I said, you're going to have far, far less bugs reported seeing as GitHub requires a secondary account. Maybe remove that requirement, or sync it with existing forum accounts somehow?
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GitHub requires a secondary account, and 90% of people won't be assed to make an additional github account just to report a bug they've witnessed/experienced. This is already a readily evident fact based off the sheer drop in bug reports as of late. There was nothing wrong with the forum-post topicky version, why'd it get changed in the first place?
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The other ones have SMG's and will kill you really damn fast, considering you will have to fight 2-3 at once. Furthermore, two have e-swords and energy shields. There is no way to NOT "cheese" those two. Anything, anywhere, anytime can friendly fire. It'd be snowflake code because you'd need to specifically flag NPC xeno's to be unable to produce friendly fire without affecting player-controlled ones. It'd be a lot of code for little benefit. They don't kill you once you drop to the ground. You can get infected and explode during crit, all the larva has to do is wait until it grows up, become a queen, and waltz on through the gateway with a bunch of huggers. This is made even easier by the fact that someone almost /always/ cuts a hole in the wall leading to maintenance. The shortest route there is to actually circle around via space, and it's almost guaranteed that your friend (or friends) will be flung into space. Considering that it takes 20-30 minutes to crack safes, I would opt for removing the safe entirely and keeping the gun on a table. During other missions guns are LITERALLY laying on the floor, I'm not quite sure why this one in particular has the intent of leaving you there for 20 minutes using a stethoscope, when you could already be doing exactly that on the ruskie station (Which yes, has a safe with a gun). Making them impossibly hard is not making them fun. There is already inherent challenge in the fact that one wrong move will get you killed, and killed very, VERY quickly. As I said, dying in the gateway is more or less the same as being gibbed. You will never, EVER be saved, and the chances of someone else who's with you knowing what to do or how to get out is about nil. No amount of removing space tiles will solve anything, as players can just as easily have a girder wall they push forward 1-by-1 and just trap NPC's in place. Can't crush them in space? Okay. I'll corner them with girders, and quickly pull the girder away only to push an energy cannon there instead. Same result, roughly the same amount of effort. Exact same risk. Exact same result, just takes more time... Remove the ability to move the energy cannons? Okay. I'll use reinforced glass (Since SMG's can't shoot through that anyways) and laser them to death. *shrugs*. Same thing with the aliens, assuming it ever gets coded for no friendly fire (Which would be a waste of time) I'd just use girders to shovel them back and pin them before taking the stuff. Time is something we have VERY little of. I can't tell you the number of times I've entered the gateway only to hear "The emergency shuttle has been called", making the rewarding/difficult gateways take even more time than they do already will (as I said before) deter gateway use entirely. Despite the rewards you get from the gateway, I have seen pretty much next to no abuse of the rewards given... So I'm honestly not sure why you guys want to tamp down on how hard it is to get a hold of this stuff. Antags/traitors aren't going to waste time with the gateway to equip themselves since they have TC, so making antag-specific things (like the BS console which will get you banned hard) in the gateway is really, really moot. No amount of anything is going to make people "fight fair and square" with the ridiculously fast ultra-robust never-miss NPC's. Why? Because they are stupid fast, stupidly accurate, and they will wreck your shit in a stand-up fight. Using alternative tactics and taking advantage of their inherent weaknesses is just.. The smart thing to do. Again, I would prefer to see more variety in overall gateway missions rather than nerfing the hell out of the current ones (or making them ludicrously hard). If I wanted to be shot to death 99% of the time and sit the round out I would go to the syndicate station in space. Any rewards/contraband you get is almost always taken away by security, or if you get it signed off on by the HoS/Captain you don't really use it for anything but trophy as-is, because if you did it'd be self-antagging. With that said, I am really unsure why anything currently in the gateway should be made harder to get/not be able to be taken at all. Add more missions overall if you want to see syndicate challenge mission stuff less. More variety means a less chance of having that gateway pop up. The solution to balance things should always be to /add/. You should never go "What can I take away to make this fun?".
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That sig So much context is lacking, some of those things weren't even SAID to BUP. Really though I'm unsure as to why you stalk me in observer to quotemine things that look bad out of context. I've been talked to by about 3-4 admins wondering "what the fuck is up with that "Do me on the table" quote?" (Was talking to a roboticist about getting my leg re-attached. Someone was on the surgery area getting MMI'd, so I said "You could do me on the table" "You could even do me on the desk" Bad wording, I was tired, sue me). While it was funny at first, it's getting downright weird/creepy now and not to mention damn annoying to constantly explain what it's from, so please quit your shit and take the sig off seeing as you're now randomly mish-mashing and arranging sentences together to make it look even worse. Thanks.
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Ahh... BUP. *Uncaps a marker* I'm coming for you, sweetheart.
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Challenge is pretty damn difficult even with girders, and one wrong step gets you killed immediately. It's also impossible to kill the nuke-ops without directly putting yourself in the line of fire, which means there's inherent risk. If you fudge the girders you're also auto-dead as you'll get SMG'd to death really fast. Either way getting through here takes a good, dedicated 30 minutes or so. This is not to mention that a 50 stack of metal is REQUIRED, and most people aren't going to bring a 50 metal stack unless they're seasoned gateway vets (In which case no amount of extra turrets, or NPC's will stop them anyways). Making the cannons shoot through wall girders will legitimately make the map impossible. I'm not sure if you've gone through it before, but there's laser turrets that take you to crit in 2 shots and they are 100% unavoidable without girders (Not to mention they're just renamed emitters.. Which would wreak all sorts of havoc with on-station emitters). The only person I've seen pull through the challenge map is myself and Ivan Ooze, and Ivan Ooze has robusted the Syndicate station in space before, so.. I'm not sure how the gateway map itself is really that much of a problem considering only very clever/skilled players can beat it anyways. Anyone who self-antags with it is going to get robusted by the admins as it is, so it's really only trophy gear. If you've been seeing a lot of someone walking around in nuke-ops gear recently during non nuke-ops rounds.. Hi. That'd be me, and I can tell you with certainty that despite finishing the challenge map 7-8 times, I've still died on it (At least three times, and had my ass saved two times. If I didn't get lucky, that's almost a 50% death rate), and witnessed at least 20 other people or so die on it as well. As for UO45, I personally find that that mission completely pointless and boring. There's really nothing worthwhile on it that you can't already get on station, and there's no NPC's to fight. If it had some sort of unique loot I would be totally cool with that, but it really doesn't and it's a major bummer. The best thing it has is an engineering hardsuit, which.. C'mon? Who cares, really. If you're there, you already have an EVA Suit. Said gateway becomes completely irrelevant, uninteresting, possesses no challenge and no reward, and even if it gets "back story", after going there once there is literally /never/ going to be any reason to go there whatsoever. Moon outpost I don't see why you'd disable the alien's ability to friendly fire (That'd be snowflake code anyways I think), not to mention the loot on that station is subpar, and consists of a syndicate pistol and a relatively useless pump shotgun that will get taken away by sec anyways. Adding in a facehugger means we'll just get xeno'd on station from some greytide idiot who decides to obliviously run into the gateway (which happens every round) the moment the doors open. As for the pistol/safe thing. Please no, because nobody going in the gateway is EVER issued a weapon no matter how hard they try, how many palms they grease, or how biased the command team is towards them. I've had rounds where I known the Captain, HoS, and NT Rep very, very well (And they are all aware that I'm a no-nonsense seasoned gateway spelunker) and I still can't get a damn gun. You absolutely need that gun in the door, and need hairtrigger reflexes to grab it and unload otherwise you are just flat-out dead. Looking at the masterfile there's a lot of "away" missions that never, ever show up via gateway. Making the current missions impossibly hard will only deter use of the gateway entirely, as a death in the gateway may as well equal being gibbed (Nobody will save you, or even go through 99.99% of the time). Personally I'd prefer to see more gateway missions, rather than sucking the fun out of the current ones/removing things.
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Tradeband and Gutter work. Others do not, this has been sitting around for awhile so I figure it's gotta be intentional that they don't work. The argument regarding vocalization of difficult characters/body language is inert because we have IPCs (It could simply be programmed and emulated) and Greys (Who have telepathy and are incredibly intelligent which would make communicating in different dialect a breeze). So yeah! Fixyfix.
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Self-explanatory. There is literally no reason why this should be barred from selection.
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A Warm Summer's Day - A Nomzy x Necaldun Fanfic
Shadeykins replied to Shadeykins's topic in Stories of NSS Cyberiad
http://vocaroo.com/i/s0W61qiuabo7 IT GOT NARRATED I LOVE YOU DEAN -
IPC's already took an ubernerf (Which they didn't need as it is) now that changelings can EMP and instantly murderbone them from 15 feet away at a moment's notice. Not sure how making them also able to be hacked is either fun, or fair. More or less if the virus was tracked back to an IPC player they'd just get relentlessly murderboned.
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A Warm Summer's Day - A Nomzy x Necaldun Fanfic
Shadeykins replied to Shadeykins's topic in Stories of NSS Cyberiad
Qinetix doesn't need to be in a fanfic. Qinetix is ALREADY a fanfic.