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Everything posted by The Respected Man
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Walk when you are pulling someone
The Respected Man replied to The Respected Man's topic in Suggestions
My thread got forcefed a strange reagent pill and brought back to life, e p i c. Getting good memories of this thread. After this suggestion sunk into obscurity a conga pull line meta materialized and it had to be broken up with seraph mechs and other forms of admin-grief. That was hilarious. I suggest you all save your time by not making another post here again, this suggestion is dead and will never be implemented. cya -
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I just want to note that sec officers who lack a basic sense of self-preservation tend to be killed. Even when i am the HoS and i tell my officers to not enter maint alone and make it absolutely clear they will be killed and spaced, they proceed to do exactly that anyway. It's a matter of natural selection. So you want to nerf X-Ray and make it exactly like the thermal implants, might as well remove the x-ray implant from RnD and let thermal implants remain. I want to note that i and other sec mains only grab x-rays because vampires also have x-ray, it's not supposed to give me an advantage over them, it's supposed to make it even. edit: you are under the impression that an x-ray nerf will hurt security. An x-ray nerf will hurt the vampires. I only really want x-ray so i am even with the vampires who also have x-ray. If you nerf it, they're gonna feel it harder than sec.
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Lots of people trying to "balance" the gamemode so slings don't win all the time. That's great and all but this does not resolve my first post on this thread, that the gamemode is boring, almost changeling tier boring. Balance, no balance, i don't care, it's still a pretty flawed and boring gamemode that needs a bit of rework. I won't deny that it's fun to be a shadowling though, ascending and blowing up people you don't like is always fun. But what about security? It gets old real fast going into maint and tasing the nearest gas mask toting grey shirt and dragging them into medbay ad infinitum. And the shadowlings don't fight us, they just mist away upon seeing a group of sec so it's just hunting gas masks all round till the captain calls evac to spare us this misery. Space station 13 is fun because every round is different, when it comes to shadowlings it doesn't feel that way. When i am in a shadowling round i'm in maintenance tasing anyone with a gas mask and a stun prod out. The shadowlings also suffer from this, they suffer from a linear strategy, work with your fellow slings, don't let them die, thrall thrall thrall. But they don't mind how boringly linear this is because they become a god and blow up people they don't like and stuff. I agree with an earlier suggestion that shadowlings be individuals seperate from other shadowlings on the grounds there must only be one god. Shadowlings can CHOOSE to kill the other shadowlings in order to loosen up competition or CHOOSE to team up against a robust security team only to betray eachother once they are dealt with and so on. This makes rounds more unique and actually interesting.
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Restrict Vampires from being able to use carp scroll
The Respected Man replied to Balthusdire's topic in Suggestions
I counter them with explosive lances that might blow a hole into the station in order to ensure the kill of the carppire. I rather they not be able to be a vampire and have carp so i don't have to resort to explosions as fun as that may be. -
Unironically put rev in rotation
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Oh hell no, I've been shitting on slings for a while now. And it's not fun either. Going into maint tasing gas mask toting baldies gets old fast, and when i try to fight a sling they click and mist to their hidey hole. I honestly prefer changelings. I turned sling off because i ascended every single time and it got boring, but honestly right now i feel like gibbing some slime people. Vampires are also weak as shit. Great at killing newbies. They're my problem if they have sleeping carp + vampirism though. They rely on stuns and restraints to win in combat and so can be countered extremely easily just pay a visit to your chemist or geneticist, traitors and changelings are way better than vampires and kill me every now and then but never a vampire.
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The most boring gamemode. I main HoS and it's taboo for me to cryo so i am cursed with remaining in sling rounds and playing not because i want to, but so i can end the round earlier. Let me sum up the gamemode for everyone here. >Go into maint, find thrall, dethrall >Go into maint, find thrall, dethrall >Go into maint, find shadowling, fight, they mist >Go into maint, find thrall, dethrall >Go into maint, find thrall, dethrall Dogshit gamemode. The only times i've lost as a shadowling were my first two times as a shadowling, after that, constant ascending. The antag is piss easy and i consider it the 2nd most robust antag. Security being all organized and efficient by being in a group while hunting you? Okay, mist, go over them, AOE freeze, and while still in your mist form go back to your hidey hole. Sec limps to medbay and stops by for robust coffee too, but by the time they've done that you've thralled enough to get EMP and dunk on borgs, just craft a spear and they're history. Then you ascend. I turn the sling antag on whenever i feel like blowing vulps, slime people and those damn IPCs the fuck out, since whenever i roll sling i ascend quickly because of how easy the antag is. Anyway here's a few tips on dunking on slings: If you dethrall a thrall and they end up getting thralled again, just murder them next time you see them in maint, no more wasting precious surgeon time Fuck maintenance up. If the slings are taking their precious time to ascend, stop by cargo for an RCD, get a hardsuit and magboots and start poking holes into space in maintenance. It'll force the slings closer and closer to open areas where they are vulnerable. Get robust coffee, slings are capable of AOE freezing you even if they are in mist form, so don't bother "grouping up as sec" to "counter" slings because if they're competent enough as sling, they don't give a fuck, you'll just get your blood frozen. Borgs are your early game advantage, slings can get an EMP screech later on but till then they're at their mercy, utilize the borgs, if a thralled RD (basically every sling round) blows up the borgs, consider killing thralls on sight because now the slings are at the advantage and it's only a matter of time till ascension, unless they are incompetent, ofcourse. Call evac shuttle, not just because the round's boring, but the slings will get desperate and either murder one of their own thralls to delay it, or start appearing in open areas for thralls for a desperate rushed ascension where they can be killed
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One of the few occasions where the use of a flamethrower is needed on these abominations.
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I will leave my suggestions on how to balance the races, take it or leave it. -laser=20 damage Unathi: Pros: The darksight they already have + Immune to poisonous chems, immune to diseases (just make them immune to all level 7 viral biohazards, but not immune to viruses from virology - I do not know much in way of code but i think this can be done by having all unathi join the game with anti-bodies inside of them for all the viral biohazards such as the cold, brain rot, magnetitis and so on, but not immune to a freshly made disease from virology) can also run slightly faster than other races Cons: They are easier to kill than a human, for example, if 5 lasers are enough to crit a human, 4 lasers are enough to crit an unathi. They're a sly race but can get delicate Tajaran: It is my opinion that they share the exact same qualities as the vulps with only a couple minor differences to tell them apart. Vulpkanin: Pros: The darksight they already have + resistant to cold due to insulation Cons: Same as Unathi - they are less durable and therefore have slightly less health. 4 lasers will be enough to put them into a critical vs a human's 5 lasers and Vulps can have their heat insulation exploited by setting them on fire. A human on the other hand has no heat insulation (no fur) and will take less burn damage from being set on fire. Skrell: Keep as is Diona: Keep as is edit: I want to note that while it seems i am nerfing Vulps harder than unathi, this is because vulps have DOUBLE the darksight the unathi have and so i do not leave much room for a + for their race with their powerful darksight.
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1) Shadowling Nerf Shadowlings are not that hard even for a relatively new player. I ascended on my first shadowling run just by constantly using shadow walk and hiding in hidden rooms till i got the hang of being a shadowling. Shadowling players tend to be very experienced at being a shadowling, hatching early and thralling a dozen people before 12:20 when they exploit the fact that the assistants are all over maintenance at round start in search of maint loot. - One way to nerf them is to make mindshields actually useful. Mindshields are just a small bump in the road for shadowlings taking only 5 seconds to burn out. It should be something closer to 20 seconds, there is absolutely 0 incentive to use mindshields except for the sole purpose of finding out if your sec officer is a thrall or not, i rather a mindshield actually be a SHIELD that the sling has to put effort into destroying, that way it's less "thrall RD and lone inexperienced security officers for a confirmed win" as i'd have incentive to mindshield the heads of staff. - Another way is to cap the amount of shadowlings to 3 shadowlings maximum. 4 shadowlings can be beaten, but if all 4 are competent then it's their round to throw at their leisure, ascension will hinge on how willing they are to ascend. - Nerf shadow walk. There are a few ways to go about this. One way is to change the cooldown from 30 seconds to 1 minute, that way their cooldown will be the same as the vampire's mist. Or, keep shadow walk as it is, but stunning the shadowling before they use the shadow walk ability will render them immobile, even if they use shadow walk the stun will still be active, a shadowling must actively shadow walk before the stun procs if they want to avoid being killed. The third and final way to nerf shadow walk is to make it so the shadowling cannot shadow walk if they're in the presence of a light source. They will have to make sure it's dark enough to shadow walk or it's a no go. OR Remove shadowlings and add the nightmare antagonist. Over in /tg/ station changeling rounds are pretty boring, just like in paradise. The answer was the removal of the shadowling antagonist, and the addition of the nightmare antagonist that coincides with the presence of changelings on the station to make the rounds less "lingstended". https://tgstation13.org/wiki/Nightmare 2) Nerf Pulling It just boggles my mind that you can pull a person as though gravity does not exist. People can just stun you, pop a meth pill, grab you and then run to the other side of the station to space you. I suggest a minor nerf. It can be something like a 10% or a 20% penalty to move speed. The hand you are using to pull someone should be free for pulling. If you use your right hand to pull someone, you will dedicate that hand to the pull. You can no longer have a shotgun in your left hand and a shield in your right hand while pulling someone, you need to have an empty hand to pull someone. 3)Put Rev into high pop rotation ...With some changes. Namely that you cannot go around giving people free antag. For example, instead of a *flash* *flash* *flash* wtf everyone's a rev now. There will be a cooldown to the flash, say... One minute at minimum, now it might sound like it'll take a while but when there are 3 head revs there is enough room. Head revs cannot just enter the bar and flash, they will have to work in secrecy lest they be run over before 12:30. You might say, rev is a pretty violent gamemode with not much room for rp. - So are shadowlings, i kill thralls on sight when there are too many in order to prevent ascension, and there are sometimes this 1 sadistic sling that gibs everyone upon ascension. - If there are 4 shadowlings and all 4 of them are good at being slings? Round isn't gonna last for any meaningful rp anyway. - Rev can be a rare gamemode, it can be something like 5% and be a glim possibility only in high pop if the admins do not want to see much of it. - It can be an opportunity to give IPCs a utility. Namely being that they cannot be reved. The rev flash was designed to convert organics into being revolutionaries, not machines. This can act as a 'buff' for an IPC as they will always be on the side of the station and will help maintain order during a rev round. If the IPC playerbase is okay with this utility that is. - It's pretty fun
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Head of Security is my main so i'm going to leave my one cent. Perma is pretty damn fine. Just lock down the vox in his cell and bolt down the airlocks with the brig door remote for good measure. If they escape into space then the AI is probably evil. The cells themselves can behave as a solitary confinement but i don't mind there being more because why not. Perma also is stocked with allot of food. TL;DR i honestly can't even remember the last time a prisoner escaped when i was HoS. I think the last time a prisoner escaped it was because of wormholes and they jumped in and appeared somewhere in maint. Just make sure the warden isn't bald and perma isn't a problem, at all. I'm pretty damn surprised this thread was made.
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Will the vulp be purged? Stay tuned to 'Vulp or Pulp' after this commercial break.
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Ipsum Bellus Crinitus
The Respected Man replied to IntentEldiablo's topic in NSS Cyberiad Crew Records
You haven't seen anything yet vulp abomination -
This is why slime people belong in a fridge.
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I will not deny that humanity would farm vulps for pelts if they were allowed to. A S I T S H O U L D B E
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I like them well done but medium-rare is alright