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Posts
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Everything posted by Charliminator
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Moving the compact sniper rifle from 16 TC to 12 TC
Charliminator replied to PROBABLYJAY's topic in Suggestions
Null crates where removed -
playing as wizard, isn't how people get better at wizard. I have never rolled wizard in 2000+ hours. would I be a more robust wizard than 80% of them? yes. general playtime and experience gets you better at wizard. IMO, wizard should be timelocked behind antagonist playtime. that way, wizard cannot be your first antag experience, and you need atleast 2-3 antag rounds before you can even sign up for wizard.
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HOW DID I MISS THESE?? THESE ARE GREAT
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He did not go away
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Vamp rework balance/feature suggestions.
Charliminator replied to Charliminator's topic in General Discussion
@Sweaterkittensshould be fixed. getting ignited should also make you auto refresh your cloak so there is no weird delay were you aren't cloaked. -
Remember the basics of CQC: Unk's guide to martial arts.
Charliminator replied to MisterMan's topic in Guides
this doesn't do increasing damage. its just every consecutive punch does increased damage. this can also stun, and multiple people from a range. by kicking a corpse into someone. useful for running away. -
Hmm fish and adrenal chips If you call them chips, what is the implanter called? A chipper? (Implanter would still work)
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ENGINEER GAMING.webm
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stop drawing vox as terrifying >:C Great art, as always : )
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I think this is a great idea
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Reduce amount of Holy Water needed to deconvert Cultists
Charliminator replied to Coolrune206's topic in Suggestions
this sounds rather difficult to handle code wise. Amount of cultists however is a fairly easy thing to track. however I do see sec timing how long it takes to deconvert someone, then reverse engineering the code/maths to work out how many cultists there are. -
I closed that
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Vamp rework balance/feature suggestions.
Charliminator replied to Charliminator's topic in General Discussion
Gargantua: Overwhelming force now prevents the vampire from being pushed or pulled when it is active. Unbrae: cloak of darkness increases the burn damage the user takes when it is active. -
Vamp rework balance/feature suggestions.
Charliminator replied to Charliminator's topic in General Discussion
adrenals, nuka cola, meth, cling legs, all don't get countered by a flashlight. This ability doesn't work outside of maints until higher levels OR if the antag goes out of their way to sabotage lighting. And it doesn't work in combat with security because-- security has lights. I don't think it is fair to say its "for free" because its situational. -
Vamp rework balance/feature suggestions.
Charliminator replied to Charliminator's topic in General Discussion
update: Dark passage CD is now 40 seconds, up from 15 (IDK WHY I MADE IT SO LOW) Shadow snare breakout time is 5 seconds, up from 3. Hopefully Umbrae will be less aggrivating to catch, and their other non "run away lol" options, like trapping then fighting will be more appealing. -
Vamp rework balance/feature suggestions.
Charliminator replied to Charliminator's topic in General Discussion
Its the same speed boost as nuka cola. Nuka cola has next to no downsides, any antag could do this with a grinder. Atleast this way its thematic and cool. Antag abilities have to be stronger than shit the crew can make, otherwise the abilities wont be used. Cling speed legs cost next to nothing because it can be toggled on and off to avoid damage. I could make cloak of darkness deal damage to the user if they are in light areas. Also, the speed is likely one of the most fun parts of umbrae so I dont want to squash that. Dark passage however needs toning down, I have spoken to denth about it I will get on it when I have time. -
for context: https://github.com/ParadiseSS13/Paradise/pull/10299 https://github.com/ParadiseSS13/Paradise/pull/12909 https://github.com/ParadiseSS13/Paradise/pull/14568
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TAKE ANOTHER SHOT BOYS
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Xenobiologists have a tendency to spam a shit ton of mobs that tank the servers performance. People also spam corgi's using experimentor toys and monkeys and fire extinguishers I feel like there should be a rule forbidding this type of behaviour as it literally grinds the station to a halt. I know of an admin who literally has a SDQL2 script to deal with this bullshit by killing all the mobs in xenobio. TLDR; tanking performance using masses of mobs should have an advanced rule forbidding it.
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Vamp rework balance/feature suggestions.
Charliminator replied to Charliminator's topic in General Discussion
Update: hemomancer was nerfed again Blood bringers rite has a max targets of 10, prioritising the closest people Blood spike has a cooldown of 200, double that of before. A range of 4, down from 7. And a damage of 50 instead of 60 -
This is how slaughter demons eat/heal. So this isn't feasible at all. TG rebalanced slaughter demons by making them deal a small amount of damage to start, but them progressively more after each blow, up to a point where they stun you. This way jumping in and out of blood is less effective as they wont be able to chain together their combos if they play like this.
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Vamp rework balance/feature suggestions.
Charliminator replied to Charliminator's topic in General Discussion
Looked at medibeam code, it would tank performance. can't do that. So, what I have gathered from this thread so far is: 1) perhaps reduce the scaling on total vampires in a round 2) perhaps add a cap to the healing from hemo BBR/make the damage and blood drain drop off when a certain number of beams are produced. 3) blood eruption could scale in damage based on how bloody the pool of blood is under the target, a drip of blood could do 20 damage, a big puddle could do a massive chunk like 60 or 70. I am hesitant on buffing gargantua. Forcing open bolted doors makes very little sense to me.