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Mitchs98

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Everything posted by Mitchs98

  1. I don't really see it used much at all, but for all the very good reasons stated mostly by Jazz that I've seen I'm against removing it. There's plenty of ways to nerf it, such as adding that no teleporter flag as was stated by Jazz. It's often useful for body retrieval. I rarely if ever see it used for much more than that. As Dinar said, if you're going to look at one OP thing look at others. Chemistry is hilariously overpowered on its own and all it takes is opening a wiki, looking over chemical combinations, and making them. Congratulations you now have death in chemical form.
  2. Definitely agree. It'd be great for quality of life as said and good for inventory management, it'd also make it quite clear you use these items to treat shock and such rather than people having to guess what to use. Not all would understand it but...the majority likely would.
  3. If the brain is destroyed you can't clone them at all. The brain would need to be damaged. We don't really need any easier ways to permakill people than we already have, nor do we will need any one hit kill methods. Though if it just instacrit them to the point of needing medical aid or dying, that could be a decent/interesting mechanic. Otherwise....entirely against antags getting a semi easy instakill/permakill move.
  4. Just an average day in medbay. No big deal.
  5. Brought to you by Angry Russian Station.
  6. You can still do brain transplants VIA SR as far as I'm aware, by the way. It should fullstop revive them, period. It is a revival chem after all.
  7. Indeed. Indeed it is.
  8. The Corazone recipe was removed. I'd be in favor of chest compressions if it didn't give Fox even more of a reason to give every species a heart and/or blood even if it makes no sense for them to have it. Actually sounds pretty neat.
  9. Fucking. Ultra. Nerd.
  10. What did you re-use them for then? Why were they even removed? They were the only means of reliably treating brute and burn damage if chemistry was entirely inept. Now they've been replaced with single use patches that really do not heal all that much whatsoever. It'll now be even harder, if not impossible, to effectively treat someone heavily damaged. Especially Vox or Slime People. Unless of course the intention was to make them harder to revive while also making it harder to treat others, since you and others are in favor of making them harder/impossible to revive outside of transplanting? I'm not accusing or anything like that, I'm genuinely asking if that was one of the key reasons the kits were removed.
  11. Not really nice to have if it means advanced kits are being phased out entirely. Compared to them they're not that useful whatsoever. I don't even really understand why the advanced kits were phased out in fair of 'Neurological Kits' that are just some pills of mannitol. Especially if it's being added to the medivend itself. Removing the kits is a very severe nerf to medbay, especially on low pop rounds without a chemist/rounds without a chemist/rounds without a decent chemist. Having to rely on chemistry isn't a bad thing to a degree. Having to rely on it to the point that if you don't have someone do it constantly you won't have any reliable way to heal damage? Not at all. Not to mention the points brought up on karma races and Diona.
  12. As with the epi pen change, I'm against the removal of the burn/brute trauma kits as well as the ointment from the emergency vendors. Everything else is alright and very much needed. But otherwise? No. It makes no sense to remove the advanced kits fullstop either in favor of 'neuro kits' that are literally mannitol pills anyone can make easily. Once again this is just going further and further from 'make death impactful' to full on nerfing medical into the ground. I'm definitely against the idea of giving a slime a heart and making them breathe, that's the main upsides to the race really. Not having to worry about organs or breathing. Full on changing races like this to make them work with a convoluted system isn't really the way to go about it in my opinion.(Not an actual recent change, but what Fox is actually considering for whatever reason.) Sure now the medivends have the chemicals they need to treat shock and stuff effectively, but adding that in favor of _major_ nerfs? I'd rather keep the advanced kits and have to worry about chemistry doing their job. Especially if there's no way to order more of them. Honestly, things are just coming with bad change after bad change. If you have to constantly debuff something to make a change not entirely awful to play in, something is wrong. Especially if the debuffs pretty much counterbalance the buffs night entirely.
  13. Echoing my concerns on the Github for the PR Itself....an emergency box is supposed to be an emergency box. It makes absolutely no sense for the epi-pen to be removed from any logical standpoint beyond not wanting people to have a way to potentially survive a harsh and punishing system for a few seconds. I mean, you can explain it away IC as 'budget cuts', but in reality everyone knows it was done to make newcrit unnecessarily harder if only by minor amounts. The ominizine in the hypo being removed can be worked around, I mean technically so can this...but this is a far more impactful change than this is. I don't entirely agree with removing the omnizine from it, especially with SR being so important in this new system, but if it must happen there are ways around it. And frankly I'd rather have some of those changes Fox proposed other than starting ominizine. I.E Heart attack nerfs/SR Buffs.
  14. Honestly think this'd be a good idea too. It would make playing Blueshield more fun imo than basically being a security officer that sits on the bridge and gets lethals + a holster at roundstart. CQC itself requires good timing and mechanical knowledge to fully employ as well, and you can easily just get your ass meme'd by a traitor if they have any form of ranged weapon or stun or slip. Shouldn't be too hard to add as an inherent spawn in option either rather than gloves or a manual. Alternatively if it is hard...just...give them a manual on spawn.
  15. I'm unsure if I should post my already clearly stated opinion on the guide. So. I'm just going to link the guide thread like the lazy person I am..
  16. Sounds like an excuse to murderboning to me. But to be honest I can't read most of it due to it being one singular brick of text x.x
  17. Ye only need one bag.
  18. I see no real reason to bar it VIA rules or mechanics, honestly it'd just end up hurting the creativity some players have or do in the long run. I rarely see anyone do anything like it anyways unless it became a huge problem in the month I've been gone. Though I will say I'm a little bias in the times I build tiny medbay but that's just me. And even without that bias, I'd still tend to disagree with limiting it in any way. Emergency or not.
  19. The random bits of green is my gif software being a butt ?
  20. Mitchs98

    Abductors

    I personally disagree with it. Abductors can already cheese enough as it is by making themselves looked like a cuffed person or something similar. They can already be hard enough to figure out, and if they really want to they can already look like a grey. I do agree with Ide though, insofaras reworking them in some manner, but I feel the race itself is fine as is.
  21. Just another day in xenobio with Tesla loose. Never forget Sir Chimperton and the Ook Squadron of 2556 *salute
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