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Posts
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Everything posted by Medi
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Reflecting a laser makes sense. Reflecting a bullet does not make sense. Also, it generally only has to hit 3-5 times to down someone so it really doesn't need a high melee block chance.
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This could certainly work. I've never really seen the number of players being an issue but I can definitely see why they did that. Here's my final proposal on the matter based on this: Double E-Sword 100% chance to reflect in coming lasers/taser fire. 30% chance to block in coming bullets. 0% chance to block Temperature weaponry. No change to damage output.
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My suggestion isn't to remove it entirely. My suggestion is to nerf the deflection percentage and perhaps shorten the duration of adrenals. That being said, they've got multiple firearms, bombs, grenades, implants, tools to get the job done.
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Bluespace Cigarettes: A pack of cigarettes that generally have a good taste and flavor but have a 1% chance of exploding when lit and teleporting you somewhere random.
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I understand that a nuke op is supposed to be more powerful than an individual crew member or a small group. When 6 people, however, can't kill a single double esworser and they walk out with minimal damage despite dumping rounds into them- its op.
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I agree that adrenals should come with a "burst" and then a "cool-down" phase rather than being a prolonged dump like it is that makes you impossible to beat. I still also believe that being able to deflect 100% of incoming lasers and having a 75% chance to deflect an individual projectile (meaning that it doesn't matter What gun it is. You just have to roll above 25% for that given shot to not even matter)is really the issue here. I literally watched an entire team of Nukies, who didn't seem to have adrenals, rely on predominately on E-swords to take out an entire station. I have seen entire magazines dumped into a single nuke for only 1 round to have hit because the rest all got deflected and that single round got soaked by the armor so didn't matter anyway. I won't say that E-swords shouldn't dominate up close, it's a sword made of pure energy (somehow) and it is entitled to reckface when you get that close. I just question that if anyone picks it up, should the automatically be able to block lasers and bullets with no effort?
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An update, at this time there is a team who ALL have e-swords or double e-swords and they've taken little to no damage despite the entire crew firing at them.
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Double energy sword has become the meta for nuke ops to the point that one nuke op armed with that and an adrenal implant is insanely difficult to defeat, even with a massive group. Simple suggestion: Reduce the deflect/block chance to the weapon. It's still very deadly at close range but the current ability to deflect multiple range attacks makes it difficult for even a group of people to do anything.
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Bluespace Swiss Army Knife - All tools of a tool belt (minus multitool and devices) in one "convenient" item. Bluespace Bottles/Mugs - Endless Alcohol / Coffee for the true addicts among us. Could have the potential of "malfunctioning" and giving you something else every so often. Bluespace Fire Suppression System - Has the benefit of allowing teleportation of Water via visualization of the target however lacks Metal Foam or Nanofrost options. Safer, yet less effective in the long run.
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Unfortunately, a lot of people don't seem to know or care about the world ending aspect of accepting the contracts from the Devil. Tell your friends!
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This is intended to be a lite guide that focuses on a number of important factors that tend to be misunderstood about this particular round type. A full guide regarding the "Devil" round type can be found here: https://tgstation13.org/wiki/Devil however I will attempt to talk about some more practical things. What is the "Devil" round? The Devil round is generally a more RP focused event than most and can be coupled with numerous other events such as Syndicate, Cultists, etc.. The basis of the round is that a player is chosen to be the "Devil" who is responsible for CONVINCING players into accepting contracts. If a crew member accepts a contract they will be given powers in return and the Devil's Soul counter will increase by 1. While it sounds like a win - win, the crew ultimately suffers for accepting contracts from the devil. As the devil gets more contracts signed it will gain more power and abilities to the point that, if they gain more than Nine Souls the Devil will ascend and be poised to take out the station entirely. How do I know if there's a Devil on-board? Aside from someone screaming about a giant "Thing" on the station; there are a number of ways to detect that there is indeed a devil on the station. If you see a devil, it's generally a good sign. If someone speaks of having a contract. If found, a contract from the devil will appear to be constantly burning but will be unable to be destroyed by normal means. All attempts to burn or douse the paper generally ends in failure. Numerous crew members using powers such as: rampant hulkism, ability to make valuable things out of thin air, AI protecting random crew members and treating them specially, magic powers such as "lightening bolt" (which acts like a tazer), x-ray vision, presence of ghosts, and the dead returning back to life spontaneously (as a devil can offer a contract to a dead person as a means of reviving them at the cost of their soul.) If the Librarian has a strange book called: Codex Gigas. I know there's a devil on board, what can I do?! The following steps should be taken in roughly this order: Do not take a contract with the devil and encourage others not to do so. Greytide are generally the bread and butter clients of devils due to them being easy to convince. If you sign a contract, tell IA, the magistrate, or the HOP. If you are the HOP, IA, or Magistrate it is advised that you remind them that the crew's soul was already signed over to NT. This can be used to buy back a soul from the devil, thus reducing the devil's soul counter by 1. All crew contracts can be found in the filing cabinet in IA. The chaplain, librarian, security, and captain should be informed of the presence of a devil immediately. Give the librarian or chaplain one of the devil's contract as this will allow them to research the name. If you are the librarian you are responsible for researching and informing the crew of the Devil's name, his weakness, and how to kill him. You are the Only person who has a 100% chance to get correct information from the Gigas as other roles are likely to get misinformation if they look it up. Make sure to use the Devil"s TITLE and NAME or you will not get correct information. If they are Dark Lord Bob, you need to research "Dark Lord Bob" as it is written in the contract. Simply putting "Bob" will give you an entirely different rule set. All information that the book gives you is vital to destroying the devil. If it tells you to wear white to "ward" off the devil, then wear white when hunting the devil. Do not skip steps. Due to the nature of the Gigas, every time you read it you risk brain damage. IPCs appear to be immune to this effect. After getting the information from the Librarian or other source via the Gigas, begin to prepare appropriately and follow All steps listed within the Gigas. If you are Unable to kill off the Devil or Bind it per it's steps in the Gigas, repeated killing of the Devil will cause it to lose souls to the point that it will no longer be able to return to this realm. The guide does a great job at explaining HOW to play as the Devil which I won't discuss here.
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So I have noticed that blob rounds either go one of two ways and it's more over based on the Server population size than how Good or Bad someone is at the antag role. If the server pop is low enough that people don't notice the blob and the necessary resources to wage a direct war is met, then the blob has the potential to win. If the server pop is high then the blobs have a near impossible task. Multiple times I have seen where the blobs are in their fledgling states and they've been hacked down before they can even get the resources and means of fighting people off. In general, it becomes a slowly losing defense because you're attacked on all sides and lack the resources necessary to actually win. Suggestion to correct this: Give the blobs a very minor (2%ish) buff to their regen of resources. This will give the blobs a better edge at establishing themselves early on without overwhelming the crew if they are out-rightly found in the short term.