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Posts
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Everything posted by BeanOS
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I don't think we have crusher trophies on para. I haven't been able to find any reference of them in the code.
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You aren't supposed to engage megafauna in melee alone, not even an ash walker is... If ash walkers are going to fight megafauna, they need to try and kite and throw spears (which does a decent amount of damage) and due to their speed, it is a doable task. If you are wanting to fight megafauna in melee ( which you shouldn't ) then you will need a couple people, alternating holding the aggro, and although I have never seen someone try to do it, I'd imagine it would be possible to ping pong some of the megafauna, exceptions would be like the colossus, who I don't really see a viable method of engaging in melee combat.
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A lot of what I do when I play on para is social RP related things, which generally does lead to becoming friendly with familiar faces, but really that is not an issue. I am friends with a lot of the players ooc now, but that by no means actually effects how I interact or get interacted with, when it comes to antags. The only real effect knowing a character has on my game play is being able to differentiate grey tide from regular crew, and as the majority of interactions with grey tide are a negative experience, with instances of random application of toolbox to the head, and as I wish to RP with people, it is nice to know when I am confronting someone unlikely to do that. What's more, backstory and quirks would suffer heavily if this idea was implemented, and to me, someone who enjoys the complexity people develop when playing characters regularly, this would be a true killer to my enjoyment and ultimately drive me away from para. You mention meta buddying, and yes this does happen on occasion, but generally not so among vets, but among those who join the server together and play for technical advantage. The majority of veteran players of paradise have adopted the mindset of trying to make the round more entertaining, not merely something to win or green text, and all your suggestion would do is annoy said players, who enjoy playing how they want to be represented IC.
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You should be able to disable speakers on IntelliCards
BeanOS replied to MrMagolor's topic in Suggestions
You can always ahelp that, admins are usually chill about minor changes like that, at the end of the day they want people to enjoy themselves and perform actions that entertain. The idea of silencing an AI like that, is the exact opposite to entertainment, it is akin to "cyborg hell", the state of being a cyborg with no power cell for an extended period. At that point you have only one option, to ghost, which then locks you out of doing anything else. -
You should be able to disable speakers on IntelliCards
BeanOS replied to MrMagolor's topic in Suggestions
@MrMagolor Grabbing the AI at the start of the round, like you did in your example, was pretty crappy imo, you blinded and imprisoned someone with the intent for them to remain that way for an entire round, and the price for that is that you have to then struggle to keep said AI contained. The later into the round you take the AI, the easier it will be to get away with should you succeed. Trying to just mute people and have them trapped like that all round, without even the dead to talk to, is unacceptable. -
The Ripley drill does 80 damage each use to creatures, which is double a standard KA shot, while also causing a short Paralyze. You can use the drill once one full tick, so 2 seconds, so 40dps, which is equivalent to a KA with max cooldown. The Ripley can take on a single Goliath and as long as they attack at every oppertunity, will survive with about 40-50% integrity remaining, which only goes up as you add Goliath Plates to the Ripley. In my opinion the Ripley is far more useful now than it used to be, just to chew through the smaller mobs Lava land has to offer.
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Don't engage a Goliath if you are wounded.
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Ash walkers are faster than humans, they can take advantage of that movement speed to deal with Goliath far easier than crew can.
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1. What about Ash Walkers? 2. As I said, it is rough for Diona, but Diona heal rapidly, so it is less of an issue, also they have no bones to break.
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Goliath are slow, if you want to engage them in melee, which imo you shouldn't, you wait for them to take a step forward, because directly after taking that step there is a small window of opportunity to step close enough and hit them, without them retaliating. You must have at least two tiles between you and the Goliath, because they can attack while moving, so you wait for them to close the gap to a one tile distance, then you step forward, hit them, take two steps away, repeat. As a diona you are way too slow to take advantage of attack pause after moving the Goliath has. You don't even need to watch for the tell from the Goliath for their ground tentacles, as they do not root or cause damage to you until they get to the peak of their animation, giving you about a second from their original appearance, to step off of those tiles.
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@davidchan I do make a point of upgrading the rechargers whenever I am playing an engiborg, because as you state, science almost never upgrades them. When it comes to breaks however, you may be able to splint arms and legs, but you can't mitigate chest and head breaks, which are by far more serious to organics than for an IPC, as a broken bone in upper or head will lead to organ damage, which then needs additional action to be repaired. In regards to the nanopaste, maybe it is a function of the mediborg's nanopaste alone, that allows it to repair internal damage externally, as that is all I can attest to, as I don't often play robotics or perform IPC repair as normal crew. However, note that borg internal parts that are not destroyed can be repaired externally with nanopaste as they are linked to the overall borg damage.
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@Dinarzad Add in IPC augmentations - Problem Solved. Also in regard to repairing IPC, Nanopaste can be used externally to repair internal components, I know this because I do it frequently as a medical borg. What people don't seem to realize is that the Cyborg Rechargers will also repair IPC & refill their oil levels, dependent on the level of upgrade the recharger is on, you do not need to manually operate on IPC's, unless it is to reattach limbs, or replace a completely destroyed components. There is also Liquid Solder, that can be made to repair Posibrain damage on the fly.
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@Dinarzad Don't get me wrong, I accept that IPC's have downsides, I listed the ones I was aware of off the top of my head, and I agree the oil bleeding and taking brute when in crit are pretty severe nerfs, which imo should be removed. I personally consider old crit to be a boon over new crit, sure new crit allows you to "survive" for a greater length of time, but if you are away from medical, and aren't carrying a pharmacy in your pockets, you are very unlikely to recover, and revival of organics can be a drawn out process, which only gets more tedious with greater amounts of time spent dead. It takes relatively little effort to repair an IPC out of crit, even from death, running into issues only if they have lost a lot of oil. Adding pressure and cold Immunity to IPC will just Ramp up the number of people seeking them for mechanical advantages, and as I have stated on the PR, I would much rather have "upgrade" options available to IPC, that require tech levels, material cost and construction, much in the same way a borg is upgraded, instead of additional round start boons.
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@MrRogueAce The flash effect occurs, but they don't take any eye damage, so no amounts of flash will blind them. @Lolzyking Despite your statement of "false", it is actually true, limbs malfunction or come off, but it is nothing compared to broken bones, that tear up organs if not repaired, i.e. Aggregate damage, in upper/lower body or head, and have to go through a lengthy operations, performed by another person,for any body party, which can lead to more damage through accidents during surgery.
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IPC: 15 Karma Pro: Low Karma Cost Easy to repair and can be done so almost anywhere. Can always be revived (as long as posibrain is found) Easy to Implant Immune to tox Immune to Radiation Immune to oxyloss Welding eye damage immunity Pain Immunity Easy to sate hunger Immune to implantation Immune to negative viruses Unaffected by most lethal chemicals Decapitation isn't lethal No bones to break (no aggregate damage) Old Crit Cons: Half part durability Easier to decapitate (causing blindness and hearing loss until replaced) Killed by EMP Immune to Positive Viruses Mishandled by medical staff Doesn't benifit from most healing chems Can't recieve genetic augmentations Neutral: Comparable human space resistance Pings/beeps Now lets look at this in comparison to vox. Pro: Low Pressure Immunity Cold Resistance (not damaged, still slowed) Claw melee attack Cons: Requires internals (tox from oxygen) Vulnerable to EMP Bone Break Threshold reduced 20% increase in Brute Damage 60% Lower Alcohol tollerance Cannot be cloned Mishandled by medical staff Neutral: Medium Karma Cost Good potential for RP Quills/shriek A vox's primary bonus is their ability to go into space without need for a suit, however they receive, in my opinion, one of the worst maluses for this (easier to break bones), along side a moderate 45 karma cost to acquire. Giving IPC two thirds of the Pro's that a vox gets, without a number of additional con's (which would really kill off IPC), would be extremely unbalanced.
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I like a lot of this. A couple things I would like to see: Instead of having 3 cured blood samples to make a vaccine, vaccines should work on a race basis, antibodies that are safe in a human body wouldn't/shouldn't be necessarily safe in that of a slime, vox, plasmaman, etc. Take it even further by requiring a cure per blood type, would mean that curing a virus would be more complex. I would also like to see some kind of activator implemented, so when creating a virus culture you can augment the symptoms to stay inactive without a "fuel", but by doing this would allow the effect to be more powerful than their passive, continuously active counterparts. Say for example you have toxic filter and toxic compensation as symptoms on your virus, toxic filter just ticking over in a passive state, healing a low amount of tox persistently and compensation inactive. You can eat some sugar to activate toxic compensation, which would be active for an amount of time based on if sugar is still present or you are within x amount of time after the sugar has run out. This could allow you to construct extremely complex viruses, that have the potential to be powerful, but at additional cost, that isn't fatal to the user.
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I was being more lighthearted than it appeared, but only play non cloneable races anyway.
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Go back to the old crit system and just remove cloning Problem solved.
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You just get forced into being locked into crit for 2 minutes, then die... but that is inconveniant for everyone because:- You can't do anything really while in crit, then are dead . If you are a terror and get someone in crit you need to wait for the 2 minutes to be up for them to "properly die", so you can cocoon them. Culty healing things can't bring you out of crit Changeling fleshmend, doesn't bring you out of crit. This all needs to be fixed, or ideally just revert to old crit.
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It really does break a lot of stuff beyond making medical annoying. Terrors have to wait ages to be able to cocoon victims, cult don't get healed properly by pylons and unholy water. Those are just the problems I have encountered so far, who knows how many more issues there are.
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Don't know if it is intended or not, but with the new crit system, as a terror spider, it was impossible to kill someone to the point of being able to web them, without waiting for 2 minutes after they had entered crit, regardless to how badly damaged they were.