Search found 106 matches
- Wed Jul 19, 2017 11:09 pm
- Forum: Ideas
- Topic: Stamina rework
- Replies: 17
- Views: 5197
Re: Stamina rework
Except it has nothing to do with stamina and it in no way accentuates the issue. If they were using lasers, you'd be in crit, which is LITERALLY an indefinite stun until you die. The only difference is that one is labeled STAMINA and the other BURN.
- Wed Jul 19, 2017 9:57 pm
- Forum: Ideas
- Topic: Stamina rework
- Replies: 17
- Views: 5197
Re: Stamina rework
Damage slowdown existing in the first place is the issue, as it causes a snowball effect in combat encounters. Stamina is irrelevant.PKPenguin321 wrote:I think stamina damage contributing to damage slowdown is the issue. Damage slowdown calculations should ignore stamina damage.
- Wed Jul 19, 2017 9:39 pm
- Forum: Ideas
- Topic: Stamina rework
- Replies: 17
- Views: 5197
Re: Stamina rework
You don't assume combat starts at 2 HP. Anyway, damage slowdown is the real issue here, in that instance, not stamina.PKPenguin321 wrote:This assumes you have exactly 100 health, doesn't it?Ergovisavi wrote:You don't suffer slowdown on the first shot, so no, first shot "doesn't win".
- Wed Jul 19, 2017 9:34 pm
- Forum: Ideas
- Topic: Stamina rework
- Replies: 17
- Views: 5197
Re: Stamina rework
You don't suffer slowdown on the first shot, so no, first shot "doesn't win". Unless someone changed the way we calculate that.
- Wed Jul 19, 2017 8:04 pm
- Forum: Ideas
- Topic: Stamina rework
- Replies: 17
- Views: 5197
Re: Stamina rework
Stamina was never supposed to exist at the same time as one-and-done stuns. You dont need to rework stamina, the entire combat system from the ground up needs to be hit. The fact that this was implemented in such a fashion still annoys me... Cheridan chose the wrong path.
- Wed Jul 19, 2017 4:02 pm
- Forum: Coding Feedback
- Topic: Water bottle slipping
- Replies: 28
- Views: 7139
Re: Water bottle slipping
Slipping is an infinitely abusable and shit mechanic for anything but placeables such as peels or soap. The mop is fine, but buckets, spraybottles and water bottles and the like are idiotic considering infinite water is available all over the station. Using a fucking camouflaged tile or lighting to ...
- Fri Jul 14, 2017 8:03 pm
- Forum: Planet Station Development
- Topic: Jungle Mobs
- Replies: 110
- Views: 54086
Re: Jungle Mobs
'Nother new mob, probably the last one for a long while.
https://github.com/tgstation/tgstation/pull/29253
https://github.com/tgstation/tgstation/pull/29253
- Thu Jul 06, 2017 4:30 pm
- Forum: Planet Station Development
- Topic: Jungle Mobs
- Replies: 110
- Views: 54086
Re: Jungle Mobs
I fully admit that the mobs I create may be overtuned, as their largest source of testing comes from myself. That said they aren't even put anywhere on the map yet, so nobody has really seen them, so maybe dial down the YOU'RE LITERALLY FUCKING HITLER until they've seen some action?
Also, I don't ...
Also, I don't ...
- Wed Jul 05, 2017 4:02 pm
- Forum: Coding Feedback
- Topic: Traitor Chem Kit too hilariously deadly
- Replies: 43
- Views: 11221
Re: Traitor Chem Kit too hilariously deadly
This should be renamed to "Easy delivery methods of reagents are anti-fun and should be removed". Our reagent system doesn't even attempt to be balanced in the slightest, and as a result they're just one-click-kills at various ranges.
Being able to make a deadly poison: Good!
Being able to add ...
Being able to make a deadly poison: Good!
Being able to add ...
- Wed Jul 05, 2017 3:50 pm
- Forum: Planet Station Development
- Topic: Jungle Mobs
- Replies: 110
- Views: 54086
Re: Jungle Mobs
Link for another planetstion mob PR
https://github.com/tgstation/tgstation/pull/29046
So it's up to three hostile mobs I guess if we count Kor's original one. Which was how many hostile mobs there were when monster mining became a thing.
https://github.com/tgstation/tgstation/pull/29046
So it's up to three hostile mobs I guess if we count Kor's original one. Which was how many hostile mobs there were when monster mining became a thing.
- Fri Jun 30, 2017 12:50 am
- Forum: Closed Policy Discussion
- Topic: Drone laws
- Replies: 119
- Views: 30445
Re: Drone laws
Noted. Thank you.
- Fri Jun 30, 2017 12:44 am
- Forum: Coding Feedback
- Topic: Remove the Veterinarian and Beach Bum roles
- Replies: 109
- Views: 29952
Re: Remove the Veterinarian and Beach Bum roles
Speak for yourselves. I find the Vets and Beach Bums great for killing dragons and colossi. Beach bum gives you a nice big arena to work with, and the vet gives you lots of medical supplies.
Great if you just want to measure how robust you're feeling.
Great if you just want to measure how robust you're feeling.
- Thu Jun 29, 2017 4:55 pm
- Forum: Closed Policy Discussion
- Topic: Drone laws
- Replies: 119
- Views: 30445
Re: Drone laws
Can I or can I not ride the fuckin Janicart? I just want to clean the fucking place up.
- Thu Jun 29, 2017 3:37 pm
- Forum: Planet Station Development
- Topic: Jungle Mobs
- Replies: 110
- Views: 54086
Re: Jungle Mobs
PR up for one jungle mob
https://github.com/tgstation/tgstation/pull/28921
https://github.com/tgstation/tgstation/pull/28921
- Wed Jun 28, 2017 7:31 pm
- Forum: General Chat
- Topic: Screenshots General
- Replies: 2704
- Views: 1029320
Re: Screenshots General
you can power the entire station off this.
https://file.house/4jBm.png
Alas, rad collectors do not collect radiation, just pulses from singulo and SM.
but they do! measuring the current in the wires revealed that they do in fact generate power from rads.
I'm not seeing a rad_act() in ...
https://file.house/4jBm.png
Alas, rad collectors do not collect radiation, just pulses from singulo and SM.
but they do! measuring the current in the wires revealed that they do in fact generate power from rads.
I'm not seeing a rad_act() in ...
- Wed Jun 28, 2017 5:01 pm
- Forum: Coding Feedback
- Topic: Ancient Station Feedback
- Replies: 34
- Views: 11347
Re: Ancient Station Feedback
Depends on your perspective. If that is the goal, then my feedback is off topic and can be safely ignored.oranges wrote:isn't this the whole point you muppetErgovisavi wrote: building an autism fort.
- Mon Jun 26, 2017 7:51 pm
- Forum: Coding Feedback
- Topic: Ancient Station Feedback
- Replies: 34
- Views: 11347
Re: Ancient Station Feedback
Also, I get that this is SS13 and "anyone can do anything" but the lack of actual differences between the characters is a little disappointing.
Wish the character you started with had a little extra gear depending on their "job" to make them more unique than the others, IE: The engineer starts with ...
Wish the character you started with had a little extra gear depending on their "job" to make them more unique than the others, IE: The engineer starts with ...
- Mon Jun 26, 2017 4:09 pm
- Forum: Coding Feedback
- Topic: Ancient Station Feedback
- Replies: 34
- Views: 11347
Re: Ancient Station Feedback
There's nothing to do after clearing out the fairly unthreatening hivebots.
This is sort of the problem with SS13 in general, but after you control the ancient station there's not really anywhere to go from there. Needs to be some kind of end goal for these guys, otherwise it's just "Okay now it's ...
This is sort of the problem with SS13 in general, but after you control the ancient station there's not really anywhere to go from there. Needs to be some kind of end goal for these guys, otherwise it's just "Okay now it's ...
- Fri Jun 23, 2017 11:08 pm
- Forum: Ideas
- Topic: Make Sleeping Passively Heal Minor Injuries Slightly
- Replies: 30
- Views: 8364
Re: Make Sleeping Passively Heal Minor Injuries Slightly
Most non-mining hostile mobs will ignore you if you fall asleep.
http://i.imgur.com/gNnimJJ.jpg
Amusingly, this was added by Ergo.
Which completely defeats his point above.
No it wasn't. Hostile mobs always ignored you by default if you were unconscious. I kept that functionality in by default ...
http://i.imgur.com/gNnimJJ.jpg
Amusingly, this was added by Ergo.
Which completely defeats his point above.
No it wasn't. Hostile mobs always ignored you by default if you were unconscious. I kept that functionality in by default ...
- Thu Jun 22, 2017 11:34 pm
- Forum: Ideas
- Topic: Make Sleeping Passively Heal Minor Injuries Slightly
- Replies: 30
- Views: 8364
Re: Make Sleeping Passively Heal Minor Injuries Slightly
>I want to buff this thing that literally, LITERALLY involves NOT playing the game
Stop and reconsider if you're attempting to buff this feature because it "Makes sense" instead of "Makes the gameplay better". Hitting the sleep button and healing your wounds but giving yourself all the amazing ...
Stop and reconsider if you're attempting to buff this feature because it "Makes sense" instead of "Makes the gameplay better". Hitting the sleep button and healing your wounds but giving yourself all the amazing ...
- Wed Sep 14, 2016 9:20 pm
- Forum: Coding Feedback
- Topic: Whet stonea
- Replies: 81
- Views: 20281
Re: Whet stonea
Again, for what purpose? The crusher does more damage, as does the Kinetic accelerator.TechnoAlchemist wrote:It's for sharpening your survival knife
Is it just shitters wanting a weapon for validing their fellow spaceman? A sharpened survival knife isn't going to do shit on Lava land.
- Wed Sep 14, 2016 8:31 pm
- Forum: Coding Feedback
- Topic: Whet stonea
- Replies: 81
- Views: 20281
Re: Whet stonea
For what purpose? Nothing in mining needs a whetstone. A whetstone is an astounding 4% increase to damage for the crusher, and even less if we're calculating using the crusher for backstabs.calzilla1 wrote:Is it just me or are miners not only asking for the stones more but are the most aggressive?
The fuck?
- Tue Sep 13, 2016 10:08 pm
- Forum: Coding Feedback
- Topic: Plasma leaks
- Replies: 12
- Views: 3523
Re: Plasma leaks
I really should fucking buff nanofrost, too. I never touched it after I made it, I think. Doesn't help that few people actually know about it.
- Tue Sep 13, 2016 3:31 pm
- Forum: Ideas
- Topic: Suggestion: Add PKA Design to Protolathe for R&D
- Replies: 20
- Views: 6689
Re: Suggestion: Add PKA Design to Protolathe for R&D
I will stab you. You already have the damn plasma cutter.
- Tue Sep 13, 2016 3:24 pm
- Forum: Coding Feedback
- Topic: Mining points
- Replies: 33
- Views: 8552
Re: Mining points
Now it's actually far more useful to revive Ian or sentient Xenobio creatures, or crewmembers who were transfermed into simple mobs. Maybe it would really be better in RnD, instead of having to ask miners for it? Same with the mining jetpack upgrade?
The idea that research should be the one stop ...
The idea that research should be the one stop ...
- Mon Sep 12, 2016 10:53 pm
- Forum: Coding Feedback
- Topic: Mining points
- Replies: 33
- Views: 8552
Re: Mining points
Okay, but why is the ability to revive mobs unique to miners to begin with? It seems far more useful on the station than on mining.
Because when I first implemented mobs to mining, the Goliath was significantly more horrifying and deadly, so reviving them to use as an attack dog on station when ...
Because when I first implemented mobs to mining, the Goliath was significantly more horrifying and deadly, so reviving them to use as an attack dog on station when ...
- Mon Sep 12, 2016 10:03 pm
- Forum: Coding Feedback
- Topic: Mining points
- Replies: 33
- Views: 8552
Re: Mining points
I don't know who added research levels to the lazarus injector, because when I first made it, it sure as hell didn't have any tech levels, explicitly to stop shit like this from happening.
The bizarre need to turn things that are supposed to be abstract game mechanics into something that gets ...
The bizarre need to turn things that are supposed to be abstract game mechanics into something that gets ...
- Mon Sep 12, 2016 4:33 pm
- Forum: Coding Feedback
- Topic: Anom Crystal Feedback
- Replies: 6
- Views: 2602
Re: Anom Crystal Feedback
I made this feature literally because I wanted the colossus back in the game because danmaku is fun
Some things you can do with it:
Slowly turn the station into a frozen wintery hellhole
Slowly turn the station into lava land where your KA does full damage
Fix hull breaches and the like by ...
Some things you can do with it:
Slowly turn the station into a frozen wintery hellhole
Slowly turn the station into lava land where your KA does full damage
Fix hull breaches and the like by ...
- Mon Sep 12, 2016 3:43 pm
- Forum: Coding Feedback
- Topic: Mining points
- Replies: 33
- Views: 8552
Re: Mining points
Having created the ORM, I do have a few comments:
I believe that stripping KA upgrades from the ORM would probably be for the better, this will increase the amount of time some miners spend on station. Keep in mind that once you hit a certain skill level, any interaction with the ORM/Science isn't ...
I believe that stripping KA upgrades from the ORM would probably be for the better, this will increase the amount of time some miners spend on station. Keep in mind that once you hit a certain skill level, any interaction with the ORM/Science isn't ...
- Tue Sep 06, 2016 3:27 pm
- Forum: Coding Feedback
- Topic: Bluespace shelter capsules on station
- Replies: 28
- Views: 8223
Re: Bluespace shelter capsules on station
Ever heard of RCD's? The things you can use to wall off the fucking everything in mere moments? Or building girders?
Both of these can block off sections of the station, and are (shockingly) available all over the place. And can be dealt with via common tools, just like the shelter capsules.
My ...
Both of these can block off sections of the station, and are (shockingly) available all over the place. And can be dealt with via common tools, just like the shelter capsules.
My ...
- Fri Sep 02, 2016 7:07 pm
- Forum: Coding Feedback
- Topic: About Lava Staff
- Replies: 44
- Views: 11881
Re: Remove Lava Staff
By the time you get to an extinguisher you're probably dead. If the initial ball didn't kill you, you take like 40 burn damage instantly the moment you step on the lava.
Dropping and rolling doesn't work due to lmaofirestacks, i'm still not sure why we still have that mechanic.
You take 20 burn ...
Dropping and rolling doesn't work due to lmaofirestacks, i'm still not sure why we still have that mechanic.
You take 20 burn ...
- Fri Sep 02, 2016 6:32 pm
- Forum: Coding Feedback
- Topic: About Lava Staff
- Replies: 44
- Views: 11881
Re: Remove Lava Staff
Things about the lava staff that are good
* It's novel
* It's powerful
* The cooldown is fucking gigantic
* It's obvious who has it and that they should be dunked
Things about the lava staff that aren't great
*Lava is permanent
*People are too stupid to use extinguishers to save themselves
*It ...
* It's novel
* It's powerful
* The cooldown is fucking gigantic
* It's obvious who has it and that they should be dunked
Things about the lava staff that aren't great
*Lava is permanent
*People are too stupid to use extinguishers to save themselves
*It ...
- Mon Aug 22, 2016 4:20 pm
- Forum: Closed Policy Discussion
- Topic: Straight Talk about conversion modes
- Replies: 39
- Views: 11197
Re: Straight Talk about conversion modes
Does this mean bans will be handed out for assholes that fuck over their teammates? I recall being in a gang round where the virologist infected the entire crew, including their own gang , with a virus that basically took them out of the round, and was not even talked to. The jackass didn't even ...
- Fri Aug 12, 2016 3:25 pm
- Forum: Coding Feedback
- Topic: Megafauna and Black Box Feedback Thread
- Replies: 33
- Views: 10464
Re: Megafauna and Black Box Feedback Thread
I think the black box is a novel idea and it's pretty neat having a little shared treasure cache amongst people stupid/robust enough to fight the colossus. That said, it being the only reward for fighting them means if you're fighting multiple colossi you only get a maximum of one reward (And ...
- Wed Aug 10, 2016 3:14 pm
- Forum: General Chat
- Topic: About Chemistry
- Replies: 14
- Views: 5050
Re: About Chemistry
This thread is silly.Chemistry is arguably the #1 most reliable source of completely unfun kills in this game.
Projectiles that instantly mute you, instantly stun you, kill you in one shot without immediate help from an outside source all at once, are available seconds after round start to non ...
Projectiles that instantly mute you, instantly stun you, kill you in one shot without immediate help from an outside source all at once, are available seconds after round start to non ...
- Tue Aug 09, 2016 9:02 pm
- Forum: Ideas
- Topic: Two-hand option for pickaxes
- Replies: 15
- Views: 4462
Re: Two-hand option for pickaxes
>15 force
>An impressive number
>All null rod variants do 18 damage
>Circular saw, Drill do 15
>Stunprods are GG NO RE
>Bolas are strong as FUCK and ranged
u wot m8
>An impressive number
>All null rod variants do 18 damage
>Circular saw, Drill do 15
>Stunprods are GG NO RE
>Bolas are strong as FUCK and ranged
u wot m8
- Tue Aug 02, 2016 4:11 pm
- Forum: Coding Feedback
- Topic: Ratvar feedback thread
- Replies: 32
- Views: 9056
Re: Ratvar feedback thread
If I had a word to describe what little I've seen of it, it is this:
This mode is overdesigned.
It's very complicated and has many moving parts. Yes, SS13 is "Wiki-reading: The game", but this is pretty damn deep in terms of rote memorization depth in order to learn, bordering on Grapple rules ...
This mode is overdesigned.
It's very complicated and has many moving parts. Yes, SS13 is "Wiki-reading: The game", but this is pretty damn deep in terms of rote memorization depth in order to learn, bordering on Grapple rules ...
- Thu Sep 03, 2015 9:38 pm
- Forum: Archived/Deleted
- Topic: Should I run for headmin?
- Replies: 72
- Views: 16724
Re: Should I run for headmin?
But there's plenty of times where a bug has cropped in because obviously the coder never bothered to test their code beyond "yurp, it compiles".
Sadly he's not wrong
That happens at Triple A game studios with developers that have decades of experience. And yet, the world keeps on spinning, and ...
Sadly he's not wrong
That happens at Triple A game studios with developers that have decades of experience. And yet, the world keeps on spinning, and ...
- Wed Sep 02, 2015 4:07 am
- Forum: Coding Feedback
- Topic: ROBOT TERMITES (Swarmers)
- Replies: 65
- Views: 18473
- Tue Sep 01, 2015 4:35 pm
- Forum: Coding Feedback
- Topic: ROBOT TERMITES (Swarmers)
- Replies: 65
- Views: 18473
Re: ROBOT TERMITES (Swarmers)
Thus far what I'm expecting to do is:
1. Remove swarmer's ability to destroy telecomms machines
Reasoning: It's effectively impossible to keep swarmers out of it, and stops the crew from rallying against the swarmers too effectively. It's also a significant system for round progression and I ...
1. Remove swarmer's ability to destroy telecomms machines
Reasoning: It's effectively impossible to keep swarmers out of it, and stops the crew from rallying against the swarmers too effectively. It's also a significant system for round progression and I ...
- Tue Sep 01, 2015 4:14 pm
- Forum: Coding Feedback
- Topic: on the topic of nerfing patches for bodies...
- Replies: 21
- Views: 6179
Re: on the topic of nerfing patches for bodies...
so the shortcut as it is now is turn off the power at 60 percent and just cyro the body from there?
No.
1. Throw body in cloning scanner and scan them
2. Hit clone
3. IMMEDIATELY shut off the power. This will leave them at about -85 Health.
4. Drag them to cryo and throw them in. You did prep it ...
No.
1. Throw body in cloning scanner and scan them
2. Hit clone
3. IMMEDIATELY shut off the power. This will leave them at about -85 Health.
4. Drag them to cryo and throw them in. You did prep it ...
- Tue Sep 01, 2015 6:48 am
- Forum: Coding Feedback
- Topic: on the topic of nerfing patches for bodies...
- Replies: 21
- Views: 6179
Re: on the topic of nerfing patches for bodies...
You can speedclone someone back to full fighting form in what, 2 minutes and 30 seconds, give or take ten or so?
Er, I'm pretty sure it's much much longer than that
Wrong. It's actually much shorter!
I timed it. From dead to full health with speed cloning, removing all genetic damage, it takes ...
Er, I'm pretty sure it's much much longer than that
Wrong. It's actually much shorter!
I timed it. From dead to full health with speed cloning, removing all genetic damage, it takes ...
- Mon Aug 31, 2015 11:40 pm
- Forum: Coding Feedback
- Topic: on the topic of nerfing patches for bodies...
- Replies: 21
- Views: 6179
Re: on the topic of nerfing patches for bodies...
You can speedclone someone back to full fighting form in what, 2 minutes and 30 seconds, give or take ten or so?
- Mon Aug 31, 2015 4:11 pm
- Forum: Coding Feedback
- Topic: ROBOT TERMITES (Swarmers)
- Replies: 65
- Views: 18473
Re: ROBOT TERMITES (Swarmers)
They can't warpcuff people into space. It's explicitly disallowed.
- Mon Aug 31, 2015 4:08 pm
- Forum: Coding Feedback
- Topic: ROBOT TERMITES (Swarmers)
- Replies: 65
- Views: 18473
Re: ROBOT TERMITES (Swarmers)
the only bit I don't like about these fuckers is the warpcuff ability. The past couple of rounds have had a lot of people getting marooned because one of these things gets on the shuttle and just warps people out mid-transit. Hell, in the last round I played, not one person escaped on the shuttle ...
- Fri Aug 28, 2015 8:16 pm
- Forum: Coding Feedback
- Topic: ROBOT TERMITES (Swarmers)
- Replies: 65
- Views: 18473
Re: ROBOT TERMITES (Swarmers)
A swarmer said there was a shell in the Bridge, so I (and probably some other ghosts) double-clicked it. Server hanged for about 20 seconds (OOC: LAG?), then someone actually got inside.
Later, another swamer reported a shell in Tool Storage, so I (and probably some other ghosts) double-clicked it ...
Later, another swamer reported a shell in Tool Storage, so I (and probably some other ghosts) double-clicked it ...
- Fri Aug 28, 2015 5:36 pm
- Forum: Coding Feedback
- Topic: ROBOT TERMITES (Swarmers)
- Replies: 65
- Views: 18473
Re: ROBOT TERMITES (Swarmers)
I think its tedious having to pick up each individual sheet from a stack of resources, it would be nice if we could pick them up in bulk or even just the entire stack.
There's a distinct reason for this; To slow swarmers down, and to enable them to be caught. If you could instantly swoop in from ...
There's a distinct reason for this; To slow swarmers down, and to enable them to be caught. If you could instantly swoop in from ...
- Fri Aug 28, 2015 3:26 pm
- Forum: Coding Feedback
- Topic: ROBOT TERMITES (Swarmers)
- Replies: 65
- Views: 18473
Re: ROBOT THERMITES (Swarmers)
Forbidding them from atmos? Seriously? Plasma floods can barely hold ground now they burn and cool so much faster with fastmos it is pathetic and people are just running across the scorched ground after a few minutes.
It being not allowed to touch power due to singulo stealing all the food makes ...
It being not allowed to touch power due to singulo stealing all the food makes ...
- Wed Aug 19, 2015 2:34 am
- Forum: Coding Feedback
- Topic: Mining Hardsuit and Goliath Plates
- Replies: 17
- Views: 5397
Re: Mining Hardsuit and Goliath Plates
What are you talking about? Maxing it out is rediculously easy modo.
1: Tell science to upgrade the redemption machine to let them (and you) jew harder.
2: deposit 1 bag of ores for x4 XP
3: buy 20 laz injectors with your 5345987324 points
4: farm the same goliath over and over
Shit like this ...
1: Tell science to upgrade the redemption machine to let them (and you) jew harder.
2: deposit 1 bag of ores for x4 XP
3: buy 20 laz injectors with your 5345987324 points
4: farm the same goliath over and over
Shit like this ...
- Tue Aug 18, 2015 5:42 pm
- Forum: Coding Feedback
- Topic: Mining Hardsuit and Goliath Plates
- Replies: 17
- Views: 5397
Re: Mining Hardsuit and Goliath Plates
>People trying to use real world logic to change a game design issue
pls stop
That said yes maybe 10 is a bit much, originally when I designed this feature I compared it to my own rate of killing, which in comparison to the average miner is significantly faster. Could probably knock it down a few.
pls stop
That said yes maybe 10 is a bit much, originally when I designed this feature I compared it to my own rate of killing, which in comparison to the average miner is significantly faster. Could probably knock it down a few.