Bottom post of the previous page:
They dampen explosions, I guess? Plus they hide people breaking in from perma.Also I think they look cool.
Bottom post of the previous page:
They dampen explosions, I guess? Plus they hide people breaking in from perma.I'm pretty sure this is part of round start set up for cargo.Steelpoint wrote:if you get someone to hack the autolathe.
It is also a normal set up for Science early round, once they have an upgraded R&D set, they typically build an autolathe and hack it. Note that Science can produce rounds for this gun as well, so you have two sources of ammo. (With Science providing the specialty ammo once they get minerals in)Kor wrote:I'm pretty sure this is part of round start set up for cargo.Steelpoint wrote:if you get someone to hack the autolathe.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
I had -5 to 5.Steelpoint wrote:I'm pretty sure the poll is ranked 1 to 5, with 1 being highly negative and 5 being highly positive.
It should say that on the vote screen.
i think it's fine now without removing chem glandslumipharon wrote:The fleshmend AND armour nerf have already gone through now - only need the engorged ballsack removal pr to go through and it's rosy.
I await with baited breath more 5 hour changeling rounds with all the lings dying in 15 minutes sans one that proceeds to do the only viable thing left - shit spiders everywhere.lumipharon wrote:Okay, we managed to nerf them fairly severely so that they can barely do the sole basic thing that they excel at, SO LET'S NERF THEM MORE1!
As a security player, that seems fine to me. Cargo is a reasonable block on other things, like implants. It might as well be for this.Gun Hog wrote:Well, with such a close decision, the only changes you should make are minor ones. Removing the spare magazines so officers need to come by mining or Science for more seems fair to me, but I am not a Security player, and I have no clue how those guys feel about things.
does it thoughMrStonedOne wrote:I honestly think that all of this should be moved to r&d. r&d needs more sec love.
Fair point, I'll leave the blinking for when the ammo is running low and has run out.lumipharon wrote:Since I presume that steelrifles will never get reverted, at the very least stop the bloody green light thing from flashing.
It's honestly distracting, and flashing usually indicates something that requires attention - like being out of ammo, not full of it.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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