The fact that it is currently strong enough to be able to do this is just, extremely fucked.
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Well, Other POTENTIAL ways to fight it are lethals and extreme options such as crew militia or mass holy watering, but... yeah, as of recent sec debuffs, and as of cult still having an instastun while sec doesn't, culties can get a pretty strong start VERY early on, and can potentially summon within 14 minutes or less.Dr_bee wrote:Cult has been a shitstorm of poor balance decisions primarily because of the problem of the escape shuttle. The absolute power of having every cult member being the equivalent of a headrev means that there is very little point is fighting a cult as attrition will always be in their favor. Instant shuttle calls lead to low cult winrates, and because of these winrates being read very shallowly cult got buffs so they can outrun the shuttle call.
These buffs just made the problem of the shuttle call worse, as now there is almost no reason to do anything but call the shuttle ASAP and make sure it cant be recalled. Security has no incentive to fight a cult as more often than not they are the sacrificial target. All it takes it one stun or knockdown and the instagib runes cult get for free makes the fight over.
In short, Bloodcult has two major problems with it.
1. The conversion mechanic itself is too powerful
2. The shuttle call is the only logical choice to actually fight it.
The problem with fixing these is basically you have a shittier version of revs where everyone is a wizard. Blood cult doesnt have much going for it over revs.
The problem with those ideas is the cult can convert even dead people with their instagib runes, and can still irrevocably murder and convert people with mindshields with the same fucking rune.Reyn wrote:
Well, Other POTENTIAL ways to fight it are lethals and extreme options such as crew militia or mass holy watering, but... yeah, as of recent sec debuffs, and as of cult still having an instastun while sec doesn't, culties can get a pretty strong start VERY early on, and can potentially summon within 14 minutes or less.
This might also be a problem related to a lack of sec, But I see why cult is problematic right now.
There's always the nuclear self destructDr_bee wrote:The problem with those ideas is the cult can convert even dead people with their instagib runes, and can still irrevocably murder and convert people with mindshields with the same fucking rune.Reyn wrote:
Well, Other POTENTIAL ways to fight it are lethals and extreme options such as crew militia or mass holy watering, but... yeah, as of recent sec debuffs, and as of cult still having an instastun while sec doesn't, culties can get a pretty strong start VERY early on, and can potentially summon within 14 minutes or less.
This might also be a problem related to a lack of sec, But I see why cult is problematic right now.
There is nothing the crew can do to the cult that the cult doesnt have an answer for.
Easy, add delays/action bars for all cultists involved in converting when using the conversion rune. If converting a dead body(mindshield or no) make it 3 seconds, converting someone who doesn't have a mindshield 6 seconds, mindshield is 8 seconds.Reyn wrote:There's always the nuclear self destructDr_bee wrote:The problem with those ideas is the cult can convert even dead people with their instagib runes, and can still irrevocably murder and convert people with mindshields with the same fucking rune.Reyn wrote:
Well, Other POTENTIAL ways to fight it are lethals and extreme options such as crew militia or mass holy watering, but... yeah, as of recent sec debuffs, and as of cult still having an instastun while sec doesn't, culties can get a pretty strong start VERY early on, and can potentially summon within 14 minutes or less.
This might also be a problem related to a lack of sec, But I see why cult is problematic right now.
There is nothing the crew can do to the cult that the cult doesnt have an answer for.
In all seriousness, the converting the dead is pretty stronk, not going to lie, and with constructs and the sharded bois being able to assist in summoning and such? Yeah i see your point.
Now the question. How do we fix this?
Robustin.Cobby wrote: like lol who thought "you did not do a good job but now every instance will allow you to easily stack the odds in your favor"...
Hand of God was a lot more complex than that, thanks to the whole omniscience and enforced chain of command setup.(dosen't help that it never actually got finished and used a bunch of OP admin-only shit as stand-ins) My idea is more to just take what works with cult and what worked with gangs, cut out the overpowered shit, and get the best of both.Shadowflame909 wrote:That's just Hand of God deedubya
Damn. Cult + Gangs is just Hand Of God...
Robustin can combine two game-modes he's revamped into one. Do it.
EWTarchonvaagh wrote:I suggest removing the roundending climax, and adding an "x number of members on the shuttle" objective
thehogshotgun wrote:How does having jannies like you, who have more brain tumor than brain benefit the server
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.
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.
That's an interesting idea. It would also mean targeted conversions to avoid hitting the line before you're ready.CPTANT wrote:And as a more general solution:
I say remove cult conversions after they reach halo status and balance around that. Prevent Shuttle call and give cult a deadline in which they must summon after reaching this phase.
It makes the round distinct from rev and forces an endgame.
Rebalance as needed.
I think it solves a lot of problems, like the cult just delaying and delaying until they have converted the entire station or the immediate shuttle call being the only viable strategy.Sandshark808 wrote:That's an interesting idea. It would also mean targeted conversions to avoid hitting the line before you're ready.CPTANT wrote:And as a more general solution:
I say remove cult conversions after they reach halo status and balance around that. Prevent Shuttle call and give cult a deadline in which they must summon after reaching this phase.
It makes the round distinct from rev and forces an endgame.
Rebalance as needed.
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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