Bottom post of the previous page:
Why even bother asking on the forums if you're gonna remove it anyway? Not that they had any use now that this goonchem mess broke them anyway.https://github.com/tgstation/-tg-station/pull/7129
Bottom post of the previous page:
Why even bother asking on the forums if you're gonna remove it anyway? Not that they had any use now that this goonchem mess broke them anyway.tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
Oldman Robustin wrote:It's an established meme that coders don't play this game.
Oldman Robustin wrote:It's an established meme that coders don't play this game.
I think sleepers ought to be good, fast healing that is stuck in one place, in comparison with cryo's immobile, good and slow healing and a medkit's mobile healing. I think default medkits are too effective and bruise packs and the like should get nerfed down to like half efficacy or something.Lo6a4evskiy wrote:Frankly, instead of just brainstorming ideas, I think everyone should decide what exactly it is that they want from sleepers. What role do you think they should play, if any?
By skills I mostly meant having some process to do - surgery for example, as opposed to the current thing of just applying a tricord pill or some bruisepacks or whatever. Chem, Viro and Genetics all have some process to keep you busy, as opposed to MD, which is usually just recognizing what thing to apply and applying it. If you can do it fast you have some 'skill' to be proud of, whereas if not you've got the wiki open and can learn that shit after using it and stuff.dezzmont wrote:You are right, healing doesn't require any skill, but pretty much any change to medical supplies will not alter that unless we create mandatory field surgery. The main problem with field healing is twofold in my opinion, it isn't interesting and while it is efficient it requires a lot of inventory juggling. That said the situations where you do field heals are generally more exciting than using the sleeper, so encouraging their use would be beneficial.
Rechargable medkits would actually make medbay more critical to control, assuming the chargers are located there and not compatable with gun chargers, because it would mean once medbay is gone healing becomes super limited. If anything supply based medical is what allows you to ignore medbay, as you can just jam 8 medkits into your bag and say goodbye to those white halls for the rest of the round, and screw the entire medical team in the process, and this is the optimal way to be a field medic.
This actually isn't true because goonchem is so ass that it basically destroyed every other part of medical including sleepers. We will not know how sleepers being removed will actually work out yet, as the change is far ranging enough that pure theorycraft can't actually settle this, no matter how much I love theorycraft.Snakebutt wrote:We've also seen what outright removal is doing to sleepers, because of their outright levels of ass they're nearly unusable right now.
Actually epinephrine is quite diffrent. It only heals between -65 and -25. So only in a narrow range. It also has a depletion rate of .2 so it sticks around twice as long as other drugs. Pairing things with sleep toxin would mean you'd only be narcoleptic as long as you were under the effects of healing chems. However a doctor running his fingers down every button because he doesn't know the right drug would give you way more sleep toxin than you needed. Also if you had mixed brute and burn then you would probably be drowsy twice as long from needing two healing chems. But still not as irritating as epinephrine.Snakebutt wrote:healing patients at the cost of putting them to sleep is essentially what epinephrine does right now. No one likes it, and it's a massive griff tool. We've also seen what outright removal is doing to sleepers, because of their outright levels of ass they're nearly unusable right now.
We're dead in the water until goonchem is changed to be less... goon.
I have nnnnnno idea what this means. I don't think I approve of tricord basically only being to fix crit, because emergency crit MDing is like, the most exciting part of being MD, right. I recall before now that Tricord was hilariously shitty and never used, but now it's too robust? I would instead suggest tricord be used to fix light damage - the sorta thing you give the assistant who got punched by a clown a couple times. That shit's tedious.Snakebutt wrote:Why don't we make tricord heal people who are crit, and stop healing at the 5-10 mark? Rather than antitox binding with inaprov, tricord binds to inaprov meaning that your patient has to be stablized by something other than inaprovaline to use it in the first place, making it impossible to just fieldmed it out by medipen/tricord combo. Both together bind to dexalin perhaps, and move tricord down to a t1 chemical.
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
previously, 5u tricord healed 23:23:23 - making it 5:5:5 makes it 4.6x weakerAnonymousNow wrote:Why not make it so that we have Star Trek chemicals that work the way they used to, but considerably weaker?
Make tricord work 1 unit:(1&1&1) health recovered. Make Bicard, Kelotane and Dyoveline work 1:2, and their upgraded versions 1:3 (but capable of being combined with their weaker versions for the benefits of both, as normal). Above all, make them metabolise slowly, so that they're reliable medicines that can be fairly quickly whipped up, but are a bit pathetic on their own - so the (fixed) Goon chemicals would be more complicated, but more potent in various ways. You can heal yourself okay with some basic pills and patches, but you need a medical kit with bruisepacks and ointment, or a doctor with a medical belt full of complicated wonders full of chemistry, to get you back up to speed in ten seconds.
That would solve the invisible problems that some coders have with Star Trek chemistry, if I've read correctly.
We're on the right track, I think.Vigilare wrote:previously, 5u tricord healed 23:23:23 - making it 5:5:5 makes it 4.6x weakerAnonymousNow wrote:(You get the point)
bicard + equivalents healed 26 - healing 10 is 2.6x weaker
dermaline was 39, so 15 is also 2.6x weaker
(brute:burn:tox)
tricord = 1:1:1
bicard: 2:0:0
kelotane: 0:2:0
dylovene: 0:0:2
[[bicard-but-better]]: 3:0:0
dermaline: 0:3:0
[[dylovene-but-better]: 0:0:3
doctor's delight: 5:5:5 (honk, 20u DD pills)
(do we even have a better version of bicard and dylovene in tgchem? if not, we need 'em)
tricord seems nerfed a bit too much compared to the rest - maybe make it heal 1.5 per unit? or are decimals awful ideas for healing
Hornygranny wrote:It's not your codebase. It's our codebase. You can imply soft power as much as you want, but you don't have it. Division between the server and project is absolute. I'm not interested in reading dezzmont platitudes for the billionth time and won't be checking back in this thread.
Milk is a lesser version of bicard. Toxin is ONLY cured by antitox and tricord, it's naturally a more troublesome damage type.Vigilare wrote:(do we even have a better version of bicard and dylovene in tgchem? if not, we need 'em)
Balut wrote:I think sleepers ought to be good, fast healing that is stuck in one place, in comparison with cryo's immobile, good and slow healingLo6a4evskiy wrote:Frankly, instead of just brainstorming ideas, I think everyone should decide what exactly it is that they want from sleepers. What role do you think they should play, if any?
Balut wrote:sleepers ought to be good, fast healing that is stuck in one place
And what about that setup makes cryo worth existing?Balut wrote:cryo's immobile, good and slow healing
They fix crit, sleepers don't. I sorta assumed this was inherent in the discussion of the two.Cipher3 wrote:Balut wrote:sleepers ought to be good, fast healing that is stuck in one placeAnd what about that setup makes cryo worth existing?Balut wrote:cryo's immobile, good and slow healing
Players bitching about nerfs isn't exactly an unexpected phenomenon. It IS a problem that such a change would go buried in a changelog or something, though - probably a good idea to make a bigger deal about announcing it. Bold it, put it at the top of the changelog, yell about it in OOC, whatever.Alex Crimson wrote:Tis a nice idea to nerf Tricord, but you run into the same problem we are having now. People would get pissed that the Tricord isnt working, not bother to learn why, then go complain that its broken and needs reverting. Then when you try to explain it, they complain that chems shouldnt have effects or conditions like that.
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