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Re: Microbombs and Macrobombs
Posted: Sun Jun 28, 2015 2:21 am
by Atlanta-Ned
Bottom post of the previous page:
Roundstart macrobombing = instaban.
Macrobombing at any point = explain your shit to the admins.
Problem solved until this gets fixed/reverted.
Re: Microbombs and Macrobombs
Posted: Sun Jun 28, 2015 5:11 am
by Saegrimr
Atlanta-Ned wrote:Roundstart macrobombing = instaban.
Macrobombing at any point = explain your shit to the admins.
Problem solved until this gets fixed/reverted.
Haha, no. I'm not going to bwoink an antag unless he's camping the arrivals shuttle.
Re: Microbombs and Macrobombs
Posted: Sun Jun 28, 2015 5:46 am
by Xhuis
remove this kebab until balancing may be done
Re: Microbombs and Macrobombs
Posted: Sun Jun 28, 2015 6:23 am
by Xhagi
What about this: macro removed completely, micro only for nuke ops. Ops start with a box of five micro implants at base. They can then either use one each for gear denial and a small explosion or stack them all on one person for a macro-type bomb. It's a trade off; either gear denial for all or one suicide bomb (WAS GETTING CAUGHT PART OF YOUR PLAN?) but now your down to four ops and no gear denial. Obviously micros wouldn't be on the uplink. Why do normal traitors need gear denial anyway?
Re: Microbombs and Macrobombs
Posted: Sun Jun 28, 2015 6:24 am
by oranges
How about people stop whinging and get used to repairing breaches?
Re: Microbombs and Macrobombs
Posted: Sun Jun 28, 2015 9:36 am
by TheNightingale
There's a difference between 'repairing breaches' and 'five maxcap bombs at roundstart'. It takes a while for an average Engineering team to repair one, not to mention the piping, wiring and fiddly windows, or the metal foam and firelock prep work to stop all the air leaving because of fastmos.
Re: Microbombs and Macrobombs
Posted: Sun Jun 28, 2015 10:58 am
by Actionb
ColonicAcid wrote:oh no im getting removed from a 1 hour round
Macrobombs are shit, microbombs are fine.
Stop being babies about not being able to play in a round. If you want less hectic rounds go play on Basil.
You really don't get the fact that the coders with their 'NO REVERTS NO TURNING BACK NO SURRENDER' policy have actually done exactly that? It's not only about being 'lel ur ded' undetectable, unavoidable, department wrecking bullshit suicide bombing or implant gib c4 affecting a few players each round.
They are adamant of not reverting almost anything and yet readd a feature that was removed for a reason, albeit in a slightly different form and say IT'S FIIIIINE!
oranges wrote:How about people stop whinging and get used to repairing breaches?
Sounds like you don't have any idea what it takes to repair a max cap bomb. Sure, patching up the 40+ tiles that are space is quick and easy, but repairing all the pipes and wires in the fuckifIknow 400 tiles or so that could have been affected by the bomb can take up to an hour even with a robust engineering crew. Not to mention crucial machines like grav gen, SMES, cloning, cryo and what have you. If you really just patch the hull, depending on the location of the blast, 80% of the station can be cut off from power and air from atmos.
One explosion per hour is doable, two is really stretching it, three is just call the shuttle.
Either remove microbombs from tator uplinks or make them only applicable to the traitor that orders them with a maximum explosion of 2 or 3 epicentre.
Why the availability of stacked microbombs is very different from toxins bombs has already been established like 10 times, don't come with the argument 'But why not max cap, what's the difference?'.
If you are REALLY obsessed with having max cap suicide bombs, add actual suicide vests. At least people will freak out when they see someone wearing it.
Re: Microbombs and Macrobombs
Posted: Sun Jun 28, 2015 11:09 am
by Steelpoint
The problem is WHY do Traitors and DA's even need access to Micro or Macro bombs? They were originally a Nuke Op only implant that was pre implanted before round start, yet now that we've finally finished the song and dance with readding the explosive implants to Nuke Ops we decide to create even more controversy by just giving other antags access to these items without much consideration.
Re: Microbombs and Macrobombs
Posted: Sun Jun 28, 2015 11:19 am
by Actionb
Steelpoint wrote:The problem is WHY do Traitors and DA's even need access to Micro or Macro bombs?
Because people felt life on SS13 wasn't dangerous enough. So add instant max cap bombs to uplinks to make the game fun and exciting again. At least, that's the pretended excuse I got from all this.

Re: Microbombs and Macrobombs
Posted: Sun Jun 28, 2015 11:23 am
by Steelpoint
At least with a maxcap bomb you need a signilar and actual effort to create and detonate it, even on your person, and it would occur at least five to ten minute into the round. Yet now you can do just that within 30 seconds of round start.
While most of us can agree that the game needs to become more deadlier, but that does not mean we just start adding in bad game mechanics under the justification of "Its dangerous!" If I wanted to make the game more dangerous I could just spawn all round start traitors with a infinite ammo Pulse Rifle, that will make the game more deadlier but not in a good way.
Re: Microbombs and Macrobombs
Posted: Sun Jun 28, 2015 12:04 pm
by CPTANT
Steelpoint wrote:At least with a maxcap bomb you need a signilar and actual effort to create and detonate it, even on your person, and it would occur at least five to ten minute into the round. Yet now you can do just that within 30 seconds of round start.
Also making a TTV bomb is traceable, people see you making/planting bombs, you leave fingerprints etc.
The macrobomb implant is just undetectable bullshit.
Re: Microbombs and Macrobombs
Posted: Sun Jun 28, 2015 3:59 pm
by Ikarrus