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Re: REMOVE TELEBATON
Posted: Tue Feb 14, 2017 2:04 am
by cedarbridge
Bottom post of the previous page:
DemonFiren wrote:except beepsky takes, like, no time at all
Neurotoxin takes roughly 2 seconds if the bartender isn't a moron and knows how to push the buttons on his drink mixer. Neurotoxin takes one click after that. Apply syringe/hypo. Win the game. You're never going to kill somebody straight out with a syringe of mutagen.
Re: REMOVE TELEBATON
Posted: Tue Feb 14, 2017 2:49 am
by Saegrimr
DemonFiren is blinded by the flash!
cedarbridge is blinded by the flash!
ShadowDimentio is blinded by the flash!
Cw3040 is blinded by the flash!
Haevacht is blinded by the flash!
Davidchan is blinded by the flash!
Re: REMOVE TELEBATON
Posted: Tue Feb 14, 2017 4:13 am
by cedarbridge
Saegrimr wrote:DemonFiren is blinded by the flash!
cedarbridge is blinded by the flash!
ShadowDimentio is blinded by the flash!
Cw3040 is blinded by the flash!
Haevacht is blinded by the flash!
Davidchan is blinded by the flash!
The flash burnt out!
Re: REMOVE TELEBATON
Posted: Tue Feb 14, 2017 4:16 am
by ShadowDimentio
/me flips down welding helmet
/me runs into a wall as he can no longer see hardly anything
WHEN I GET WITHIN THREE FEET OF YOU YOU'RE FUCKING DEAD SAEG!!
Re: REMOVE TELEBATON
Posted: Tue Feb 14, 2017 4:29 am
by Armhulen
heheh good thing i was offthread for that
Re: REMOVE TELEBATON
Posted: Tue Feb 14, 2017 6:07 am
by Sweaterkittens
cmspano wrote:I think Saeg's right about the flash nerf being what fucked borgs. It wouldn't be bad to go back to the old stun flash and get rid of infinite stun lock batons on the heads. I can't remember how many times as a sec borg I got fucked because 1/3 of the station carried flashes.
Ironically, I think that the flash nerf ended up being worse for Cyborgs, because after everyone stopped carrying them, the effects were IMMENSELY buffed against them. I remember a time where someone had to flash you consistently in order to kill you, and you had a chance to escape or warn the AI. You always hoped that the flash would burn out or they'd be just a tad too slow. Now one flashbang or stun completely KO's you for somewhere in the ballpark of 15 seconds. As someone who used to main Silicon, I'd much rather have everyone carrying a moderate stun weapon than a few people carrying a ggnore weapon.
Based on what's come up in this thread, I think a good start will be giving the weaken effect back to flashes. I don't see any way that will tremendously throw off game balance, as long as they're not stunbaton-length stuns. I agree with Arianya's sentiment that making too big of a leap and removing telebatons without easing back into things might be too big of a jump. I think the biggest thing to keep in mind here is that flashes can't ever be on the level of, say, a stunprod, because they're easily concealable and fit in pockets.
Re: REMOVE TELEBATON
Posted: Tue Feb 14, 2017 6:24 am
by Haevacht
Saegrimr wrote:DemonFiren is blinded by the flash!
cedarbridge is blinded by the flash!
ShadowDimentio is blinded by the flash!
Cw3040 is blinded by the flash!
Haevacht is blinded by the flash!
Davidchan is blinded by the flash!
What why am I in this I like flashes.
The inhand aoe is the best.
Re: REMOVE TELEBATON
Posted: Tue Feb 14, 2017 12:45 pm
by Cw3040
Saegrimr wrote:DemonFiren is blinded by the flash!
cedarbridge is blinded by the flash!
ShadowDimentio is blinded by the flash!
Cw3040 is blinded by the flash!
Haevacht is blinded by the flash!
Davidchan is blinded by the flash!
>Implying I don't have sunglasses
This is like implying DemonFiren doesn't have an urge to fuck anything that moves.
Also, I like flashes.
Re: REMOVE TELEBATON
Posted: Tue Feb 14, 2017 3:19 pm
by bandit
so is anyone actually gonna do this or
Re: REMOVE TELEBATON
Posted: Tue Feb 14, 2017 4:09 pm
by Armhulen
that's what o was thinking, we have a lotta support but is anyone actually going to do it
Re: REMOVE TELEBATON
Posted: Tue Feb 14, 2017 4:27 pm
by Steelpoint
If my jetpack PR gets closed/merged I'll work on looking into this.
I think a good start would be to make Flashes weaken again.
Re: REMOVE TELEBATON
Posted: Tue Feb 14, 2017 4:35 pm
by Sweaterkittens
The reason I posted about a consensus on the first step is because I plan to do this shortly. Work has kept me exceedingly busy lately. A short Weaken will be my first proposed change unless anyone has any objections.
Re: REMOVE TELEBATON
Posted: Tue Feb 14, 2017 4:46 pm
by XDTM
More stuns for science, i'm not complaining.
Re: REMOVE TELEBATON
Posted: Tue Feb 14, 2017 6:32 pm
by kevinz000
How about I code self recharging pocket energy batons?
Will be a tad stronger but you can't spam it without it discharging.
Re: REMOVE TELEBATON
Posted: Tue Feb 14, 2017 6:58 pm
by FantasticFwoosh
kevinz000 wrote:How about I code self recharging pocket energy batons?
Will be a tad stronger but you can't spam it without it discharging.
You mean yellow slime core (/shitty battery) regular batons you can store in your pocket to abuse people using combat stun mechanics but carry two or more of at a time to stunlock people non-stop?
For courtesy i have already moved that suggestion to somewhere it belongs.
https://tgstation13.org/phpBB/viewtopic ... 98#p255498
Re: REMOVE TELEBATON
Posted: Tue Feb 14, 2017 7:47 pm
by Munchlax
kevinz000 wrote:How about I code self recharging pocket energy batons?
Will be a tad stronger but you can't spam it without it discharging.
nah
Re: REMOVE TELEBATON
Posted: Tue Feb 14, 2017 9:12 pm
by WarbossLincoln
Sweaterkittens wrote:cmspano wrote:I think Saeg's right about the flash nerf being what fucked borgs. It wouldn't be bad to go back to the old stun flash and get rid of infinite stun lock batons on the heads. I can't remember how many times as a sec borg I got fucked because 1/3 of the station carried flashes.
Ironically, I think that the flash nerf ended up being worse for Cyborgs, because after everyone stopped carrying them, the effects were IMMENSELY buffed against them. I remember a time where someone had to flash you consistently in order to kill you, and you had a chance to escape or warn the AI. You always hoped that the flash would burn out or they'd be just a tad too slow. Now one flashbang or stun completely KO's you for somewhere in the ballpark of 15 seconds. As someone who used to main Silicon, I'd much rather have everyone carrying a moderate stun weapon than a few people carrying a ggnore weapon.
Based on what's come up in this thread, I think a good start will be giving the weaken effect back to flashes. I don't see any way that will tremendously throw off game balance, as long as they're not stunbaton-length stuns. I agree with Arianya's sentiment that making too big of a leap and removing telebatons without easing back into things might be too big of a jump. I think the biggest thing to keep in mind here is that flashes can't ever be on the level of, say, a stunprod, because they're easily concealable and fit in pockets.
Yeh, definitely. Borgs didn't seem OP when every schmuck carried a flash.
Re: REMOVE TELEBATON
Posted: Tue Feb 14, 2017 9:15 pm
by FantasticFwoosh
Lets just remember now that every smuck borg can potentially carry a esword hacked module on standard borg type settings (a sublime but well rounded module) compared to not every station member even has easy access to a flash without begging, it being taken off them by sec, screaming they are rev (/paranoid sec seeing potential revs) and getting being beaten a to a pulp.
Borgs can also cut off arms now so that people can't use flashes, and get straight up abused via stun-spam from engieborgs to keep them down close to forever.
Re: REMOVE TELEBATON
Posted: Tue Feb 14, 2017 10:30 pm
by kevinz000
FantasticFwoosh wrote:kevinz000 wrote:How about I code self recharging pocket energy batons?
Will be a tad stronger but you can't spam it without it discharging.
You mean yellow slime core (/shitty battery) regular batons you can store in your pocket to abuse people using combat stun mechanics but carry two or more of at a time to stunlock people non-stop?
For courtesy i have already moved that suggestion to somewhere it belongs.
https://tgstation13.org/phpBB/viewtopic ... 98#p255498
Expect a PR within the next 14 hours.
Re: REMOVE TELEBATON
Posted: Tue Feb 14, 2017 10:51 pm
by cedarbridge
FantasticFwoosh wrote:Lets just remember now that every smuck borg can potentially carry a esword hacked module on standard borg type settings (a sublime but well rounded module) compared to not every station member even has easy access to a flash without begging, it being taken off them by sec, screaming they are rev (/paranoid sec seeing potential revs) and getting being beaten a to a pulp.
Borgs can also cut off arms now so that people can't use flashes, and get straight up abused via stun-spam from engieborgs to keep them down close to forever.
>borgs get emagged and become more powerful
>?????
Re: REMOVE TELEBATON
Posted: Wed Feb 15, 2017 1:17 am
by Not-Dorsidarf
If you see a standard borg and dont immediately examine it you aren't experienced enough. its the only module you see hacked more often than you see unhacked because its so sad for normal use
Re: REMOVE TELEBATON
Posted: Wed Feb 15, 2017 1:27 am
by cedarbridge
Not-Dorsidarf wrote:If you see a standard borg and dont immediately examine it you aren't experienced enough. its the only module you see hacked more often than you see unhacked because its so sad for normal use
Standard borg is just about only good for the hats, but even the medborg can wear hats.
Re: REMOVE TELEBATON
Posted: Wed Feb 15, 2017 2:08 am
by Anonmare
Not-Dorsidarf wrote:If you see a standard borg and dont immediately examine it you aren't experienced enough. its the only module you see hacked more often than you see unhacked because its so sad for normal use
>Not liking the standard borg for non-hacked use
SAD!
Re: REMOVE TELEBATON
Posted: Wed Feb 15, 2017 7:08 am
by FantasticFwoosh
Not-Dorsidarf wrote:If you see a standard borg and dont immediately examine it you aren't experienced enough. its the only module you see hacked more often than you see unhacked because its so sad for normal use
Hotkeys in borgs work a lot like players, but with a few more doodads. Just cycle between 1,2,3 (your active slots) and use Q to stash stuff away quickly, any experienced borg player will smash X to quickly turn off their sword when they are precisely done, hit Q to stash it or swap to another slot so that people on inspect won't see anything.
Re: REMOVE TELEBATON
Posted: Thu Feb 16, 2017 5:17 pm
by kevinz000
Better telebaton thing coming up.
Re: REMOVE TELEBATON
Posted: Sat Feb 18, 2017 7:52 am
by PKPenguin321
kevinz000 wrote:Better telebaton thing coming up.
Just remove the damn thing.
Re: REMOVE TELEBATON
Posted: Sat Feb 18, 2017 2:16 pm
by kevinz000
PKPenguin321 wrote:kevinz000 wrote:Better telebaton thing coming up.
Just remove the damn thing.
have fun it's over.
Re: REMOVE TELEBATON
Posted: Sat Feb 18, 2017 5:38 pm
by cedarbridge
Re: REMOVE TELEBATON
Posted: Sat Feb 18, 2017 6:07 pm
by Cobby
I will remove telebatons and will probably end up putting in a flash crate for cargo [if there isn't one already, I don't remember since they used to be garbo and #noone would buy them]. Box will need a box of these in armoury if it doesn't already have it [cough cough steelepoint].
Re: REMOVE TELEBATON
Posted: Sat Feb 18, 2017 6:20 pm
by cedarbridge
ExcessiveCobblestone wrote:I will remove telebatons and will probably end up putting in a flash crate for cargo [if there isn't one already, I don't remember since they used to be garbo and #noone would buy them]. Box will need a box of these in armoury if it doesn't already have it [cough cough steelepoint].
Just put them back in the sec vending machine.
Re: REMOVE TELEBATON
Posted: Sat Feb 18, 2017 7:03 pm
by Bombadil
You better re-add synthetic flashes at robotics
Re: REMOVE TELEBATON
Posted: Sat Feb 18, 2017 11:15 pm
by Cobby
cedarbridge wrote:ExcessiveCobblestone wrote:I will remove telebatons and will probably end up putting in a flash crate for cargo [if there isn't one already, I don't remember since they used to be garbo and #noone would buy them]. Box will need a box of these in armoury if it doesn't already have it [cough cough steelepoint].
Just put them back in the sec vending machine.
Some maps have a box of flashes on them, so putting them in the machine would consequently raised those without equalizing it throughout maps.
Plus interacting with the warden is more !!FUN!! than interacting with a machine :^)
Re: REMOVE TELEBATON
Posted: Sun Feb 19, 2017 1:21 am
by Ezel
ExcessiveCobblestone wrote:I will remove telebatons and will probably end up putting in a flash crate for cargo [if there isn't one already, I don't remember since they used to be garbo and #noone would buy them]. Box will need a box of these in armoury if it doesn't already have it [cough cough steelepoint].
Theres a box of flash bulbs in security supploes cargo crate
Re: REMOVE TELEBATON
Posted: Sun Feb 19, 2017 5:23 am
by cedarbridge
Ezel wrote:ExcessiveCobblestone wrote:I will remove telebatons and will probably end up putting in a flash crate for cargo [if there isn't one already, I don't remember since they used to be garbo and #noone would buy them]. Box will need a box of these in armoury if it doesn't already have it [cough cough steelepoint].
Theres a box of flash bulbs in security supploes cargo crate
Best of luck convincing sec to open a sec supplies crate as a roboticist who just wants flashes.
Re: REMOVE TELEBATON
Posted: Sun Feb 19, 2017 8:35 am
by Ezel
cedarbridge wrote:Ezel wrote:ExcessiveCobblestone wrote:I will remove telebatons and will probably end up putting in a flash crate for cargo [if there isn't one already, I don't remember since they used to be garbo and #noone would buy them]. Box will need a box of these in armoury if it doesn't already have it [cough cough steelepoint].
Theres a box of flash bulbs in security supploes cargo crate
Best of luck convincing sec to open a sec supplies crate as a roboticist who just wants flashes.
Robotics can make flashes
Re: REMOVE TELEBATON
Posted: Sun Feb 19, 2017 8:27 pm
by Slignerd
Saegrimr wrote:This isn't a plot to re-add secborgs.
This is a plot to re-add secborgs.
Re: REMOVE TELEBATON
Posted: Mon Feb 20, 2017 12:33 am
by FantasticFwoosh
Ezel wrote:cedarbridge wrote:Ezel wrote:ExcessiveCobblestone wrote:I will remove telebatons and will probably end up putting in a flash crate for cargo [if there isn't one already, I don't remember since they used to be garbo and #noone would buy them]. Box will need a box of these in armoury if it doesn't already have it [cough cough steelepoint].
Theres a box of flash bulbs in security supploes cargo crate
Best of luck convincing sec to open a sec supplies crate as a roboticist who just wants flashes.
Robotics can make flashes
Robotics is 100% secure, without further measures to break/remove a window, cut a wires going into the room & wind up the shutters (which the AI & borgs can close for a fast murder-window) to get access, which is actually hard to do without a decisive plan. Too hard for a new spawn and often to save resources roboticists never listen to very many other people and dont print spares out in the first place.
Re: REMOVE TELEBATON
Posted: Mon Mar 06, 2017 4:37 pm
by CPTANT
Ok I gotta say the new flash stun of 4 to 6 seconds is kinda much for an item so common.
It's basically stunbatons laying around that work against everyone without sunglasses.
Re: REMOVE TELEBATON
Posted: Mon Mar 06, 2017 5:18 pm
by Shaps-cloud
Counterpoint to removing telebatons like this: heads of staff will no longer have any way to deal with obnoxious sec officers messing up their department. I've demoted/kicked out/restrained officers who fuck around in my departments before, and the telebaton is the only thing heads have that actually let them pacify unruly sec officers who are being a nuisance. Without it, sec officers (or whoever kills an officer and steals their shades) have complete protection against the heads of staff, barring a lucky disarm which will just escalate the situation and probably get them executed
Edit: in general this would just be a pretty sizable buff to sec since there's just less stuff on the station that they don't have immunity to
Re: REMOVE TELEBATON
Posted: Mon Mar 06, 2017 7:06 pm
by FantasticFwoosh
Shaps wrote:Counterpoint to removing telebatons like this: heads of staff will no longer have any way to deal with obnoxious sec officers messing up their department. I've demoted/kicked out/restrained officers who fuck around in my departments before, and the telebaton is the only thing heads have that actually let them pacify unruly sec officers who are being a nuisance. Without it, sec officers (or whoever kills an officer and steals their shades) have complete protection against the heads of staff, barring a lucky disarm which will just escalate the situation and probably get them executed
Edit: in general this would just be a pretty sizable buff to sec since there's just less stuff on the station that they don't have immunity to
You have the moonlighting honorary scout badge to add to your collection now for nobly putting yourself in the line of fire in defence of the realm versus the creeping filth, It is a purple sequin embroided with frog leather and bands of purple thread.
Lets also remember that people who loot dead sec officers (very commonly) and officer lockers (like sec checkpoint) gain easy access to sec objects.