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Re: anomaly slimes need a nerf

Posted: Mon Feb 10, 2020 8:34 am
by TheFinalPotato

Bottom post of the previous page:

Careful how ya go about this. Take into account how good xenobio stuff is, be careful not to cheapen it.
I would also caution you against not removing either sentience or obj damage, as if engi does not farm the slimes we will be in the same position as we are now.

Re: anomaly slimes need a nerf

Posted: Mon Feb 10, 2020 10:03 am
by OFQ
Ehhh ok. I'll remove sentience, it's less cheesy option. Besides, if an engineer gets real bad RNG and like 3 sentient slimes spawn I pretty sure they'll robust him/her, especially with all the anomalies going around. And yeah if I don't remove sentience the lill shitters will find a pipe or a glass to smash and SM will delem. So to be secure engie has to flood engine room with something like super cool n2 or a ton of BZ but at this point all the slimes will be immobilized which is pretty dull game play for ghosts.


Also removing slimes ability to attack machines is a nerf to sentience potion since without gold cores xenobio memers have access only to slimes. And depleting the pool of ghosts with sentient SM slimes also can be considered a nerf to robo and xenobio.

Re: anomaly slimes need a nerf

Posted: Mon Feb 10, 2020 1:57 pm
by OFQ

Re: anomaly slimes need a nerf

Posted: Mon Feb 10, 2020 5:05 pm
by Anonmare
I feel slime object damage was a mistake due to their vent-crawling and straight-up immunity to 90% of the station's ranged weaponry at roundstart which makes fighting intelligent ones a huge pain in the ass, especially if they're actually smart enough to destroy watertanks

I definitely feel slimes as a whole need a look at balance wise, since slimes are able to, potentially, kill someone permenantly via cloneloss which can't be treated when you're dead and can only be fixed with the monkey technique.

Re: anomaly slimes need a nerf

Posted: Mon Feb 10, 2020 6:13 pm
by Flatulent
Anonmare wrote:I feel slime object damage was a mistake due to their vent-crawling and straight-up immunity to 90% of the station's ranged weaponry at roundstart which makes fighting intelligent ones a huge pain in the ass, especially if they're actually smart enough to destroy watertanks

I definitely feel slimes as a whole need a look at balance wise, since slimes are able to, potentially, kill someone permenantly via cloneloss which can't be treated when you're dead and can only be fixed with the monkey technique.
what if crew stops being clueless and freezes distro and waste loops so all slimes fucking freeze to death?

Re: anomaly slimes need a nerf

Posted: Mon Feb 10, 2020 6:14 pm
by OFQ
Welp. Given how the PR bombed I guess people like the gamer slime how it is. So I have to continue my crusade on low RP servers :roll:

And probably get perma while the slime still stays as it is :lol:

Re: anomaly slimes need a nerf

Posted: Mon Feb 10, 2020 10:24 pm
by oranges
people can remain irrational for far longer than you can remain unbanned

Re: anomaly slimes need a nerf

Posted: Tue Feb 11, 2020 4:23 am
by OFQ

Re: anomaly slimes need a nerf

Posted: Tue Feb 11, 2020 11:01 am
by Anuv
Anomaly slimes are fine your coping is leaking through