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Fun features and powergamers
Posted: Thu Sep 14, 2017 5:35 pm
by ma44
Whenever there's some cool and fun feature that either gives people lots of toys (null crate, rnd, gateway, NULL crates) or a neat interaction (shadow people + zombies) is all nice and well, but then the powergamer nation attacked, using the cool features to go and min max the ever living shit out of the mechanic to murderbone the entire population of the station with their 2 million adrenal implants and all the syndicate gear in the world.
What do you think about this?
Re: Fun features and powergamers
Posted: Thu Sep 14, 2017 5:57 pm
by D&B
Stop using fucking buzzwords you fucking baby
Re: Fun features and powergamers
Posted: Thu Sep 14, 2017 6:00 pm
by ma44
But you can have a lot of adrenal implants while having close to all the syndicate gear in the world.
Re: Fun features and powergamers
Posted: Thu Sep 14, 2017 6:04 pm
by D&B
I'm talking about powergamer this powergamer that.
If something is badly designed and people abuse it, punishing those that abused it in the first place won't fix the shitty design.
Re: Fun features and powergamers
Posted: Thu Sep 14, 2017 6:05 pm
by Oldman Robustin
Stupid poll with biased choices
I stopped reading once you referred to NULL CRATES as a fun toy that was only bad when abused by POWAHGAYMERS, please. Like any feature that would let crew gather 500TC of traitor gear was going to lead to light-hearted fun otherwise.
Re: Fun features and powergamers
Posted: Fri Sep 15, 2017 9:05 am
by CPTANT
Null crates is almost the only thing traitor cargo really gets.....
Re: Fun features and powergamers
Posted: Fri Sep 15, 2017 11:21 am
by The Clowns Pocket
Someone has to e-mag the console to get the crates though.
Now usually you can work out a deal with the QM and often he wont sell you out, but if you do it without asking then more often someone will call you out for it. Those darn powergamers!
Re: Fun features and powergamers
Posted: Fri Sep 15, 2017 11:44 am
by Cobby
Remember when nulls weren't syndicate crates?
Good times
Re: Fun features and powergamers
Posted: Fri Sep 15, 2017 12:22 pm
by ma44
Remember when traitors just bought the spec ops crate because it has a great value for it's cost?
I don't
Re: Fun features and powergamers
Posted: Fri Sep 15, 2017 12:54 pm
by Qbmax32
Cry
More
Baby
Re: Fun features and powergamers
Posted: Fri Sep 15, 2017 5:14 pm
by kevinz000
Why is one of the worst offenders trying to get powergamers banned
Re: Fun features and powergamers
Posted: Fri Sep 15, 2017 6:43 pm
by XDTM
He always does this tbh, he powergames with something until everyone is sick of it then is the first to campaign against it (see cash lemons, telescience)
Re: Fun features and powergamers
Posted: Fri Sep 15, 2017 6:52 pm
by kevinz000
Policybaiting lmao
Atleast other shitposters are funny.
Re: Fun features and powergamers
Posted: Fri Sep 15, 2017 11:25 pm
by AnonymousNow
I miss cyborgs shouting out their reset words like sodding Power Rangers or something.
Re: Fun features and powergamers
Posted: Sat Sep 16, 2017 4:03 am
by ma44
But I never used telescience or complained about it ever

Re: Fun features and powergamers
Posted: Sat Sep 16, 2017 5:10 am
by Anonmare
AnonymousNow wrote:I miss cyborgs shouting out their reset words like sodding Power Rangers or something.
My reset phrase was "Autobots rollout!"
Re: Fun features and powergamers
Posted: Sat Sep 16, 2017 6:20 am
by Dr_bee
AnonymousNow wrote:I miss cyborgs shouting out their reset words like sodding Power Rangers or something.
It was a neat feature to be honest, it was a trade off, you could be significantly more flexible but you wouldnt be able to use any cyborg upgrades and you had what was basically a kill-phrase if anyone found out your code word.
but the coderbus cant let silicons have any nice things, they must forever remain shitty versions of humans that have to follow extra rules.
Re: Fun features and powergamers
Posted: Sat Sep 16, 2017 11:01 am
by XDTM
ma44 wrote:But I never used telescience or complained about it ever

Sorry i confused you with vcordie there
Re: Fun features and powergamers
Posted: Sat Sep 16, 2017 11:05 pm
by CPTANT
Telescience was shit by design.
It allowed pinpoint accuracy over the whole station with the only barrier being a 3rd party calculator that you had to download once.
Re: Fun features and powergamers
Posted: Sun Sep 17, 2017 12:12 am
by kevinz000
CPTANT wrote:Telescience was shit by design.
It allowed pinpoint accuracy over the whole station with the only barrier being a 3rd party calculator that you had to download once.
This isn't about telescience I'm saying in general ma44 doesn't get to be a big part of the problem while screaming punish powergamers like him.
Re: Fun features and powergamers
Posted: Sun Sep 17, 2017 6:32 pm
by BeeSting12
Dr_bee wrote:AnonymousNow wrote:I miss cyborgs shouting out their reset words like sodding Power Rangers or something.
It was a neat feature to be honest, it was a trade off, you could be significantly more flexible but you wouldnt be able to use any cyborg upgrades and you had what was basically a kill-phrase if anyone found out your code word.
but the coderbus cant let silicons have any nice things, they must forever remain shitty versions of humans that have to follow extra rules.
One of the major balancing things on sillycons was that they're super good at one thing but they're also focused to that one thing unless they're a standard borg type. I think changing it was pretty fair.
Re: Fun features and powergamers
Posted: Tue Sep 26, 2017 2:53 pm
by Cobby
On the other hand having kill phrases is funny and spamming it over the radio is a fate worse than deathfor the silly
Re: Fun features and powergamers
Posted: Tue Sep 26, 2017 3:25 pm
by cedarbridge
Daily reminder that telescience dindunuffin
Re: Fun features and powergamers
Posted: Sat Sep 30, 2017 2:17 pm
by Cobby
cedarbridge wrote:Daily reminder that telescience dindunuffin
The only problem with it really is you could metagame ops by using map coords which is already against the rules