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Nuke Op Shuttle Turrets
Posted: Mon Aug 24, 2015 8:18 am
by Takeguru
They're shit
The big issue is, it wasn't fucking changelogged that they were readded.
Oh, and the one main hall turret should only be able to shoot exterior OR interior, not both
Re: Nuke Op Shuttle Turrets
Posted: Mon Aug 24, 2015 9:31 am
by Shaps-cloud
This really should have gotten at least a changelog
Re: Nuke Op Shuttle Turrets
Posted: Mon Aug 24, 2015 10:58 am
by lumipharon
Only problem is there isn't enough turrets.
Last 3 ops rounds I've seen, evey single time, crew deconned the fucking walls and got inside.
Re: Nuke Op Shuttle Turrets
Posted: Mon Aug 24, 2015 11:58 am
by Takeguru
I saw the turrets and made it my goal to figure out weakpoints.
There's nothing protecting the entire back half, the two on the cockpit can't shoot inside.
The one on the right side, just above the blast door, has the capability to shoot both inside and outside which is stupid.
Re: Nuke Op Shuttle Turrets
Posted: Mon Aug 24, 2015 12:02 pm
by Saegrimr
lumipharon wrote:Last 3 ops rounds I've seen, evey single time, crew deconned the fucking walls and got inside.
Why is this even still a thing? Like the entire thing was balanced around shuttle tiles being basically invincible. That's why the front of the ship has a shutters button because it was the only way to keep people from breaking in.
Re: Nuke Op Shuttle Turrets
Posted: Mon Aug 24, 2015 12:04 pm
by Gun Hog
Just make them with resprited admin walls or such.
Re: Nuke Op Shuttle Turrets
Posted: Mon Aug 24, 2015 12:48 pm
by Bombadil
Just remake the tiles invincible again christ
Re: Nuke Op Shuttle Turrets
Posted: Mon Aug 24, 2015 3:06 pm
by Remie Richards
You say the turrets are shit but think about it.
Would you rather:
A. Be killed by the turrets and have one round ruined
or
B. Be banned for finding the ship
I'm p.sure one of the two is FAR more reasonable than the other.
and yeah, make the walls for the syndi ship invulnerable again, they weren't deliberately made constructable, that was just a side effect of all shuttle walls being normalised.
Re: Nuke Op Shuttle Turrets
Posted: Mon Aug 24, 2015 3:22 pm
by Zilenan91
Remie Richards wrote:You say the turrets are shit but think about it.
Would you rather:
A. Be killed by the turrets and have one round ruined
or
B. Be banned for finding the ship
I'm p.sure one of the two is FAR more reasonable than the other.
and yeah, make the walls for the syndi ship invulnerable again, they weren't deliberately made constructable, that was just a side effect of all shuttle walls being normalised.
Yeah, it's really shit how they can be deconned. I remember a round where a stealth Op forgot to take off his syndicate headset, so security got onto the shuttle, and spaced the nuke. Also having turrets on the back of the ship would be awesome if at all possible.
Re: Nuke Op Shuttle Turrets
Posted: Mon Aug 24, 2015 3:32 pm
by Takeguru
imblyings wrote:I don't really care what you do onboard it, you can put six max cap prox sensor welcoming gifts on it along with spacing the nuke for all I care. What matters is whether you were searching the syndie shuttle docking points at roundstart for no reason or not.
From the shuttle thread in policy.
So long as you aren't searching for the shuttle at round start, it's fine.
What I'm getting from his post is that so long as the nuke ops have been identified, they've went loud, whatever, shuttle fuckery is fair game.
Oh, and none of this changes the fact that it should have been change logged when it went live.
Re: Nuke Op Shuttle Turrets
Posted: Mon Aug 24, 2015 4:05 pm
by Saegrimr
Takeguru wrote:Oh, and none of this changes the fact that it should have been change logged when it went live.
The changelogs are usually a day or so behind actual changes sometimes. Also consider they used to be on the shuttle, and got mysteriously removed and nobody can figure out why.
Remie Richards wrote:
Would you rather:
A. Be killed by the turrets and have one round ruined
or
B. Be banned for finding the ship
This is why i've been wanting those turrets back for months. Why bother with nitpicky policies when the game can handle it for you?
Re: Nuke Op Shuttle Turrets
Posted: Mon Aug 24, 2015 4:13 pm
by Takeguru
Solution: Only ban when they go hunting for it round start.
It should be open to fuck with in return because they're here to fuck up the station.
With a nuclear device.
Re: Nuke Op Shuttle Turrets
Posted: Mon Aug 24, 2015 5:33 pm
by Bombadil
Takeguru wrote:Solution: Only ban when they go hunting for it round start.
It should be open to fuck with in return because they're here to fuck up the station.
With a nuclear device.
So nuke ops need to leave an op to defend their shuttle now?
Re: Nuke Op Shuttle Turrets
Posted: Mon Aug 24, 2015 9:22 pm
by Zilenan91
Bombadil wrote:Takeguru wrote:Solution: Only ban when they go hunting for it round start.
It should be open to fuck with in return because they're here to fuck up the station.
With a nuclear device.
So nuke ops need to leave an op to defend their shuttle now?
I think they should just make the shuttle walls indestructible again, but still able to be bombed open. Every single time I've seen Ops there have been engineers, miners, atmos techs, and security personnel fucking off to space to go find it and space the nuke.
Re: Nuke Op Shuttle Turrets
Posted: Mon Aug 24, 2015 9:52 pm
by Scones
They don't even work 90% of the time
Re: Nuke Op Shuttle Turrets
Posted: Mon Aug 24, 2015 10:33 pm
by Takeguru
I actually thought the one wall turret couldn't shoot inside at all because I walked past it like 5 times.
And then it put my leg into red in a single shot.
Re: Nuke Op Shuttle Turrets
Posted: Mon Aug 24, 2015 10:36 pm
by TheNightingale
How about we replace them with pulse destroyers and give them 1,000 health? They don't work all the time, but when they do, they do.
Re: Nuke Op Shuttle Turrets
Posted: Mon Aug 24, 2015 10:39 pm
by lumipharon
Saying it's "ok" to find the syndie shuttle as long as you're not doin it round start is still shit.
We had teleporter sith ops yesterday, so we teleported onto the bridge, meaning literally no possible clues as to where our shuttle was.
We get the disk in under 5 minutes, yet when I get back to the shuttle (NW by the way), people have already fucking broken in via the south end, deconned into every single fucking room of the shuttle etc etc.
Re: Nuke Op Shuttle Turrets
Posted: Tue Aug 25, 2015 1:57 am
by Cheimon
I'm starting to think it might just be better to take the nuke with you. You can push them through teleporters, I assume.
Re: Nuke Op Shuttle Turrets
Posted: Tue Aug 25, 2015 4:46 am
by PKPenguin321
i think the solution is significantly more turrets
like, one on every single wall
stay the fuck away from the syndie shuttle unless you're a syndie or get ready to get fucked up