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Remove IED's
Posted: Sun May 18, 2014 6:48 pm
by Brotemis
As much as I like seeing new content, this is the one single piece of new content I would consider massively detrimental to the game. Not only does it not serve a good purpose (beyond being a way to create small bombs using tools on station), they're being used for all the wrong reasons and then we get stupid appeals saying "But I didnt know I couldnt throw IED's at the HOP line or brig for no reason! Where is this in the rules?" when it comes down to players being dicks.
They break atmos pipes. They break wires.
Barring outright removal, I'd rather see a chance for IED's to explode when created/primed because they're improvised. This makes it much riskier to make them and use them. Much in the way that the detective's revolver can be modified to use .358 ammo, it has a chance to explode when using those rounds. Its the risk you take.
Re: Remove IED's
Posted: Sun May 18, 2014 7:32 pm
by Lo6a4evskiy
I thought they already have random fuse time? I dunno, could add a chance of them exploding in the hands of the owner. Removing them would be wrong in my opinion.
And people who appeal being dicks should just stay banned. I mean, if people randomly try to be dicks, they should be punished anyway.
Re: Remove IED's
Posted: Sun May 18, 2014 7:36 pm
by Steelpoint
All I can say is that I have never seen IED's used for a good purpose, they are only used to either grief or to break into areas.
At the very least make it have a 25% chance of detonating instantly when activated, so you could blow it up in your hands.
Re: Remove IED's
Posted: Sun May 18, 2014 7:52 pm
by ShizCalev
Steelpoint wrote:make it have a 25% chance of detonating instantly when activated, so you could blow it up in your hands.
Re: Remove IED's
Posted: Sun May 18, 2014 8:31 pm
by Kelenius
Frankly, the damage they deal isn't that big. And anyone who uses IED for any destructive purpose should be valid for permabrig, and ban if non-antag. Removing them, though... I don't know, it's a poor antag's C4. 'Never being used for good purpose' can be applied to a lot of things (and I swear, I saw one being thrown at singulo once).
Making it randomly explode won't change a lot because a) like I said, damage is small and b) Those who want to griff will still griff, except now they will sometimes need a medbay visit after making it.
Non-antag throws IED at brig? Ban him. Antag throws IED at brig? Well, it could have been a bomb from toxins or syndicate bomb.
Maybe it could be given a small chance to not explode when you throw it. So it won't deal damage, and security throws you into perma.
Re: Remove IED's
Posted: Sun May 18, 2014 8:44 pm
by Ikarrus
IED's tend to just be really annoying. They're mostly used to bypass shocked grilles, but I feel that they're too easy to come by.
I like the idea of them being unreliable, though. It could have a chance of backfiring or just being a dud.
Re: Remove IED's
Posted: Sun May 18, 2014 11:20 pm
by paprika
Backfiring would definitely make them a lot more improvised and a lot less 'lol make 5 and spam at the brig!'
Re: Remove IED's
Posted: Sun May 18, 2014 11:59 pm
by Psyentific
No, fuck you. IEDs are great. They don't gib corpses anymore (;~;) but they're still great.
Re: Remove IED's
Posted: Mon May 19, 2014 2:29 am
by lumipharon
Just have a 20-25% chance to blow your hand off, and leaving you a cripple (dismemberment when, god damn it), with another chance at not going off at all.
Random fucks blowing up pipes and wires and shit with IED's is the most annoying fucking shit, it's all well and good to say I can permabrig the offender, but first I have to fucking find out who did it.
Re: Remove IED's
Posted: Mon May 19, 2014 5:13 am
by Steelpoint
Since IED's do almost no damage, having a 25% chance of it blowing up the instant you activate it seems fair.
It puts the "Improvised" back in "Improvised Explosive Device".
Re: Remove IED's
Posted: Mon May 19, 2014 5:17 am
by Lo6a4evskiy
I also like it failing to explode at all.
Re: Remove IED's
Posted: Mon May 19, 2014 5:30 am
by MisterPerson
I never liked having them in the first place. They're not even that interesting.
Re: Remove IED's
Posted: Mon May 19, 2014 7:54 am
by Psyentific
MisterPerson wrote:I never liked having them in the first place. They're not even that interesting.
It was great when welderbombs and IEDs could gib corpses - Like a ghetto C4, or if you needed to gib a changeling
now - Now that they can't gib corpses anymore, they're pretty shitty and really only useful for sabotage/vandalism.
Re: Remove IED's
Posted: Mon May 19, 2014 12:21 pm
by AseaHeru
I like them, but then i normally play on a server where they are used to mostly fight nukeopps and lings and similar...
Re: Remove IED's
Posted: Mon May 19, 2014 2:28 pm
by bandit
Psyentific wrote:MisterPerson wrote:I never liked having them in the first place. They're not even that interesting.
It was great when welderbombs and IEDs could gib corpses - Like a ghetto C4, or if you needed to gib a changeling
now - Now that they can't gib corpses anymore, they're pretty shitty and really only useful for sabotage/vandalism.
Solution:
- Make welderbombs/IEDs able to gib corpses again. However:
- Make them really fucking unreliable. Chance of exploding upon use, chance of being a dud, perhaps some variance in explosion quality. They're IEDs, they're supposed to be crap.
Re: Remove IED's
Posted: Mon May 19, 2014 2:33 pm
by Steelpoint
Essentially IED's should...
- 25% chance of detonating in your hands instantly.
- 25% chance of failing to detonate.
- 50% chance of detonating
However they regain their ability to Gib corpses that are not wearing explosive resistant clothing.
Re: Remove IED's
Posted: Mon May 19, 2014 5:31 pm
by Lo6a4evskiy
Fuse while standing on the corpse to increase chances of gibbing to 75%
Re: Remove IED's
Posted: Mon May 19, 2014 9:16 pm
by Psyentific
Steelpoint wrote:Essentially IED's should...
- 25% chance of detonating in your hands instantly.
- 25% chance of failing to detonate.
- 50% chance of detonating
However they regain their ability to Gib corpses that are not wearing explosive resistant clothing.
Acceptable, but I'd like to see 20/20/60 or 15/35/50.
5% chance of blowing up instantly
15% chance of not blowing up at all (Different sprite? fizzle?)
20% chance of short fuse (3s?) (different sprite? Bigger redder flame?)
20% chance of long fuse (15s?) (different sprite? smaller yellower flame?)
40% chance of functioning normally
Re: Remove IED's
Posted: Mon May 19, 2014 9:43 pm
by bandit
Another idea: Amount of welding fuel in the IED increases odds. Use a little bit of welding fuel, it probably won't go off but it has a high chance of being a dud / taking a long time to explode / not doing much damage. Lots of welding fuel, that fucker is going to do some more severe damage but also has a higher chance of exploding in your hands. Don't know how hard it'd be to code/test though.
Re: Remove IED's
Posted: Mon May 19, 2014 10:18 pm
by Psyentific
bandit wrote:Another idea: Amount of welding fuel in the IED increases odds. Use a little bit of welding fuel, it probably won't go off but it has a high chance of being a dud / taking a long time to explode / not doing much damage. Lots of welding fuel, that fucker is going to do some more severe damage but also has a higher chance of exploding in your hands. Don't know how hard it'd be to code/test though.
The current code/assembly has it so you can't actually control the amount of fuel in there.
Re: Remove IED's
Posted: Tue May 20, 2014 9:49 am
by imblyings
IED's are essential for taking down malf or rogue AI's. They really are. Even more so now, that the AI is surrounded by space.
Re: Remove IED's
Posted: Tue May 20, 2014 9:52 am
by paprika
Let me make a pie chart for you

Re: Remove IED's
Posted: Tue May 20, 2014 4:18 pm
by imblyings
ai core is like fifty times harder to breach without ieds
pls
don't take this away from me
you already have to do all sorts of weird shit now to get near the ai core like breaking into eva or hacking into engineering
just stop
Re: Remove IED's
Posted: Tue May 20, 2014 10:45 pm
by paprika
When children abuse toys they have to be taken away ausops.
Re: Remove IED's
Posted: Wed May 21, 2014 3:13 am
by imblyings
I really fucking enjoyed not being ausops
I really fucking did
Re: Remove IED's
Posted: Wed May 21, 2014 6:17 am
by miggles
continue to not be ausops
Re: Remove IED's
Posted: Wed May 21, 2014 6:54 am
by Psyentific
Wait, what? Are people really considering removing IEDs?
stop
Re: Remove IED's
Posted: Wed May 21, 2014 7:08 am
by paprika
No there was a pretty decent discussion about how to rebalance them to reward grey tide less since they're so piss easy to make and toss around but I guess admins will have to scrutinize more as SoS DID say that anyone who grey tides with them can get the paddle, hard.