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RD armor nerf
Posted: Sat Jan 30, 2016 5:16 am
by Helios
Feedback on the recent RD armor nerf, which does rad damage each time the armor teleports.
Thoughts?
Re: RD armor nerf
Posted: Sat Jan 30, 2016 5:51 am
by PKPenguin321
not nerfed enough
Re: RD armor nerf
Posted: Sat Jan 30, 2016 6:37 am
by Gun Hog
Re: RD armor nerf
Posted: Sat Jan 30, 2016 7:47 am
by lumipharon
Giving it slowdown would meanit would never get used, again.
Why do you think this nerf is so bad compared to snailpace nerf?
Re: RD armor nerf
Posted: Sat Jan 30, 2016 8:18 am
by Gun Hog
It is going to be nerfed again, for the reason I outlined. It does not address the complaints. It sucks for the RD player and no one else. It will not stop Mekhi in the slightest, because he will just carry anti-rad chems on him. So when it IS nerfed again, it is going to be put back to original values or worse, ALONG WITH the radiation.
Re: RD armor nerf
Posted: Sat Jan 30, 2016 12:20 pm
by CPTANT
I should just have gotten the protection from being teleported into space removed.
Re: RD armor nerf
Posted: Sat Jan 30, 2016 12:33 pm
by Babin
Potassium Iodide does not have an overdose. You can eat twenty 50u pills of it and have radiation purged from your body at a fast rate for the next 30 minutes. That is all.
Re: RD armor nerf
Posted: Sat Jan 30, 2016 4:56 pm
by Gun Hog
CPTANT wrote:I should just have gotten the protection from being teleported into space removed.
That protection has already been removed!
Re: RD armor nerf
Posted: Sat Jan 30, 2016 7:35 pm
by Cik
just remove mekhi from game entire problem goes away
Re: RD armor nerf
Posted: Sun Jan 31, 2016 12:21 am
by lumipharon
Cik wrote:just remove mekhi from game entire problem goes away
Pretty much. Powergamers gonna power game.
Re: RD armor nerf
Posted: Sun Jan 31, 2016 1:49 am
by Chiefwaffles
Another (partial?) solution could be putting the Reactive Armor on the blacklist for the teleporter/hand-tele. Because a RD can take the Reactive Armor and hand tele for extreme powergaming.
Re: RD armor nerf
Posted: Sun Jan 31, 2016 3:10 am
by lumipharon
Telearmour needs to not work on away missions (also portal guns) because it lets you cheese the ever loving fuck out of them.
Re: RD armor nerf
Posted: Sun Jan 31, 2016 5:56 pm
by Steelpoint
lumipharon wrote:Powergamers gonna power game.
To solve this problem, you simply need to delete the entire code repository.
That or keep nerfing every new item that gets abused, because that's what we've always been doing but we forget after a while, so the new nerfs seems fresh.
Re: RD armor nerf
Posted: Sun Jan 31, 2016 11:09 pm
by PKPenguin321
Steelpoint wrote:lumipharon wrote:Powergamers gonna power game.
To solve this problem, you simply need to delete the entire code repository.
That or keep nerfing every new item that gets abused, because that's what we've always been doing but we forget after a while, so the new nerfs seems fresh.
see, the whole "if you nerf this they will move to the next most powerful thing" is a good argument, except for when the divide between the most powerful thing and the next most powerful thing is wider than an American family on thanksgiving day
Re: RD armor nerf
Posted: Sun Jan 31, 2016 11:10 pm
by DemonFiren
Which is how wild?
Re: RD armor nerf
Posted: Mon Feb 01, 2016 4:11 am
by Drynwyn
DemonFiren wrote:Which is how wild?
The next best armor is either the ablative (is it called reflective now? I honestly forget) armor vest or the captain's spaaaaaace armor.
Cap's spaaaaaace armor is spaceworthy with minimal slowdown, while the ablative, like the reactive, has a chance to stop stuns.
The damage protection values on armor pale in comparison to the ability to sometimes avoid a 1-hit loss stun. So discounting the ablative vest, which rarely sees use because it's a traitor target (and those who would use it can't be antagonists), the gap is pretty damn wide.
Re: RD armor nerf
Posted: Mon Feb 01, 2016 4:28 am
by lumipharon
Tele armour is not comparable to any other armour in the game.
It completely nullifies (with pretty good odds) any attack, including RPG's to the face, death syringes, stuns etc.
It also moves you out of harms way, often out of sight out and out of reach because walls/airlock restrictions.
It can also be abused to get pretty much anywhere you want, including cheesing away missions etc, because you can activate your own armour by throwing shit and hitting yourself (which is blatant bug abuse considering Kor and the like have gone out of their way to try prevent self-activation).
No other armour can do any of this shit. The next best is shielded nuke op armour since it can hard counter up to three hits, where as telearmour can stop far more, with half decent luck.
Telearmour used to be utterly shit because it had slowdown, and slowdownis fucking aids in this game and everyone avoids it as such.
Re: RD armor nerf
Posted: Mon Feb 01, 2016 8:12 am
by DemonFiren
Drynwyn wrote:DemonFiren wrote:Which is how wild?
The next best armor is either the ablative (is it called reflective now? I honestly forget) armor vest or the captain's spaaaaaace armor.
Cap's spaaaaaace armor is spaceworthy with minimal slowdown, while the ablative, like the reactive, has a chance to stop stuns.
The damage protection values on armor pale in comparison to the ability to sometimes avoid a 1-hit loss stun. So discounting the ablative vest, which rarely sees use because it's a traitor target (and those who would use it can't be antagonists), the gap is pretty damn wide.
I was more asking about how wild you Americans were on Thanksgiving.
Re: RD armor nerf
Posted: Mon Feb 01, 2016 8:44 am
by PKPenguin321
wide != wild amigo
maybe you need reading glasses
Re: RD armor nerf
Posted: Mon Feb 01, 2016 8:46 am
by DemonFiren
PKPenguin321 wrote:wide != wild amigo
maybe you need reading glasses
I'm
wearing reading glasses, but I typically visit spessmens right after getting up and right before going to bed.
that and I really oughtta clean those lenses again