Rurik

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Rurik last won the day on September 21 2018

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About Rurik

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    Ruriks

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  1. That's it, we're done boys, pack it up, time to retire.
  2. When you have far too much time and too little sanity at the construction outpost
  3. I would like to add in terms of an antagonists "duty," if you will, you should always take into account how the round is going. If there is a lot of chaos and a lot of antags doing things, then perhaps tone it down and don't kill the paramedic that just rushed you into maint to steal your targets corpse. Or perhaps if you don't have non lethal options, just drag your witnesses and people you have killed back to medbay and so on. On the flip side of the coin, if the round is quiet and slow I'll make an attempt to be less stealthy and more 'loud' towards my objective to give security something to chase and to try and keep things from becoming dull, even if I'm not going to initiate a shootout with them. Thats just side stuff though, I feel one of the bigger things to mention is don't permakill people who aren't your target or another agents target without a very good reason. If they were chasing you in maint, or an unlucky officer that you had to lethal, I get it, but there's no need to take them out of the entire round. Sort of a dick move in my opinion. But hey, that's just how I view it.
  4. mfw prescanning myself as vamp and then being auto cloned with all the blood I had before once I inevitably die won't work In all seriousness, anything that would make death more impactful and meaningful I would be for. The lack of any sense of self-preservation from valid hunters is appalling. The server has been called a hug box before, and has been rebutted, but at times it is hard to see it as anything but with how easy it is to be revived. However, the biggest thing holding that back is medbay itself. 1/3 times medbay is incompetent, meaning you're lucky with a clone and SR will only be present in your dreams. I hold my reservations on whether this will shift the server climate to a better or worse one. I fear it may just lead to powergamey behaviour as @Dinarzad mentioned. But then again, if it works and goes well, that would be nice. Perhaps a test merge is in order?
  5. Im glad this was brought up, since I wanted to mention it but felt my post was already too long. It seems likely the reason xray isn't touched is that antags have a lot of cheese, so xray cheese is looked at to a counter antag cheese. That leads into a looping cycle where cheese for both parties is justified based on the other having it. I understand and can relate to that way of thinking, the problem is xrays are not a counter to antag cheese. The only thing xrays will do is lead to instant taze and cuff on newer/mediocre antag (at least in my experience) players that don't understand how you saw them most of the time. Robust antag players using cheesy methods will probably already know you have it, and be taking steps around it, which usually involves becoming a full on stealth turtle or systematically killing officers. Xrays add nothing to the round except stomping on newer players that probably were going to get stomped on without it. Seems like a net negative to me. But then again, xrays only come once in a while, so who cares right? If they do come, go get killed/use a cheesy strategy, and hop into the next round which will probably be more fun. Same can be said for someone using antag cheese. I get the idea, and it works. But should that really discount any discussion about fixing the problem at its roots?
  6. ss13 is many things for many people, but for me its always been a suspenseful thriller, from its pure unpredictability in most rounds. The suspense in not knowing what's around the other corner, what antags there are, not knowing if sec is on your tail, and the base confusion and chaos that come with some rounds. The very existence of xrays are counteractive to that, an all-seeing tech that prevents you from ever being ambushed that also enables you to ambush much more effectively, forces antags down two routes. The route of: be extremely stealthy and make sure sec never even realize your antag, and that your victims never get a call for help OR be extremely aggressive and act fast to take down officers permanently. Coincidently both strategies/options are actively discouraged and viewed negatively by this community, as well as being unfun to play against/do. Sorry for the bold and underline spam, but I feel the emphasis is needed. That's not to mention the fact that a good science + competent miners can get xrays out fast (which I don't really consider a problem in of itself, two departments working in tandem should be rewarded) or how genetics with some good rng can get xrays out in under 15 mins (which has happened to me several times and irritated me more than I care to admit). Of course, xrays can turn a one-sided fight in favor of sec into a complete slaughter, and rendering the rest of the round extended (as others have mentioned, cult is a biggie here) In the end, xrays are by nature counterproductive to what this community expects out of antags and what the nature of the game is. No antag (including full powered vamp) nor sec should have it, and in my opinion it should be removed completely, or changed so much it is no longer recognizable from the original xray. Thermals should be the absolute most someone can get, and even then, would do good to be changed (being able to see heat signatures through walls instead of being able to fully see every detail about them through a wall). Shame a complete removal will never happen, though it is nice to dream sometimes. Sadly though, despite several attempts of prs to change this, they are declined and nothing is done even though a massive majority of people see it as a problem and desire a change. For what ungodly reason, I am not quite sure. However, this has been going on for years now, and probably will continue to go on. Apologies if I come by as aggressive or abrasive, but this topic has come up countless times in dchat and discord, and nothing is ever done despite attempts. I can't help but feel disheartened from that.
  7. I couldn't not choose this for Rurik Varlim: "Happiness is Overrated" by The Toxic Airborne Event.
  8. Yea! That's it, couldn't remember the name for the life of me. I always did love the look.
  9. Combat Turtlenecks would be a great one that I would sell my soul for. There was also a time where I got into the syndi outpost (not the depot, just the small two room and hallway outpost) and I got a neat lighter. I can't remember the name, but I think it started with a g. Little cool collectables like that would make great trading items.
  10. As have I, usually dozens of rounds in a row. Perhaps that meta has changed as of late however, I don't know.
  11. I like that idea a lot. Having it so simply cheesing them with a toolbox is a little harder is always a good idea in my book, especially since its so easy to do.
  12. If you hate the current one, I'd love to have seen what you thought of the previous sat before the changes. That being said, the issue more lies with thermite making Rwalls useless. If someone takes their time to deconstruct all the walls, along with using the girder to block the turret shots and deconstruct the SMES to get behind the AI, your looking at a 5 - 7 min completion. If the AI calls for help, sec should be there within that timeframe. However if you use thermite, then emp the turrets or use desword, it will take upwards of a min, if that. Good luck getting officers to reach it in that timeframe with their lack of access. The AI's best hope at that point is a pod pilot to nab the thief in space. Even if the place was made more round and circular as you suggest, one emp will just nock them all off, and it will be stolen ez pz. You will only make it harder for those who don't have desword/emp. At the end of the day turrets will be easily cheesable, no matter how much damage it does or how it is placed.
  13. Revolution gamemode is added as a mid round event with the same chance of spawning as terror spiders. This is probably the greatest idea I ever had.
  14. What Davidchan stated more or less rings true. I'd argue it has to do less with coordination and teamwork, and more with a good tc build and competence/robustness level. But the point stays the same. If the ops are robust, coordinated, and have a plan, they can win quickly and easily. And they would win quickly and easily every time, but luckily the antag selection adds newer players that aren't quite so elite. Even then, two robust and coordinated nukies can do it themselves. Hell, just one can carry at times and get the nuke disk solo, even if it is the exception instead of the rule. In the end, nukies can win easily with experienced players that keep their eye on the ball. Making changes like these, any of these, I fear would tilt the balance towards where nukies stomp with just one good player consistently. I know it sucks to have a team of flukies, all die, shuttle called, and everyone leave and pretends that round didn't happen. But balancing around the newer players instead of around the elite who know how to play it perfectly, I don't think is a good call.
  15. I'm willing to bet they buy ammo for the magazines themselves instead of the actual ammo. That's what I tend to do at least, 3 magazines makes it a lot easier to load and shoot in a hurry than one mag and a box of ammo.