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Malf AI Powers Update #5355
Malf AI Powers Update #5355
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@@ -10,8 +10,7 @@ obj/machinery/door/airlock | |||
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obj/machinery/door/airlock/process() | |||
if(arePowerSystemsOn() && cur_command) | |||
spawn() |
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no longer needed as process
has set waitfor = 0
In my opinion this is a nerv again. The turrets are to weak to be usefull. If they are in the core you have already lost. The only usefull overload ans override is now more expensiv. Lockdown limited and onetime ?... First thing people do is cutting cams so it is indeed nice but not so helpfull afterall. |
AIs already get destroyed incredibly easy. Especially during malf rounds. I'm a little concerned that this'll make it worse. |
if(user) | ||
user.visible_message("<span class='warning'>Sparks fly out of the [src]!</span>", | ||
"<span class='notice'>You emag [src], disabling its thermal sensors.</span>") | ||
playsound(src.loc, 'sound/effects/sparks4.ogg', 50, 1) |
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src.
The core can definitely use some defense boosts, but if you get caught before you're ready to fight that's probably on the AI for fucking up. With the recent genetics nerf I haven't seen hulk rampages on the core recently, which was the biggest fear an AI had since a spaceproof hulk can not be contained or dealt with. |
The new meta is thermite now. And you can guarantee that at least one chemist/ scientist made it at round start. |
Shame we can't code thermite to require oxygen to burn. Wait scratch that, thermite doesn't need o2 IRL anyways. |
people are going to meta their ass out if they notice an overpressured room or a plasma flood ¯_(ツ)_/¯ |
I don't see how any of this is a nerf? Override trumped Overload in every single instance, there was no reason to ever use Overloard. Lockdown is insanely powerful, leaving only Pods and people already outside to be the only ones to hurt the AI |
Or, you know, anyone with a screwdriver, a wirecutter and some gloves |
Now malf AIs are even more weaksauce, they barely win, if anything they need a buff. Sure a competent one can get themselves on station hidden somewhere/fortify the core but any half competent crew can lol thermite/lol hack their way in in 30 seconds and ion their asses, the balance of power is very firmly against what is supposed to be the antagonist. Mass locking shit down and turning masses of machines on people are a couple of the few saving graces MAIs get, and lip reading while nice is something anyone who knows how wall mounted radios work can already achieve with minimum effort. 👎 for an even less lethal gamemode. |
Actually hiding yourself on station doesn't help you unless you space the pinpointer. |
@Spacemanspark The amount of times I've seen the crew break into an "empty" AI core, only for the captain to declare a station wide manhunt when the AI is 3 squares away behind one wall in a side alcove... Getting yourself on station is still a great advantage, a borg dragging the core between a couple of secure locations always screws over any murder attempt. |
Also somewhat concerned about the AI being too easy to kill, although I don't think this is a problem exclusive to malf, considering malf AIs can shunt (although they rarely ever do). Reducing the cost of the turret upgrade might help a bit, but overall the AI core is just too easy to break into. |
And so it got merged ? What is with traitor ai ? Maybe more turrets and a safer power supply ? |
Updates a number of Malf AI powers and adds a few more/removes some
🆑 Fox McCloud
tweak: Removes fireproof core malf AI power
tweak: upgrade turrets malf AI power CPU reduced from 50 to to 30
tweak: Overload machine cost increased from 15 to 20
tweak: Override machine cost increased from 15 to 30
tweak: can override/overload field generators again
tweak: Machine uprisers will slowly die if they aren't attacking someone
add: Adds in Hostile lockdown malf AI power for 30 CPU
add: Adds break air and fire alarms malf AI powers for 50 and 25 CPU respectively
tweak: AI's no longer have flood mode on air alarms by default
add: Adds in lip reading malf AI power for 30 CPU
/:cl: