New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Xray lasers OP #9923
Comments
The only part of this I agree with changing is the insane range they have. 14 spaces maximum (twice the distance one can normally see). The other things I find okay, given that it is an endgame product from Science, costs quite a bit of uranium, even at full upgrades, and generally takes a concentrated effort to get quickly. And yes, irradiation is quite a fun product of x-ray guns. I did not think xenos were affected by rads, though. |
Pretty sure this is a dupe |
Duplicate of #6928 |
Yeah I'd be okay with a range limit, honestly. Their insane distance makes them basically a be-all-end-all against blobs, allowing you to one shot their core often from the other side of the station where the most they can do is swap cores (if they ever have enough resources sitting around to do that). |
they're really fucking awful. They used to not go through wall tiles. After that change, you can just get a few then spam them in random directions all fucking round, and kill people with absolutely zero counter play. |
boo hoo also,
|
You are mistaken, projectiles dont go forever |
This is not the best time to talk about how OP they are due to infinite mining |
No these really are actually pretty terrible, we had a traitor sci with about 5 in space outside escapes, he just shot into the shuttle until we launched with no stops I thought they didn't even do that much damage but damn nigga those hurt |
When they were first reworked they didn't shoot through walls; perhaps we should go back to that as I'm honestly not sure when and why that was changed. |
Yeah they are meant to be monstrously strong, this is just an end result of the extremely bad mining bug. I don't honestly think they need rebalancing. Maxxing out R&D, getting shittons of minerals and going through the firing pin malarkey should be rewarding. They are only currently overpowered because you won't run out of them thanks to the mineral bullshit. In actuality they drain pretty quickly, show where they're coming from and rely on access to chargers which narrows down where it's coming from drastically. |
To my knowledge they do 15 immediate burn and then enough rad damage to do 15 toxins over a little period of time (however that's converted, 1:1?) |
http://www.singulo.io/player.php?v=/tg/src/1433809799414.webm&t=test_10_.webm&loop=1 I was playing around with making a new xray gun if anyone is interested in using this as an xray replacement. Would still be powerful but not "shoot the entire station at once" powerful. |
"I dies, pls nerf" |
That looks worse kor, x-rays dont explode either. People hate explosions for their bullshit knockdown, dont put it in a gun people can get outside of a wizard/badmin round. |
XRAY EXPLOSIVE GUN? Holy fish! |
You say "endgame product". In most blob rounds you see them after 20 - 25minutes. That is not endgame and way too early. |
progression issue |
the issue is that blob is shit |
Wait, so if the xray gun doesn't go through walls, what's the point of it other than as a hard counter to blob? I guess taking out a tide of assistants in rev? Nerfing the range is a good idea though. |
Right now, X-ray lasers are a bullshit level of overpowered.
They can shoot through walls, and (unless I am mistaken), go forever. Meaning if you shoot them they go forever through Z levels and go through the station again.
Combined with a X-ray implant, you're basiclly unstoppable unless someone else has the same thing.
On a side note, apparently it makes aliens very badly irradiated, because other day I shot an alien queen and it started shaking on the ground. :o.
The text was updated successfully, but these errors were encountered: