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Nuke Op COMMUNITY FEEDBACK PR #9510
Conversation
-Nuke Hardsuits are no longer unremovable when in combat mode, allowing for better healing/defibbing. -Explosive implants reduced to 4 TC. If you don't want to get looted, get good and don't die or buy an implant.
I can look into things like that after the freeze, this PR is just to address particular recent criticism. |
The problem with the implants is pretty much the fact that, to outfit everyone with one, it was 30 telecrystals, and this just reduces it to 20. There should probably be different datums for traitor and nuke op explosive implants, so that the traitor implant doesn't end up being two crystals or something. |
FREE IMPLANTS |
@Anonus To equip everyone with C20rs at 8 tc each, it's 40 TC. Anyway @Iamgoofball is working on better explosive implants after the freeze so that should address people's issues with those. @SconesC FREE TONTO |
Honestly, this doesn't really address the changes the community feedback was hoping for at all. It's a start.
Yes, that's why explosive implants should be free so we have TC to spend on things like C20rs or other TC-heavy/TC-exclusive purchases. |
Also the fact is what RP role does not having an implant play? Being a corpse is fun roleplay right guys? I mean seriously if you die your dead. You arn't coming back |
They could borg you at least which would be nice for mulligan rounds |
@Kromgar you're missing the point but whatever |
@Cheridan FREE KINGSTON |
FREE BEER |
Honestly this just seems like only a small gesture that simply avoids the main point of contention. People want Ops to either spawn with explosive implants in their head or to have one on their person at round start. Many people have given long, and good, reasonings with few people supporting the change. This is not a case of a issue that is very split down the middle, this is a issue where the majority of people support one side, that side being pro-explosive implants in head. |
@Steelpoint Again, Iamgoofball is going to work more on improving explosive implants after the freeze. |
Cheridan I think you're ignoring his point which is not that people think explosive implants need buffs, or are bad They just think nuke ops should have explosive implants as some kind of baseline. |
Either way explosive implants go it will be bad. From a RP standpoint really it can go either way. Powergaming it really should be a general rework of how nuke op items can work relying on explosive implants is "bad" design wise. |
What's the right way to prevent people from getting nukeop gear? Id locking everything? The implants were thematic. It showed people willing to die and never be recovered to destroy Nanotrasen |
Nuke Op COMMUNITY FEEDBACK PR
Holy shit finally merged. |
not really happy with this |
-Nuke Hardsuits are no longer unremovable when in combat mode, allowing for better healing/defibbing.
-Combat mode no longer removes THICKMATERIAL flag, which made them very vulnerable to syringe guns.
-Explosive implants reduced to 4 TC.
If you don't want to get looted, get good and don't die or buy an implant.
Fixes #8996