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Author Topic: Space Station 13: Urist McStation  (Read 2158668 times)

Criptfeind

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Re: Space Station 13: Urist McStation
« Reply #18090 on: August 10, 2014, 12:45:59 pm »

It already takes a second or two to cuff doesn't it? I would guess it taking longer would just make it so officers will give the people they are cuffing a extra prod or two first the stun batton first to make sure they don't run outa time.
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Cheedows

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Re: Space Station 13: Urist McStation
« Reply #18091 on: August 10, 2014, 12:47:17 pm »

Yeah, reason why I was confused why it ever needed to be nerfed.
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Aedel

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Re: Space Station 13: Urist McStation
« Reply #18092 on: August 10, 2014, 12:49:00 pm »

BS12 apparently had a problem of people running up and cuffing people while tanking blows.
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LordSlowpoke

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Re: Space Station 13: Urist McStation
« Reply #18093 on: August 10, 2014, 12:51:08 pm »

nerf just about every weapon

wonder why weapons are useless

stay classy baystation
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Criptfeind

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Re: Space Station 13: Urist McStation
« Reply #18094 on: August 10, 2014, 12:51:32 pm »

Tanking blows? You can just take a step to cancel the cuffing can't you? As long as you don't stay stock still in a fight I'm pretty sure you can't be cuffed.

Well, maybe it's changed since I last tried. Who knows.
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #18095 on: August 10, 2014, 12:54:51 pm »

It takes a second to aggressive grab if they aren't running. As far as I can see, all this prevents is you cuffing someone in the middle of a fight.

It also makes cuffing a two-handed action, one to grab, one to cuff. So no more stunbaton-cuff combo.
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Jacob/Lee

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Re: Space Station 13: Urist McStation
« Reply #18096 on: August 10, 2014, 12:55:09 pm »

More than once I've been cuffed by stepping back then returning to the tile I was on before the handcuff timer finished and got cuffed anyway. Handcuffs are extremely weird sometimes. Moving to other tiles should stop it, though.

Cheedows

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Re: Space Station 13: Urist McStation
« Reply #18097 on: August 10, 2014, 01:49:30 pm »

More than once I've been cuffed by stepping back then returning to the tile I was on before the handcuff timer finished and got cuffed anyway. Handcuffs are extremely weird sometimes. Moving to other tiles should stop it, though.

This might have something to do with BYOND lag on interactions. To give an even weirder example, you can aggressive grab someone and throw them even if they are already like 5 tiles away from you, as long as the aggressive grab "item" is still in your hand.
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KingofstarrySkies

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Re: Space Station 13: Urist McStation
« Reply #18098 on: August 10, 2014, 02:32:28 pm »

Batons are still 1hitinstawinnomatterwhat sticks.

Lovely.
You mean the stun batons that are there to end fights as quickly as possible with minimal harm?
Yes they are.
Because it totally makes sense for a Nuke Op to be taken down through their MILITARY GRADE ARMOR with a simple stun baton.
Totally.
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Sigtextastic
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miauw62

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Re: Space Station 13: Urist McStation
« Reply #18099 on: August 10, 2014, 02:45:39 pm »

More than once I've been cuffed by stepping back then returning to the tile I was on before the handcuff timer finished and got cuffed anyway. Handcuffs are extremely weird sometimes. Moving to other tiles should stop it, though.

This might have something to do with BYOND lag on interactions. To give an even weirder example, you can aggressive grab someone and throw them even if they are already like 5 tiles away from you, as long as the aggressive grab "item" is still in your hand.
Lol, it's not related to lag. It's just related to the fact how do_after() works.
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Criptfeind

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Re: Space Station 13: Urist McStation
« Reply #18100 on: August 10, 2014, 03:01:10 pm »

Batons are still 1hitinstawinnomatterwhat sticks.

Lovely.
You mean the stun batons that are there to end fights as quickly as possible with minimal harm?
Yes they are.
Because it totally makes sense for a Nuke Op to be taken down through their MILITARY GRADE ARMOR with a simple stun baton.
Totally.
Well, sarcasm aside, yeah that doesn't make sense. But you can turn it around, it's pretty much far more common for stun batons to be used on people with no protection whatsoever. It makes even less sense for a nakket dude to be able to tank a few taser shots to the gonads, and that's (in my experience) a more likely scenario then nuke ops.

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KingofstarrySkies

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Re: Space Station 13: Urist McStation
« Reply #18101 on: August 10, 2014, 03:02:27 pm »

The nerf, I believe, was for Nuke Hardsuits and Cult Armor only.
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Sigtextastic
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Aedel

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Re: Space Station 13: Urist McStation
« Reply #18102 on: August 10, 2014, 03:05:44 pm »

The nerf, I believe, was for Nuke Hardsuits and Cult Armor only.

No, it's for all armor. All armor gives halloss protection, and therefor baton softening.
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #18103 on: August 10, 2014, 05:10:33 pm »

Batons are still 1hitinstawinnomatterwhat sticks.

Lovely.

edit

>can't stun on harm baton
>baton still 1hitwins on every other intent

God damn it Glloyd you got the bad and good parts mixed up.

Corai, I didn't touch batons at all. That was all BS12.

As for the aggressive grab nonsense, if people dislike it, I'll revert it when it gets to us. It seems pretty dumb.

bluwolfie

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Re: Space Station 13: Urist McStation
« Reply #18104 on: August 10, 2014, 05:34:51 pm »

They're saying handcuffs will require you to be aggressively grabbing your foe before cuffing.

That sounds really stupid. The interface is clunky enough as it is. Somehow I think this is going to make cuffing a lot harder than it needs to be.
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