"Nerf tranq" Yeah buddy. And we'll let you keep the juggernaut suit + two eswords combo 😂😂😂 "Nerf secs only other non-lethal ranged stun" fucking listen to yourself. Its a gun, shootinga tranq dart at bullet velocities. It's realistic AND fair.. cause cant you just inject stimulants to half stun? Good video. Was informative. Now i know i have to get balloon walls and sec light barriers and spam them whevener i feel unsafe.
I mean to be fair you're killing all of sec, at that point I don't think it really falls into Valid Hunting, more so "If I don't fight, they're probably going to kill us too." territory.
We did announce that everyone not involved would be spared, the only validhunty stuff I would argue is the ratkings / spiders near the end. Crew was fine for the most part
@@ARMOK. Animals roles will be animal roles. I've watched someone in ghost go "watch this" and hop into a ninja and then bee-line right for the dude who killed them. Didn't get in trouble or anything. I just take it with the territory that is space station 14. People only want to win.
How on Zorgs name did you FIND your fellow antags to organize this? 99% of the time you could walk right up to your fellow syndie, say all four code words, and they'd just look at you with a blank expression.
Fair. That's nukies though. Agents are agents, with set of specific tasks. But yeah, total sec genocide kinda works in favour of completing those tasks. I guess.
@@Dysh3s I more so do it because it’s the only challenging thing left, like if I only followed my objectives there would be no room for any presentation / madness. Coulda easily killed RD and escaped alive but where’s the fun in that yknow?
@@ARMOK. Oh I bet those tranqd/gibbed lads got their share of action allright, huehue. Metagaming as ghost roles is quite hillarious too. Never change wizden.
Shit like this is what makes me love ss14, breaking shit to the point of no return, and making weird deadly stuff. How do you find or even come up with half the shit you do?
The fate of all gameplay features in SS13 is to be nerfed into irrelevance or to be replaced with something shittier. It follows that SS14 would have the same trend
people really will just have to learn to cope or idk, code. Either make Cloral Hydrate take longer to injest or make tranq shells take any chem so you need to cook up some chems (the second one is more what I'd go for. For the chaos)
erm actually you VILL NOT expose ze gamebreaking imbalance also will you do a video on that one time when you nearly killed all of command but cargonia was too strong and i gunned you down at evac? on that one station with the park in the middle
I dedicated Part of the video to showing how broken they are as crew they are goddamn insane, emags in an alright place tbh. Also all of this is like 10 minutes after roundstart for sec, killing any antagonist in 2 hits
@@ARMOK. yeah but this requires a ridiculous amount of setup and specific circumstances. The warden needs to het gold silver and plasma for the secfab before science vacuumes it all up. Then, the warden needs to arm all secoffs with shotguns, which is only possible if they buy more. Good luck buying shotguns without getting them stolen by antag cargo techs. And even *if* all of this happens, perfectly, secoff need to be good enough at the game to be able to hit a movimg target twice with a non hitscan weapon. And if you think more than 10% of the entire sec playerbase is good enough at the game to do that ypu're just being delustional. This worked for you as well as it dis because you're good at the game. But when was the last time you played secoff? When was the last time somebody as good as you played secoff?
@@Torma25 if the point is I’m the only one good enough to do this then emag isn’t the issue. Besides this also took like 50 minutes for me to setup each shift
Honestly there are a few ways to balance the terrible mishmash game design ingame but it’s such a headache that it’d be better to completely rework it with an actual design philosophy and I could say that for almost anything that isn’t directly connect but interacts with other systems
Sometimes devs don’t want to do the change for one reason or another Zombies traitor juice used to be like 20 tc or something and I said that it had to be like 3 traitors required to buy which they never listened to until it was abused for like half a year and they gave in which is at the point it is now
I'm shocked about this because my old SS13 had tranq darts that were really powerful, but everyone was either too lazy or too new to understand them (although the higher research ammo was way better, like Pulse ammo). So only a few deranged menaces actually used them (I'd bring them out once in a blue moon).
I mean, in 14 its literally the same, everybody wants to kill but nobody thinks about how powerful having a hypo full of mutagen can be, or hell, a cocktail of chlorydehydrate (the stuff that makes you fall asleep almost instantly) with mutagen can be, there is like 0 counter to that shit but you dont see anyone use it. Also poison tipped arrows are underrated and a lot of the times forgotten, the tranq rounds are like them but require a lot of prep unless you are a sci or syndi.
@@deadfIagstable means playable, not 100% ultra balanced no exploitable mechanics, thats an insane standard to set, and the game isnt releasing as in a 1.0 version thats never getting touched, its releasing as in, its out of the play test state on steam so that people can download the game easier, development of the game is still happening in the exact same way after it releases
@@deadfIag nono, i understand, i play ss14 daily, i know it is immediate access, but that button is going away and its actually going to show as something that looks playable on the steam store for new people who dont know how the playtest thing works