As someone who has been a majority engineering, that explosion fills me with absolute dread... Now I'm excited to be fixing something for a majority of a shift!
I feel like, whenever the bomb is started, everyone's just gonna call CE or RD to defuse it. looks funny to me, that the ones who defuse it, are the heads themselves, or some unlucky guy with just a bomb suit
@@dragonjspider actually the rules of the game doesn't allow janitors to be experienced engineers, they don't know how to work with wires and such stuff. Even tech assistants cannot deal with such 'complex' devices, according to lore. So the only options is to call someone with engineering skills to disarm it.
@@dragonjspider well, for the LRP server it could have been worked, but I'm sure if there will be at least 1 awake admin, he would kindly explain to a poor janitor, dressed up like a bomb defuser, that this is a bit wrong (:
I've just got a very funny idea for a clown gimmick, the heads are gonna love this live game show, the whole station can watch, get an answer wrong and it goes kablooeey!
finally! after 10 years in development we hope it was worth the wait pro tip: syndicate bomb gibs you and anyone within close proximity of it when it explodes! evacuate that area!!
As somebody who when playing security pretty much specialises in bomb defusal since this update, I really like it. The adrenaline when you see a report in the radio, the pride I felt all five times I defused one of them. Its just something I enjoy, I really hope we get more of these bigger defusable bombs in the future. And due to the massive damage it deals, its actually worth it to assign a security officer to primarily handling bomb disposal, even if only 1 bomb happens in a shift.
Jesus fucking christ that's one massive explosion... place one near the bridge and you'll probably got half of bridge blown up and perhaps also Cap's room! My God...
Extra clarification: you can unanchor and move it after you buy it as long as you didn't arm it. Here is everyone involved in making this work. Give them many thanks: github.com/space-wizards/space-station-14/pull/15380
But what happens it's bolted and you destroy the floor under it? Like with an axe or something. Can you move it after that? Sorry for the question, I don't know the mechanics too deep.
The only thing close to that explosion is when someone gave me "The Nuclear Option" in Sandbox mode and I threw it in the middle of the hallway That was an instant restart
@@Liltenhead assuming the bomber puts this in the middle of a department, there's a good chance your organs will be blasted into a wall. Unless you're cargo or like, science on some maps I think most departments are pretty landlocked into the station.
Can you imagine putting two of these on the evac shuttle? One poor sod cuts or pulses the wrong wire and everybody is dead or marooned. APC destroyed, mission accomplished. Way too OP in my opinion.
@@Liltenhead True, but all it takes is a syndie or two whose objectives do not include their survival on the shuttle to ruin the objectives of other syndicate members. I would strongly recommend a balance change on this otherwise awesome addition to the syndicate arsenal.
I wonder if I am going to see a scenario where a syndicate who is contacting sec via fax has hidden a bomb and once they get their objectives delivered to them they will tell security the bomb's location
i like the idea of making eng actually have to work a major repair, but i dont see the station being repaired in small servers. on servers with lower population(even with 30 players engi is lucky to have more than two). this is an instant evac unless you are on a full server
For only 11 TCs, that's tremendously, brokenly OP. Imagine every syndie buying one of these, and half of them going off. Or even worse, then having them meet up, and pool the rest of the TCs to spawn even more. Station is fucking gone. Needs to cost at the very least 30 TCs or more, to be something like, super surplus crates, done by having two or three syndies pooling their TCs for some plan, not something that any syndi can spawn willy nilly for just half the budget and have a 33% to 66% chance to obliterate part of the station just by buying and activating it.
the main reason for the cheap price is due to the fact that Explosions Suck™. maints actually asked me to lower it from 14(?) to 11 solely because of it. plus with a long timer, i doubt it's that OP
Where is the fun in that? Personally I would place it in the middle of bar, or Infront of sec... It's now about winning... It's about sending a message.
I feel like the nigh irreversible devastation combined with rng making impossible to safely defuse is overtuned. If it is that dangerous, I think there needs to be a consistent way to prevent that.
Yeah, I would say pulsing the boom wire should not make it explode but only give an indication or at least reduce the bomb's radius. This is too much power for just 11TC.
If the balancing is concerned, they could make the dummy bombs have the same wire setup as the real ones each round, so before theres a bomb, if youve done a dummy one, youll know which wires are which
Like I suggested in my own comment: just make them cost a lot of TCs, is my own proposal. 30 TCs, or more, so that they are like super surplus crates, and require two or three syndies to be pooling their resources and use the bomb for some kind of plan, instead of just having each syndi being able to spawn one or two willy nilly.
I wonder, would RCD or axing the floor unanchor the bomb? Or does it have a mechanic to prevent that? I'd imagine there would be something in place since the nuke acts similar but ya never know.
explosion is fine but i personally think it station should detect bomb and make announcement as 90s is not that a lot , by the time bomb is found , and someone starts diffusing it it might be too late , because nothing stops person who planted the bomb to buy any weapon(9TC left) , hide in nearby locker and cap person who tries diffusing it , this might be evenscarier if 2 synds cooperate , and place 2 bombs close to each other , and "cap person trying to defuse it"
Is it seriously pure luck? I always see engineers apologize for fuckin it up in the post game chat, but there is like close to 0 skill here... Don't really like that, but I suppose they might be useless if there was a recognizable pattern
SS14 is basically one of the many attempts of porting SS13 out of the old and rotting BYOND engine... Except unlike the other attempts (aside UnityStation, which is somewhat successful too, but not as much as SS14 unfortunately), it's proving to be somewhat successful and promising so far. It's still far, far behind in development, lacking still a ton of content, mechanics, and depth that SS13 has. But though slow, it's a steady, incremental progress by a few dedicated programmers, that hopefully in a few years will have managed to fully bring the SS13 experience out of BYOND.