Found some bugs earlier today which I told you about in a ahelp but figure Iād put here.
I was a cultist. Got deconverted, and could still hear cult chat. And all cult notifications.
After this when the eminince did a mass summon it pulled me to REEBEE next to the gateway.
I instantly starting slowly dying.
I also got the yellow glow cultists get, then got teleported BACK to the station (I assume admin tp)
Reminder I had been de-convereted when all this shit went down.
In terms of non bug related feedback. It needs some changes in terms of balance, but itās VERY fun IMO. Iād take it over blood cult any day. I feel itāll get a bit better as people learn it more. But it 100% needs some tweaks, like door spamming in reebee being VERY strong. Overall very fun, very enjoyable gamemode. Good work man.
Also is it intentional where if you invoke a spell on your slab then put it in your pocket it de-invokes when being removed from your pocket?
Also eminince can grab people on station.
First of all, props to PowerfulBacon for bringing back Clock Cult. Even if itās not as balanced as intended, itās still incredibly fun to play. Iām just giving a few suggestions to make Clockies a tad stronger; not over-the-top stronger, just enough to make it an even playing field.
The main issue I see is clockies having no ranged weaponry; engineers open walls and shotguns go bang bang bang. Itās incredibly hard to deal with, especially due to the fact they have nothing to counter with; not even shields.
Maybe give Clock cult some shields w/ clockwork armaments or maybe some Clockwork crossbows? Basically just reskinned energy crossbows except they do brute damage + bleeding instead of toxin damage. Stops clockwork guys from being just as guns-up as sec, but will give them a bit of an advantage. Maybe remove the cooldown, just a suggestion.
Otherwise, if guns seem like a better option, just reskin the ballistic guns in SS13. Give them a splat of gold paint and youāve got clockwork guns.
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Add a steam powered blunderbuss
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Holy shit thatās actually a based idea
i have some item/weapon ideas for clock cult
- the first weapon idea is a weapon wich removes all good mutations when someone is hit (just an anti-hulk weapon)
- the second idea is a ranged weapon, doesnt have to be strong but any form of ranged weapon would be good
- is a mirror shield similiar to the blood cult version, any ranged attacks will simply be deflected back at the attacker 100% of the time (aka fuck ranged)
- another anti-ranged idea is an item that grants ranged immunity similiar to the karp karate syndie item
- armour for the clock scarabs? maybe a little helmet wich protects scarabs only?
- ability to take energy straight out of power cells
- more constructs? maybe stuff like clockwork golem? or a big beefy construct wich can take lots of hits but doesnt do much damage?
anyway these are just some loose and probally bad ideas i had
you can tell i hate ranged combat in the clock city
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Maybe encourage the clock cult to build more defenses than door spam?
auto link brass skewers to the prox sensors when theyāre built on top of each other, like in the old one
I mean the clockies wont have any problem with hulks, guns and mechs if they tp in sci, steal/make some maxcaps and chuck them at r&d, sec, cargo and medbay/genetics
iāve been meaning to ask, whatās a maxcap
Current clock cult is spam doors weld them. The place a few interdictors in between and easy win.
Actual answer: Explosions in this game have a hard coded maximum blast size. A max cap is a bomb made to reach this size. They really arenāt hard to make either. Just take a freezer with t2 parts and a heater with t2. Set em to the max they can go. Hot plasma in a tank cool o2 in the other. Throw em on a ttv and you got a bomb.
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