Clockcult Feedback Thread

Ok, my take:

  • Problem - too easy to get on the station

  • Solution - remove the consoles, add obelisk instead. The one that makes a 2way gateway. Maybe a lesser obelisk that cannot broadcast, and can make unlimited portals.

  • Problem - too easy to convert

  • Solution - make Sigil increase in cost per number members/uses OR make it a late game 100kW spell OR make it clock golem only spell (and make more roundstart clockies)

  • Problem - lategame is onesided

  • Solution - make clock walls immune to hulks, make walls take more damage, toolboxes should spawn outside the construction area, in the reefe, maybe even nerf cult armor and weapons a bit

Found some bugs earlier today which I told you about in a ahelp but figure Iā€™d 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 itā€™s VERY fun IMO. Iā€™d take it over blood cult any day. I feel itā€™ll 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 itā€™s not as balanced as intended, itā€™s still incredibly fun to play. Iā€™m 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. Itā€™s 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 youā€™ve got clockwork guns.

3 Likes

Add a steam powered blunderbuss

5 Likes

Holy shit thatā€™s actually a based idea

i have some item/weapon ideas for clock cult

  1. the first weapon idea is a weapon wich removes all good mutations when someone is hit (just an anti-hulk weapon)
  2. the second idea is a ranged weapon, doesnt have to be strong but any form of ranged weapon would be good
  3. 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)
  4. another anti-ranged idea is an item that grants ranged immunity similiar to the karp karate syndie item
  5. armour for the clock scarabs? maybe a little helmet wich protects scarabs only?
  6. ability to take energy straight out of power cells
  7. 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

1 Like

Maybe encourage the clock cult to build more defenses than door spam?
auto link brass skewers to the prox sensors when theyā€™re 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

iā€™ve been meaning to ask, whatā€™s a maxcap

Current clock cult is spam doors weld them. The place a few interdictors in between and easy win.

whatā€™s a maxcap thoā€¦

:flushed:

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 arenā€™t 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.

2 Likes