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remove dedicated blob rounds
#31
does it kick in again if your tiles are reduced back down? either way, perhaps it could be increased to some point above 40. 50 or 60? small, starting blobs are at their most vulnerable to being snuffed out with hardly any struggle
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#32
Are we still talking about dedicated blob rounds? They've become somewhat unconsciously meta.

I'm currently of the opinion that they should be ditched in favor of buffed latejoin/ghost/mixedblobs. The turbo tile spread limit could be variable and based on something like roundtime, living players, and station integrity. Maybe a point boost or something too.
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#33
+1 Remove blob as a standalone game mode. Sorry to any devs that put time into developing the game mode but its terribly un-fun.
I'm all for having player blobs spawn in mixed game mode, though!

Blob is by far the most boring game mode. The only legitimate combat is "crew vs. blob" and TBH if the blob doesnt die by the 15 minute mark, then the crew has little chance of winning unless they resort to huge bombs. By then, most people who cared to fight the blob are dead, and your hero bomber is gonna spend the next little while prepping. Then it all comes down to whether or not the bomber can find all the blob nuclei.

Meanwhile anyone who didnt care to fight the blob has either: Suicided, either directly into the blob as food for it or into the gibber/space so as not to be food for it.
Or they're off on some other Z-level playing essentially single-player SS13 waiting for the round to end.

I play the same way every blob round:

Early discovery? Rush it with shards and welders. Watch as the blob dies before it had a chance or watch as the crew suicide charges the blob while on fire. Watch the blob eat more than enough people to become godlike.

Early-ish discovery? Rush black powder bombs, use all bombs and either win or suicide

Late discovery? Talk shit about how bad blob rounds are, suicide and wait for the next round.
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The worst part? Average round time of 15 minutes or 1 hour. In the 15 minute round, everyone feels like it was a waste of time.
In the 1 hour round, everyone is dead except the blob and a few holdouts, just waiting for shuttle/end.
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#34
(08-12-2016, 08:43 PM)medsal15 Wrote: Just destroy anything that grows from the nucleus, it will prevent the round from ending.

Not sure if this is what you meant, but... what if blobs needed to be physically attached to blob pieces in order to grow off of them and control them? This could lead to crew being able to snip chunks of the blob from its nucleus and be able to kill them much easier. Then, for example, any aggressively expansive rush-for-the-shuttle attacks the blob makes would be stoppable by simply gunning down one tile. This would also lead to more strategic placement of nuclei. If we wanted to go further with this idea, make unconnected blob pieces grow sick and die.

... Is there a dedicated Rework Blob thread?
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#35
oh yeah, and 2 blobs should be competing for food, not building off each other freely
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