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(Weekly blobuff post warning)Reduce how much damage a blob takes from chemicals.
#2
Someone else also suggested to cap the damage blob can take from any one source. That could probably remove nucleus sniping out of the equation (the one where you instantly delete the nucleus, not actually a hellmix), although you'd probably have to be very careful when deciding what the cap should be since chem nerds could just deliver the same thing in bursts instead.

You gave a reason why nerfing chemsmoke probably wouldn't work, then suggested nerfing the damage of chemsmoke. That means you're still nerfing chemsmoke, unless you're proposing to nerf the damage of every single chem in the game that deals BURN. That would create a cascade of potential balancing issues that would all need to be addressed (the flamethrower would be affected by this).

Why are hellmixes so strong? Well, they not only delete blob tiles (nucleus with fire resistance can shrug it off however) but they also delete the floor underneath, making it impossible for the blob to spread unless they get the bridge upgrade. This could be addressed without touching hellmixes, but I am not so convinced we shouldn't.

Earlier I think someone (mbc?) jokingly proposed to remove propellant. And uh, maybe? Propellant, smoke powder, and the chems associated with hellmixes are all easily mass produced, and let you cause immediate and practically permanent damage to large parts of the station. If a chem nerd wants to end the round at 10-15 mins or so, they can do exactly that by mass producing hellmixes.
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RE: (Weekly blobuff post warning)Reduce how much damage a blob takes from chemicals. - by RichardGere - 06-17-2020, 01:27 PM

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