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(Weekly blobuff post warning)Reduce how much damage a blob takes from chemicals.
#4
(06-17-2020, 01:49 PM)DJ-Fireball_did_this Wrote:
(06-17-2020, 01:27 PM)RichardGere Wrote: 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.
Yes, but that would significantly alter chemsitry as it applies to a round as a whole. I'm trying to come up with a way so that it only changes how it applies to blobs, but is the same for everything else. In theory if only blobs had a different reaction to pyro and otherwise dangerous chemical smoke, then the application of it in every other respect would be the same.

Thing is, even if you make specialized interactions between blob tiles and certain chemicals, you'd either dumpster flamethrowers or keep hellmixes at roughly the same power.
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RE: (Weekly blobuff post warning)Reduce how much damage a blob takes from chemicals. - by RichardGere - 06-17-2020, 03:06 PM

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