03-04-2021, 10:07 AM
It seems like anytime anyone finds anything that works well in chemistry it just gets nerfed.
The propellent/smoke change broke about 20 groups I had overnight - wasnt even mentioned in changelog. I spent ages on those groups and had some that were over 170 characters long but are now just useless strings of text. I had no idea what had happened except they suddenly didnt work and it took ages to figure out what had changed.
The new flamer has a nice UI and its great that you get gun like noises but functionally its not capable of killing monkeys before they beat you down. I appreciate someone put a lot of work into it so I feel bad for saying this but given a choice I would take the old flamer back in a heartbeat.
It used to be the challenge with the flamer was dealing with the beepsky curse and not dying yourself from your own hellflamer. Now its hard to find any mix that cannot be countered with a just fire extinguisher. Yes you can fill it with sarin and it might actually kill a monkey but gone are all the fun mixes. Even glowing fliptonium and colorful reagent didnt work with it - colorful reagant unreliably applied to very few tiles and glowing flip didnt apply at all. Its got more settings but is far less versatile.
I know plenty of people who share my views of the new flamer and I don't know of anyone that actually prefers it. It seems to universally be considered a massive downgrade. You dont see any of the regular nerds using them anymore.
Im actually at the point where I feel like its pointless trying to find new things with chemistry because if you do find something that works well and use it then it just gets nerfed and if it works really well then it gets nerfed hard.
Sorium drips are another example - easily countered by magboots - so its not like there wasnt a way to deal with them. Could have probably been changed to make the reaction affect the person standing on the same tile but instead it just doesnt cause the explosion at all. Could have been changed to only accept medical chems unless emagged like a hypo or something... but just breaking it? Thats not a fix at all. Its reactive vandalism.
I know some people don't like chemistry at all on account of how potent it can be but its not like you get traitor scientists every round and when you do half the time they are in toxins making TTVs and canbombs that are far far more devastating than anything chemistry can cook up. That isnt a suggestion that toxins needs nerfing. Just pointing out that breaking sorium drips whilst leaving bombs that can actually remove quarter of the station just seems disproportionate.
Im not expecting anything to actually change or the nerfs to stop so this is most likely a pointless rant but I very much want to say that the constant nerfs really have killed the fun and drive to experiment for me and others have indicated that they feel the same.
The propellent/smoke change broke about 20 groups I had overnight - wasnt even mentioned in changelog. I spent ages on those groups and had some that were over 170 characters long but are now just useless strings of text. I had no idea what had happened except they suddenly didnt work and it took ages to figure out what had changed.
The new flamer has a nice UI and its great that you get gun like noises but functionally its not capable of killing monkeys before they beat you down. I appreciate someone put a lot of work into it so I feel bad for saying this but given a choice I would take the old flamer back in a heartbeat.
It used to be the challenge with the flamer was dealing with the beepsky curse and not dying yourself from your own hellflamer. Now its hard to find any mix that cannot be countered with a just fire extinguisher. Yes you can fill it with sarin and it might actually kill a monkey but gone are all the fun mixes. Even glowing fliptonium and colorful reagent didnt work with it - colorful reagant unreliably applied to very few tiles and glowing flip didnt apply at all. Its got more settings but is far less versatile.
I know plenty of people who share my views of the new flamer and I don't know of anyone that actually prefers it. It seems to universally be considered a massive downgrade. You dont see any of the regular nerds using them anymore.
Im actually at the point where I feel like its pointless trying to find new things with chemistry because if you do find something that works well and use it then it just gets nerfed and if it works really well then it gets nerfed hard.
Sorium drips are another example - easily countered by magboots - so its not like there wasnt a way to deal with them. Could have probably been changed to make the reaction affect the person standing on the same tile but instead it just doesnt cause the explosion at all. Could have been changed to only accept medical chems unless emagged like a hypo or something... but just breaking it? Thats not a fix at all. Its reactive vandalism.
I know some people don't like chemistry at all on account of how potent it can be but its not like you get traitor scientists every round and when you do half the time they are in toxins making TTVs and canbombs that are far far more devastating than anything chemistry can cook up. That isnt a suggestion that toxins needs nerfing. Just pointing out that breaking sorium drips whilst leaving bombs that can actually remove quarter of the station just seems disproportionate.
Im not expecting anything to actually change or the nerfs to stop so this is most likely a pointless rant but I very much want to say that the constant nerfs really have killed the fun and drive to experiment for me and others have indicated that they feel the same.