12-12-2016, 11:29 AM
(This post was last modified: 12-12-2016, 11:32 AM by Boon Yoon. Edited 2 times in total.)
Traitor: my definite favorite, as it is very freeform and everyone has their own style. The crew has a lot more chances to fight back compared to other types of antags, and often times the traitor is eventually chased around by a mob of angry crew, which in my opinion, is when I'm having the absolute most fun.
As for its essence, it regards the variety of traitor styles, coupled with the variety of ways to fight back. It just feels more free-form for everyone involved. When a wizard makes himself known, I know that I personally do exactly one thing to fight the wiz (acid), and it's just boring. However, if I don't throw acid, what else is there other than security tools or hoping the wizman fucks up? As for lings? I often don't even care because you can't really melee a ling down, and most lings like to be sneaky. I'm more than happy to simply die and hang out in hive mind chat. Blobs are the same, requiring a certain routine of tactics. Make flame throwers, order phasers, or actually use that toxins experiment you were working on. By the time I produce a rod for the flamethrower, I simply just want to turn it into a head-spike, with yours truly atop of it.
So in short, it's the openness of the standard traitor round that I most enjoy. I guess that's the essence.
Nuke: quick and dirty, at least most of the time. Who doesn't like a brawl? The only routine element of this mode is the necessity to get a space suit since nuke teams always fucking vent the area. Also, when they reinforce their nuke site, I often see a loss of motivation in the crew. We are all pretty lazy, I guess.
The essence of this mode is fun teamwork, even if it often isn't so much fun for the actual team due to that one sarin nade. The fun teamwork applies crew side as well, and there are tons of ways to approach even the best of nuke teams. Telescience wizardry, improvised weapons, lockers and a bucket of water, whatever, it all has a shot to make a difference.
I guess you can sense the theme. I just like the round to be open ended instead of narrowed in scope due to the required tactics.
As for its essence, it regards the variety of traitor styles, coupled with the variety of ways to fight back. It just feels more free-form for everyone involved. When a wizard makes himself known, I know that I personally do exactly one thing to fight the wiz (acid), and it's just boring. However, if I don't throw acid, what else is there other than security tools or hoping the wizman fucks up? As for lings? I often don't even care because you can't really melee a ling down, and most lings like to be sneaky. I'm more than happy to simply die and hang out in hive mind chat. Blobs are the same, requiring a certain routine of tactics. Make flame throwers, order phasers, or actually use that toxins experiment you were working on. By the time I produce a rod for the flamethrower, I simply just want to turn it into a head-spike, with yours truly atop of it.
So in short, it's the openness of the standard traitor round that I most enjoy. I guess that's the essence.
Nuke: quick and dirty, at least most of the time. Who doesn't like a brawl? The only routine element of this mode is the necessity to get a space suit since nuke teams always fucking vent the area. Also, when they reinforce their nuke site, I often see a loss of motivation in the crew. We are all pretty lazy, I guess.
The essence of this mode is fun teamwork, even if it often isn't so much fun for the actual team due to that one sarin nade. The fun teamwork applies crew side as well, and there are tons of ways to approach even the best of nuke teams. Telescience wizardry, improvised weapons, lockers and a bucket of water, whatever, it all has a shot to make a difference.
I guess you can sense the theme. I just like the round to be open ended instead of narrowed in scope due to the required tactics.