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Overlooked and possibly undertuned chems
#1
We have quite a lot of chems, but relatively speaking, not all that many that generally gather much attention or love when compared to the whole, some barely seeing any use at all. While a part of that is normal to the amount of options we have, some of it also can be due to some chems being excessively hard to produce compared to their usefulness, or to some quirk of their design that severely limits their actual practicality.

I want to know which chems you folks think are the most guilty of this, why you think that may be, and interesting ways they could be tweaked that don't majorly intrude on other parts of balancing. I will start with a poison:

- Strychnine.
It has twice the depletion of cyanide, its both a secret and kind of hard to make, takes a significant dose to pose a threat, and is very easily treatable. It's a 10/10 on the flavor department, but that flavor is seldom seen due to just how easier it is to get better poisoning options.

Some changes to make it more viably interesting could have to do with a flushing multiplier (non-dialisys flushers take longer to get rid of it) not as punishing as ricin's but still strong, to dampen the effect of it being such a slow killer, and a change from the 25cycle to poison to a 5u overdose based effect so that large amounts have the bad stuff start earlier.
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#2
A lot of undertuned/overlooked chems are as you just shown SECRET CHEMS.
And while secret chems are fun for veterans and newbies want to replicate it.

I'll be honest... I do not like the secret chem system -_-'
It's nothing more then a way for new scientists having to mess around to get results most science veterans already know.

You don't feel like you are a scientist discovering a secret new chemical.. you feel like you are the student finally able to do something anyone better then you can do.

Let alone if you are an antagonist... it's not fun knowing the right chems for secret chems.
And others will just bruteforce their way to getting it.

In my opinion... if you get rid of it. You can get players enjoying these chems.

If you want the secret chems to be "discovered" over and over again. Then make a randomize mechanic where the units for the chem are different everytime or something like that.

Anyway.... I do want to see more flavored chems being used. But your example was litterly: "SECRET HARD TO MAKE CHEM" and there was your main problem.
It means only players who know every chemical will be able to make.
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#3
If not talk about secret chem 
The construction chem like Concrete / Plastic is in generally hard to produce compare to it time. Also it can’t combine with other chem like smoke powder/ fluorosurfactant to spread this chem easily.
Also vary of other chem are use many chem is use some chemical from other department like welding / oil / Space fungus / some drink / some chemical from plant. It make chemistry feel like the good chem is depend on how hard to obtain and how many other chem you can get instead of complex calculation the process for it.
This is why chemicompile is a tool that people rarely to touch it. Since in general chemist didn’t them to make chem. So right now I really want the chem that can make able from only chem dispenser but hard process it is hard enough to worth to make chemicompile.
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#4
strychnine is a wicked gimmick poison and surprisingly strong stim albeit for a brief time. i used to make it a good deal in stupid-tier stim mixes.

most of the chemicals in the game are a huge pain to make compared to their payoff nowadays, that's why you don't see them. even the really fun ones like dabs or raj.

see: medbay's stuff is all useful but you'd only ever see it used because it's all spawned in at round start. if you somehow run out of epi/synap/atropine it's just a *shrug and you start cloning people.
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#5
Capulettium plus. The recipe is just too insane for the flashy, but overall rather mediocre effect.

Lipolicide. That chem seriously requires a rework for how useless and obscure its effect is.
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#6
(08-28-2024, 04:44 AM)TDHooligan Wrote: strychnine is a wicked gimmick poison and surprisingly strong stim albeit for a brief time. i used to make it a good deal in stupid-tier stim mixes.

most of the chemicals in the game are a huge pain to make compared to their payoff nowadays, that's why you don't see them. even the really fun ones like dabs or raj.

see: medbay's stuff is all useful but you'd only ever see it used because it's all spawned in at round start. if you somehow run out of epi/synap/atropine it's just a *shrug and you start cloning people.

worse imo, they just buy a vending machine restock and take the whole need away
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#7
Are we complaining that medbay never contacts chemistry for work? Did we hit that level now?

I remember how people would complain of merely suggesting Chemistry would be linked with Medbay again for chemical needs for these reason:
- Now chemistry can't make chems for fun anymore, medbays needs it.
- Medbay won't becareful with their chems anyway and complain to chemistry all day.
- Chemistry ignoring medbay's request cause they are doing their own thing.
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