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In other words, none of us know, but that seems like the most likely explanation.
Although a pair of golems punching explosions into people seems like something that really needs to work.
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Reagent beans? AHAHAHA awesome!
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Clarks Wrote:What I meant is that by the time Golem-2 punched in its reagents, the reagents punched in by Golem-1 might have already disappeared from the target.
Golem 1 punches, time passes and for each game tick a fraction of the reagents is removed from the body. Now Golem 2 punches, if too long has passed the reagent from Golem-1 won't be in the body anymore.
I spawned the golems in an abandoned wing to keep them together between casting cooldowns and then stun/dragged or lured someone over to get punched, so probably not.
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Please tell me there's a feasible way to make a stable mutagen golem
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I don't understand why people say Golem is a weak spell. Even before its buffs I found it to be the most fun spell ever.
I get the feeling that people who think Golem is weak don't do much chemistry, in which case you really aren't in a position to complain seeing as it's all about chemistry.
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Embolism Wrote:I don't understand why people say Golem is a weak spell. Even before its buffs I found it to be the most fun spell ever.
I get the feeling that people who think Golem is weak don't do much chemistry, in which case you really aren't in a position to complain seeing as it's all about chemistry.
It's not that I don't do much chemistry, it's that it's hard to do chemistry when the entires station wants you dead.
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VictorMAngoStein Wrote:Embolism Wrote:I don't understand why people say Golem is a weak spell. Even before its buffs I found it to be the most fun spell ever.
I get the feeling that people who think Golem is weak don't do much chemistry, in which case you really aren't in a position to complain seeing as it's all about chemistry.
It's not that I don't do much chemistry, it's that it's hard to do chemistry when the entires station wants you dead.
That's why you do Chemistry off-station. It is not at all difficult to teleport into the podbay and grab a pod without anyone being the wiser.
Golem is my favourite spell, I don't think it needs anything more.
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Embolism Wrote:That's why you do Chemistry off-station. It is not at all difficult to teleport into the podbay and grab a pod without anyone being the wiser.
An unnecessary complication, and a waste of time if you ever need to restock.
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Clarks Wrote:Embolism Wrote:That's why you do Chemistry off-station. It is not at all difficult to teleport into the podbay and grab a pod without anyone being the wiser.
An unnecessary complication, and a waste of time if you ever need to restock.
Lazy.
Work for your hellgolems or use booze.
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Not everybody is a pro chemist or hellbent on spending 20 minutes doing chemistry in a derelict.
And all the time a wizard spends away from the station is time the crew gets bored out of their skulls. One of the reason dor the removal of the free teleport spell.
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Clarks Wrote:Not everybody is a pro chemist or hellbent on spending 20 minutes doing chemistry in a derelict.
Cola golems for everyone.
Clarks Wrote:And all the time a wizard spends away from the station is time the crew gets bored out of their skulls. One of the reason dor the removal of the free teleport spell.
How does this make a point in favour of putting a chemistry set on the wizard's shuttle as opposed to making wizards deathly allergic to derelicts?
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The old teleport spell you doofus, when every wizard had infinite free teleports. And rounds were endless because the wizards teleported away whenever they soaked up a punch.
The fun of being a wizard is fighting the crew, and the time it takes to get to a place where you can make your chemicals in addition to the time it takes to prepare them makes the golem spell an exercise in masochism.
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There's a simple way for the wizard to have easy access to the chem shuttle whenever he wants. Teleport first into the teleporter room, grab the beacon and the hand tele, and set the location on the teleporter to your beacon. Then, steal a pod, fly out there, and drop your beacon. Now, whenever you want, you can pull out your hand tele and zoom straight back to the chem shuttle.
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Really, the Golem spell is designed for chemists. If you're not a chemist and aren't willing to spend the time for a hilarious band of minions then why did you pick the spell?
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BYOND Username: KikiMofo
Captain_Bravo Wrote:There's a simple way for the wizard to have easy access to the chem shuttle whenever he wants. Teleport first into the teleporter room, grab the beacon and the hand tele, and set the location on the teleporter to your beacon. Then, steal a pod, fly out there, and drop your beacon. Now, whenever you want, you can pull out your hand tele and zoom straight back to the chem shuttle.
Not everyone knows where that shuttle is though.