Suggest new chems!

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DefinitelyAlone0309
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Re: Suggest new chems!

Post by DefinitelyAlone0309 » 12 Nov 2018, 09:26

I mean, that's just another way of arguing in favor of pills. Not only can you have so many units and so many pills stored in 1 slot, but you can also remedy their 2 seconds metabolize timer by stuffing them into a hypo and completely removing the need of syringe and injectors, for doctors and medics.
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Re: Suggest new chems!

Post by edgardo » 12 Nov 2018, 18:46

MOTTO DRUGS
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Re: Suggest new chems!

Post by sw4gbag » 12 Nov 2018, 19:36

Reduce the 2016 Hyperzine nerf that made it last only 30 seconds and change it to one minute and a half or so.
Make oxy last longer. Getting ahold of it is hard enough and most medics don't carry much anyway, making it useless after most baldie medics use the one in the rig.

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Re: Suggest new chems!

Post by Dolth » 13 Nov 2018, 02:13

Re-authorize hypercigs and such. It was part of SS13 and I believe the funniest part in playing marine is being creative enough to make use of anything original.
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Boersgard
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Re: Suggest new chems!

Post by Boersgard » 30 Nov 2018, 13:02

How could nobody have suggested this yet?

http://avp.wikia.com/wiki/Xeno-Zip

Made from Queen royal jelly
Incredible speed and augmented agility.
Super strength (possibly matching a Yautja's).
Complete rage (Caused by artificial ingredients that replace the Royal Jelly when Royal Jelly is not available).
Primal instincts with enhanced reflexes.
Feels no pain or close to no pain.
Increased hostility in contact with Xenomorphs.
Decrease in mental stability

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David Stormwell
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Re: Suggest new chems!

Post by David Stormwell » 08 Dec 2018, 01:26

Boersgard wrote:
30 Nov 2018, 13:02
How could nobody have suggested this yet?

http://avp.wikia.com/wiki/Xeno-Zip

Made from Queen royal jelly
Its Prob to OP, Also you wouldn't get it in a round of CM Due to you needing to find out all the Propertys of it as a researcher and etc.

Just ask medbay for Hyperzine
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Re: Suggest new chems!

Post by Dolth » 08 Dec 2018, 01:29

David Stormwell wrote:
08 Dec 2018, 01:26
Its Prob to OP, Also you wouldn't get it in a round of CM Due to you needing to find out all the Propertys of it as a researcher and etc.

Just ask medbay for Hyperzine
Well remove the ability ti shoot accurately so people only go PB and with machetes. Dying to acid. Couod be fun.
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Re: Suggest new chems!

Post by David Stormwell » 08 Dec 2018, 01:43

Dolth wrote:
08 Dec 2018, 01:29
Well remove the ability ti shoot accurately so people only go PB and with machetes. Dying to acid. Couod be fun.
I've died to Acid Realted problems quite a-lot, Not just spitty bois though
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Dolth
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Re: Suggest new chems!

Post by Dolth » 08 Dec 2018, 01:54

David Stormwell wrote:
08 Dec 2018, 01:43
I've died to Acid Realted problems quite a-lot, Not just spitty bois though
Yes that's the point, grant abilities but remove some and force to face disadvantages (acidic blood from PB/melee).

That's a way to ballance stuff, could work with your juice.
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Re: Suggest new chems!

Post by edgardo » 08 Dec 2018, 09:22

The Xeno-zip would be something great, atleast research could work on something until the research rework, though it would be really OP if its mass-produced, that's why i consider the posts behind me, making the injected humans with this would make it less OP and improve melee has well, Though. i would nerf a bit the damages that acid blood deals, right now, 2 pb's are the only thing you need to hit crit and that is really OP from my POV.
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edgardo
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Re: Suggest new chems!

Post by edgardo » 08 Dec 2018, 09:29

David Stormwell wrote:
08 Dec 2018, 01:26
Its Prob to OP, Also you wouldn't get it in a round of CM Due to you needing to find out all the Propertys of it as a researcher and etc.

Just ask medbay for Hyperzine
Sorry for the double post for this but i wanted to answer this and i think, that using the CORPSES or Eggs that comes from planetside for this job would be better that "Killing 1 queen and taking her to the almayer to just make 20 u of xeno zip" since mostly the time when you bring eggs or a queen are when the round is ending, using normal xenomorphs bodys for it would be better.
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Boersgard
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Re: Suggest new chems!

Post by Boersgard » 08 Dec 2018, 10:10

For the instability factor, xeno zip could make some marines look like xenos to the user

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Re: Suggest new chems!

Post by Alexshreds » 08 Dec 2018, 10:24

Some Ideas:

Fury - Increases damage resistance and melee damage
Calmex - Decreases wield delay and increases accuracy
Cryoxobone - Repairs bones while in cryo but takes longer than normal surgery
epinephrine - Increases damage threshold for defibs by about 100 points, mixing with inprov could do bad things

Maybe some other stat enhancing drugs, but these should be rare or completely black market and should definitely cause bad symptoms if mixed together.

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Re: Suggest new chems!

Post by Build_R_ » 08 Dec 2018, 13:50

Hydroloss: When dropped on, spilled on or injected into a food item it removes all moisture from the food item giving you a generic dehydrated block that takes up less space but provides less nutriment when eaten. When the block comes into contact with water it turns back into the original food item, giving its original nutriment. (Fluff chem that helps with transporting food, for when you want to make your own MRE)
If used on a person it could give them a craving for a drink maybe.
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Re: Suggest new chems!

Post by JuanRico » 14 Dec 2018, 13:45

Chemical equivalent of a stasis bag's infestation stopping power: needs be researched (maybe, if that's still a thing?) and puts the marine in an immobile state but does not progress the alien parasite growing inside whilst the chemical is in bloodstream.
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Re: Suggest new chems!

Post by Kineem » 17 Dec 2018, 02:09

A chem that can increase the amount of damage humans take to hardcrit and to die would be nice. Instead of -100/-50 dying and hardcritting respectively marines would be able to drop to -150/-100 before dying and hardcritting. Chem may or may not provide pain tolerance.
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Dolth
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Re: Suggest new chems!

Post by Dolth » 17 Dec 2018, 03:52

Kineem wrote:
17 Dec 2018, 02:09
A chem that can increase the amount of damage humans take to hardcrit and to die would be nice. Instead of -100/-50 dying and hardcritting respectively marines would be able to drop to -150/-100 before dying and hardcritting. Chem may or may not provide pain tolerance.
Please this.
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Re: Suggest new chems!

Post by Awesomesauce935 » 18 Dec 2018, 07:52

A chem that suppresses OD while active, making chem nades viable, stims more useful, and being an asset for helping someone while you wait to get them a dialysis.

Make is expensive and time consuming though, like requiring Ryetalyn, Phoron, and other stuff.

Maybe Oxygen damage as well,
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Dolth
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Re: Suggest new chems!

Post by Dolth » 18 Dec 2018, 10:06

Chems nades are already viable tho
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Re: Suggest new chems!

Post by Weaselburg » 18 Dec 2018, 10:39

Napalm/Mustard Gas/Chlorine gas. Napalm should be deployable by shuttle, but have to be made from special bomb canisters and filled up. Mustard and Chlorine gas should be able to be launched out of a mortar, but have to be inside special chemical shells that have to be filled up. Research should be able to make all three of these.
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