Bug Description: Recent changes made weeds vanish on one knife hit and weed nodes vanish on 5 knife hits. However weed nodes/purple sacs still vanish after just two whacks with a marine combat knife or bayonet.
Steps to reproduce:
1. Use knife/bayonet on weed node
2. Weed node dies in two hits
3. Bask in melee prowess
Weak Weed Nodes
- HalfdeadKiller
- Registered user
- Posts: 468
- Joined: 15 Oct 2014, 13:17
Re: Weak Weed Nodes
I don't really see much of a problem with this. Weeds are pretty easy to replenish, and destroying the node does nothing aside from stop growth of weeds, which stop on their own at a certain point. I could be wrong.
- Sargeantmuffinman
- Registered user
- Posts: 1372
- Joined: 01 Apr 2015, 14:31
- Location: Mean while in Europe somewhere.
Re: Weak Weed Nodes
Well they are,as stated above easy to replenish since you plant one down and boom it's about a 6x6 square or such.
George S.Patton once said:No bastard ever won a war by dying for his country. He won it by making some other poor dumb bastard die for his country.
I don't like cute things.
Good hunting.
I don't like cute things.
Good hunting.
- Arachnidnexus
- Donor
- Posts: 449
- Joined: 04 Sep 2015, 20:50
Re: Weak Weed Nodes
It's not a suggestion, just a bug report. The changelog reports it as taking 5 hits. I'm fine with the weed node taking 2 hits, but it's still a bug if it's intended to be 5 hits.
- apophis775
- Host
- Posts: 6985
- Joined: 22 Aug 2014, 18:05
- Location: Ice Colony
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Re: Weak Weed Nodes
Updated the changelong. I bumped 5 instead of 2 on my numpad.