Reduce Throwup Stun/Time
- NoShamNoWow
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Reduce Throwup Stun/Time
Summary (a quick, 2-3 sentence summary): Reduce the amount of time you get stunned from throw up or alternatively, extend the time when you throw up. Currently, from what I've seen, every minute you throwup and the stun time is around 6-7 seconds. This is very much annoying in and out of combat.
Benefits (How this will benefit the server and game as a whole): Less time consuming, blatantly annoying to deal with.
Details (Description of how you think this would work, the benefits, etc): Just reduce the time on the stun lock or extend the amount of time for each throwup.
Implementation (Optional, if you have an idea how to implement it): Coding.
Benefits (How this will benefit the server and game as a whole): Less time consuming, blatantly annoying to deal with.
Details (Description of how you think this would work, the benefits, etc): Just reduce the time on the stun lock or extend the amount of time for each throwup.
Implementation (Optional, if you have an idea how to implement it): Coding.
Elijah Makus [Sulaco (CO)] says, "Some crazy son of a bitch killed the queen with his bare hands"
Reenus Turner asks, "Do you got a bipod I can put on my knife?"
Reenus Turner asks, "Do you got a bipod I can put on my knife?"
- MrJJJ
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Re: Reduce Throwup Stun/Time
+1 for the throwup one, its so easy for a spitter or a praet to keep sending you a machine gun of corrosive acid, and if he hits you at least 5 times, prepare to be stunned, a lot
- coolsurf6
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Re: Reduce Throwup Stun/Time
-1
Its so easy to heal toxin damage so its your fault for not talking to a medic.
But maybe lessen the damage you take from a spitter. Thats a better suggestion.
Its so easy to heal toxin damage so its your fault for not talking to a medic.
But maybe lessen the damage you take from a spitter. Thats a better suggestion.
The FitnessGram™ Pacer Test is a multistage aerobic capacity test that progressively gets more difficult as it continues. The 20 meter pacer test will begin in 30 seconds. Line up at the start. The running speed starts slowly, but gets faster each minute after you hear this signal. [beep] A single lap should be completed each time you hear this sound. [ding] Remember to run in a straight line, and run as long as possible. The second time you fail to complete a lap before the sound, your test is over. The test will begin on the word start. On your mark, get ready, start.
- MrJJJ
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Re: Reduce Throwup Stun/Time
Not sure if you seen, but a typical medic will take a lifesaver (which last i remember, had at least 3-4 dylovene autoinjectors thank you very much) and most likely not take any additional bottles, since he is not expecting to be treating toxin damage too much.coolsurf6 wrote:-1
Its so easy to heal toxin damage so its your fault for not talking to a medic.
But maybe lessen the damage you take from a spitter. Thats a better suggestion.
- NoShamNoWow
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Re: Reduce Throwup Stun/Time
If I wanted a make a suggestion about reducing the damage they do, I would have suggested that. This is about throwup, not the damage. They are the 'Range Masters' for a reason.
Elijah Makus [Sulaco (CO)] says, "Some crazy son of a bitch killed the queen with his bare hands"
Reenus Turner asks, "Do you got a bipod I can put on my knife?"
Reenus Turner asks, "Do you got a bipod I can put on my knife?"
- apophis775
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Re: Reduce Throwup Stun/Time
1 Russian red = No more toxins.
- NoShamNoWow
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Re: Reduce Throwup Stun/Time
I thought Red was meant to treat radiation damage, not toxins.apophis775 wrote:1 Russian red = No more toxins.
Elijah Makus [Sulaco (CO)] says, "Some crazy son of a bitch killed the queen with his bare hands"
Reenus Turner asks, "Do you got a bipod I can put on my knife?"
Reenus Turner asks, "Do you got a bipod I can put on my knife?"
- MrJJJ
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- Location: Spider Lab
Re: Reduce Throwup Stun/Time
I belive russian red is Arithrazine, which heals toxin damage slightly, but has a chance (which actually for me is always) of doing brute damage backNoShamNoWow wrote: I thought Red was meant to treat radiation damage, not toxins.
- coolsurf6
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Re: Reduce Throwup Stun/Time
I throw every injector except dexalin and quickclot and fill it with advanced trauma/burn kits and pills. I guess the meta has changed to bring more toxin pills.MrJJJ wrote: Not sure if you seen, but a typical medic will take a lifesaver (which last i remember, had at least 3-4 dylovene autoinjectors thank you very much) and most likely not take any additional bottles, since he is not expecting to be treating toxin damage too much.
The FitnessGram™ Pacer Test is a multistage aerobic capacity test that progressively gets more difficult as it continues. The 20 meter pacer test will begin in 30 seconds. Line up at the start. The running speed starts slowly, but gets faster each minute after you hear this signal. [beep] A single lap should be completed each time you hear this sound. [ding] Remember to run in a straight line, and run as long as possible. The second time you fail to complete a lap before the sound, your test is over. The test will begin on the word start. On your mark, get ready, start.
- MrJJJ
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Re: Reduce Throwup Stun/Time
Mhm, not sure why would you throw tricord away ever >_>coolsurf6 wrote: I throw every injector except dexalin and quickclot and fill it with advanced trauma/burn kits and pills. I guess the meta has changed to bring more toxin pills.
- coolsurf6
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Re: Reduce Throwup Stun/Time
Very rarely use it but tricord pills are amazingMrJJJ wrote: Mhm, not sure why would you throw tricord away ever >_>
The FitnessGram™ Pacer Test is a multistage aerobic capacity test that progressively gets more difficult as it continues. The 20 meter pacer test will begin in 30 seconds. Line up at the start. The running speed starts slowly, but gets faster each minute after you hear this signal. [beep] A single lap should be completed each time you hear this sound. [ding] Remember to run in a straight line, and run as long as possible. The second time you fail to complete a lap before the sound, your test is over. The test will begin on the word start. On your mark, get ready, start.
- Disco Dalek
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Re: Reduce Throwup Stun/Time
I can honestly say I've never once run out of dylovene. Just grab some syringe cases and load them full of bottles. There's really no point in bringing dylovene and tricord injectors when you can just bring two hyposprays.
One hypo for tricord which you can easily make from inaprovaline and dylovene and one hypo for dylovene.
So instead of bringing four auto injectors of dylovene, you could bring a syringe case with three entire bottles of it and a hypo for the same delivery speed. You'd have to try pretty hard to use all that dylovene up. You could also stock up on pills, but using a full pill to treat 30 or less toxin damage is a bit of a waste.
One hypo for tricord which you can easily make from inaprovaline and dylovene and one hypo for dylovene.
So instead of bringing four auto injectors of dylovene, you could bring a syringe case with three entire bottles of it and a hypo for the same delivery speed. You'd have to try pretty hard to use all that dylovene up. You could also stock up on pills, but using a full pill to treat 30 or less toxin damage is a bit of a waste.
Aka Dennis Hunt the (usually) overworked medic/doctor.
Currently AWOL due to my computer dying.
Currently AWOL due to my computer dying.
- Snypehunter007
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Re: Reduce Throwup Stun/Time
Old. No support.
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