Boilers deal more distributed damage

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KingKire
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Boilers deal more distributed damage

Post by KingKire » 27 Dec 2016, 14:57

Summary:
Have Boilers gas damage be reduced but have more categories of damage that can be applied.

Currently the boiler acid gas cloud deals devastating amounts of damage. This damage is almost instantly fatal which seems a little too strong compared to the boilers acid stream spray. This acid cloud also fails to leave any lingering effects to anyone that leaves the cloud, which seems weird.

My suggestion would be to have the boilers gas cloud damage be to anyone caught inside the cloud:
-(Low) burning damage; due to being covered in acid gas
- (Low - moderate) Oxygen damage; due to breathing in acid gas
-(Low) toxin damage; due to acid being present on the skin

some extra damage that the boiler gas can cause if exposed:
- temporary blindness if exposed for too long
- possible lung damage if exposed for too long

This would mean that:
- Boiler gas is less instantly lethal to those exposed, allowing people a little extra time to escape the cloud before things get critical.
- Boiler gas deals more spread out damage to 3 damage categories and possibly damages organs now which makes it harder to cure if exposed too much.
- Possibly can increase boilers spit damage to compensate, maybe giving spit the ability to damage Limbs/Eyes due to a stream of highly concentrated acid.


Some other thoughts:
-Gas masks could prevent a little damage reduction, although im told that they already do that. Possibly having an air supply would add to that reduction or the damage reduction only works if internals are on. Would really drive home the aspect of dont breathe in the cloud of acid.
- scientists hazard suit/ firemans suit/ space suit could provide a moderate reduction in damage due to the full body coverage?
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


~Furthermore, I consider that Floodlights should no longer be destroyed.~

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Biolock
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Re: Boilers deal more distributed damage

Post by Biolock » 27 Dec 2016, 15:05

The problem with the boiler acid is that, because of the nature of gasses on the server, the tiles can overlap. So while someone should only be receiving 50 damage per tick on a tile, there are three overlapping gas clouds on that tile, so they are actually receiving 150 burn damage. I assume the same problem would persist if the damage types were changed.
I'm stressing way too hard about what to put here, so I'm just gonna leave it blank.... or....

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KingKire
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Re: Boilers deal more distributed damage

Post by KingKire » 27 Dec 2016, 16:23

If thats the case, then i would switch my proposal to having the damage be like other ingested chemicals and just have it do damage over time, just like reverse tricord. solves the issue of multiple gas clouds maybe?
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


~Furthermore, I consider that Floodlights should no longer be destroyed.~

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Arachnidnexus
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Re: Boilers deal more distributed damage

Post by Arachnidnexus » 27 Dec 2016, 17:53

Or lower toxin damage but insert Space Drugs and hallucinogens into the marines for maximum FUN.

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Re: Boilers deal more distributed damage

Post by BalancedGeneral » 27 Dec 2016, 23:28

Arachnidnexus wrote:Or lower toxin damage but insert Space Drugs and hallucinogens into the marines for maximum FUN.
Boilers are pretty shit atm,but I would love LSD/Spess Drugs gass
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Eenkogneeto
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Re: Boilers deal more distributed damage

Post by Eenkogneeto » 28 Dec 2016, 00:05

Biolock wrote:The problem with the boiler acid is that, because of the nature of gasses on the server, the tiles can overlap. So while someone should only be receiving 50 damage per tick on a tile, there are three overlapping gas clouds on that tile, so they are actually receiving 150 burn damage. I assume the same problem would persist if the damage types were changed.
Actually it doesn't do any damage per tick. You can stand in the cloud and you'll only ever take the one damage from moving into it.
The reason why it most often instakills marines is that moving into the cloud causes it to hit you. Aswell as the cloud moving into you.
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Re: Boilers deal more distributed damage

Post by Jroinc1 » 28 Dec 2016, 10:32

Eenkogneeto wrote:Actually it doesn't do any damage per tick. You can stand in the cloud and you'll only ever take the one damage from moving into it.
The reason why it most often instakills marines is that moving into the cloud causes it to hit you. Aswell as the cloud moving into you.
Yeah, and if little timmy tries to sprint out after taking damage...
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KingKire
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Re: Boilers deal more distributed damage

Post by KingKire » 28 Dec 2016, 12:23

so, i guess thats a bug scince i dont think that was intended?
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


~Furthermore, I consider that Floodlights should no longer be destroyed.~

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Re: Boilers deal more distributed damage

Post by apophis775 » 28 Dec 2016, 13:55

There is a Xeno rebalance/rework in process, if this is still an issue in a few months, you can remake this.

For now, Denied.
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