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reduces the volume of all emergency internals tanks by 3 times #92038
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Does this also reduce the initial fill level in moles? |
This just seems like it will make life more unnecessarily tedious for everyone. How exactly is this good for the game at all? |
I actually like this. I know emergency internals were nerfed not too long ago to have less air but it didn't go far enough. The max volume still allows people to fill it up and never have to worry about air again during the round. With these new restrictions, people might get creative and use pluoxium to get more breathing room. |
How are people expected to deal with this? If there’s any kind of prolonged atmospheric disturbance, are people just supposed to carry a big tank in their hand? Keep a rack of mini tanks from the emergency closets? Have knowledge and access to the oxygen canisters on each map? It’s very common for oxygen to be missing in large portions of the map. I worry this is just going to either make people powergame it or just die when their workspace loses oxygen, we can’t expect every person to have the means to deal this |
Atmos canisters and O2/Fire lockers are saturated across every map along hallways. Every player knows where EVA is located as well. Getting access to a large O2 tank is trivial and this isn't even counting maintenance areas. Pocket internals are supposed to be for emergencies. They are not supposed to be permanent solution to atmos hazards for the entire round. |
It does reduce the amount present roundstart. Sad! |
I don't really see how this is good for the game at all, if anything its just going to increase the amount of people tiding into engi to print expanded tanks to do the exact same thing but better |
What Time-Green said, if there's a massive breach a third of a current tank is far too little |
what about half? |
ragebait pr, close |
I dont even think ATs want this job why would I choose being the oxygen jannie over the managing the entire distribution loop of air to the station, or making cool gasses to either sell or utilize to the crew? I understand the point I just think you lost me at the part where making ATs more useful impacts the enjoyment of everyone else especially if theyre likely the main source of problems that arise because of bad air supply, and the new content theyre receiving by the change isnt exactly engaging but will be mandatory. If maps had more protections against things like wide distribution flooding and total failure of the atmos system, then I would be much less opposed to the idea that you dont need extended periods of oxygen available to you. That would instead be a great source of sabotage to replace the portion youre losing. It would be extremely cringe if Atmos Techs were basically the MCs of every round if they just had the ability to control the airflow AND control how much air you received with no overisght. |
I could MAYBE be convinced if there was some sort of 20% left warning, but as of now, any round with atmospheric disturbances already has people dropping left and right from the oxytank depletion. Running around for oxygen tanks instead of dealing with whatever is causing the atmospheric disturbance (blob, malf, nukies, bombings etc) degrades the experience for everyone, and we don't need more of it |
About The Pull Request
title
Why It's Good For The Game
filling an emergency internals tank with a canister sets you for the rest of the game, with this change it will be for emergency use ONLY, making the big internals tanks actually useful and making space more dangerous.
Changelog
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balance: reduced volume of all emergency internals tanks by 3 times
/:cl: