SS13 TG Terry (Round 295: Delay)

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  • เผยแพร่เมื่อ 3 ม.ค. 2025

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  • @MTandi
    @MTandi 7 วันที่ผ่านมา

    You could overrun it and stop it from the front, dumdum.
    Also there is a module that lets you store the crate inside the mod suit.
    Also going in space with a basic cell, ion jetpack and no spare cells is a recipe for disaster.
    Sure, blame smartkar for refactoring spacewalk hehe

    • @zomolify
      @zomolify  7 วันที่ผ่านมา

      There's a bunch of better ways to actually breach, not just destroy, the ship but I find TTV'ing it is the most fun. RD suit starts with a green cell which was the advanced one iirc, not basic.
      I'm not sure that the crate clamp thing is a general module that actually could be put into the RD suit. Replacing a battery is also still a pain point with modsuits since you need to shut the thing down and do so while taking damage from cold & pressure.
      None of these things were an issue in the times I've successfully done this exact thing before. The space movement changes were just that incredibly janky in this old state. To the extent that most of the playerbase including coders didn't like it, even with the built in stabilization that makes modsuit jetpacks always draw so much extra power.
      A month or so after this was recorded there was PR that gave a ton more research points on war rounds so an advanced modsuit jetpack might actually be possible to make & use in time so that's nice.
      Voiced some of the issues with clips from this back then (1 second delay when pushing off, dragged objects lagging behind when your momentum/direction changes) and I think it eventually got significantly improved to a playable state which is great.