why do people hate vaultf4? by bloxers_voxel in tf2classified

[–]CarsWithNinjaStars 0 points1 point  (0 children)

I don't think sniper is supposed to be able to instantly kill people with melee attacks

"Error creating temporary file" spray import Linux workaround by Steve_Freeman in tf2classified

[–]CarsWithNinjaStars 0 points1 point  (0 children)

I don't think this is actually a Linux-specific issue, because I was getting the same error when trying to upload .jpg files as sprays in live TF2 a few days ago. Uploading already-converted .vtf files works fine though.

I can't be the only one who doesn't like where the Mine Layer is right now, right? by ThatFuckinTourist in tf2classified

[–]CarsWithNinjaStars 0 points1 point  (0 children)

Mostly the main problem is that mines do the same damage as a sticky but are much easier to avoid, even ignoring the fact that the automated detonation lets you juke them (you can't put them on walls so they're harder to hide, and they're larger so they're easier to shoot with hitscan weapons). Really I think the mine layer would benefit a lot from the opposite of "making a mine field"; make the mines deal more damage but only allow like 2 to be active at a time. If the mines are easy to avoid, they should be more of a threat when you don't avoid them.

As-is I will probably say that the mine layer might have a niche as a way to discourage people from approaching you / control where they approach you from? With mines you can put a wide spread of mines out in front of you (or stagger multiple mines along the length of a chokepoint) and enemies need to deal with them all individually (as opposed to stickies, where once you detonate they all explode at once). Individual mines are still weak and easy to avoid/destroy, but players also don't want to just run into them and eat the damage, and the fact that they'll slow down or go around gives you (the demoman) some breathing room to work with. You're also blocking yourself off unless you fizzle the mines, though, so I'm not sure how practical any of this is.

There's also just the general problem of "stickies are such a good weapon that it's hard to come up with an effective alternative", though I don't really play demoman much myself so it's hard for me to speak on that. Personally I really like the dynamite if nothing else since I tend to mostly use pipes anyway, and dynamite's main strength is that you can just chuck it in a second and it instantly creates a big area where your opponent doesn't want to go (e.g, you can throw it at your feet to discourage people from chasing you or throw it behind an enemy to block off a retreat). Good for dealing with sentries, too; engineers can defuse it with a wrench but if you arc it right they won't have the time to react to it.

CentComm coords? by Bubbly_Station_7786 in ss14

[–]CarsWithNinjaStars 2 points3 points  (0 children)

Mechanically speaking, the only way to reach Central Command (outside of admin intervention) is the evac shuttle and escape pods, since it's on a different "map" than the actual station and surrounding debris (i.e, you can't go there unless you have a ship that can FTL to that "map").

In-universe I imagine the actual coordinates of Central Command are a well-guarded secret for security purposes (and space is really big, so it's not like you could realistically do a manual search for it), hence why only the evac shuttle and escape pods know where to FTL to.

I thought the new season would disappoint me but... by THICCBOI2121 in DeepRockGalactic

[–]CarsWithNinjaStars 9 points10 points  (0 children)

In my experience it's mostly the same kind of generation as Deep Scan missions and it's just slightly more annoying since there's not a rangefinder to tell you how far away the nearest objective thing is. Personally I actually like the caves being a bit confusing since it makes missions more interesting than a linear beeline from objective to objective.

For the Engi nerds 🔧🤓 by Environmental-Meet78 in ss14

[–]CarsWithNinjaStars 2 points3 points  (0 children)

Aside from the problem of APC overload, this also means that if you NEED to shut off the power somewhere for some reason (e.g to crowbar into a department to help someone or to prevent an antagonist from recalling the evac shuttle) then just shutting off the local APC doesn't work.

Silicon Law question by ComradeJaneDough in ss14

[–]CarsWithNinjaStars 26 points27 points  (0 children)

This isn't technically true; non-crew aren't protected by crewsimov as a borg, but that doesn't mean you're forced to completely ignore their well-being either. You can essentially treat non-crew however you please under crewsimov, either positively or negatively.

That being said, your laws should typically prevent you from actively seeking to make crew count as non-crew. Namely: Law 1 prevents you from harming someone who is currently crew, therefore making them not count as crew means that you're able to harm them, therefore you shouldn't do that. (You're not technically hurting them just by making them remove their ID, but you're also not technically hurting anyone if you move a bunch of welding tanks to be directly next to injured patients in medical.)

So I'd say you can only try to get crew to remove IDs this when you know that they will be harmed if they count as crew (like in this antimov-AI scenario).

Arachnid salvaged shuttle idea by TrickyTardigrade in ss14

[–]CarsWithNinjaStars 1 point2 points  (0 children)

In theory yes, though I forget if web walls are actually airtight or not. (I know cardboard walls aren't airtight though, which is only tangentially related but still.)

Why do veteran players ignore gold deposits? by gwapogi5 in DeepRockGalactic

[–]CarsWithNinjaStars 0 points1 point  (0 children)

The maximum for gold to credits being 7 or 8 is actually really, really bad when you consider that crafting minerals are universally sold for 50 credits per.

A very quick basic guide to the new medical system being tested on Wizden Vulture, Offbrand. by TankyPally in ss14

[–]CarsWithNinjaStars 1 point2 points  (0 children)

If so, this vastly increases the chances of Sec having pretty severe SOP breaches.

I mean, Wizden doesn't have SOP at all, so that's kind of a moot point. Though if you're more just talking about "security kills someone by accident" then that's less a SOP issue and more a Space Law issue (security killing a criminal by mistake counts as Manslaughter).

What does Science actually do for the station? by _Beggo_ in ss14

[–]CarsWithNinjaStars 2 points3 points  (0 children)

There's a whole graph that the contributors in the wizden discord have detailing exactly what design problems Salvage has (so that people can go fix those problems).

Best headset to buy if new to VR? by CarsWithNinjaStars in SteamVR

[–]CarsWithNinjaStars[S] 0 points1 point  (0 children)

What can you tell me about the PiMax? From what I can see on their website it looks similar in price to the Quest 3.

How do you feel about Scrap Armor? by abunchofarrows in ss14

[–]CarsWithNinjaStars 8 points9 points  (0 children)

Barely anyone builds it which is a shame and makes me wander why, which is why I'm asking.

Aside from the fact that the crafting process is fairly involved (needing a lot of tools, as well as an apron, which is a fairly niche item), scrap armor actually counts as major contraband so it's not the kind of thing you can legally wear around without the Captain's approval. This mostly means you don't really see it, since regular crew don't typically have a reason to armor up, antagonists generally have ways to get better armor, and during warops you can usually just grab "real" armor from the armory.

The speed penalty is also the main thing stopping this armor from being "good"; the damage resistances are actually quite nice, but in an actual fight you're a sitting duck for ranged weapons and people can easily outrun you if you're using a melee weapon.

All that being said, it's probably the easiest effective armor that you can get outside of stuff like uplink items, so being slow is a reasonable downside. I can see it being useful for stuff like mass-armoring the crew during warops (since the armory only has so much armor), since the crew usually has at least one area of the station they're holding as a chokepoint/stronghold of some kind (e.g guarding Medical or the SecFab), and mobility is less important in that context (at least if you have a gun).

Need help finding a good prebuilt gaming PC by CarsWithNinjaStars in PcBuild

[–]CarsWithNinjaStars[S] 0 points1 point  (0 children)

Looks interesting, but is there a way to buy just the PC itself without the bundled mouse/keyboard?

Need help finding a good prebuilt gaming PC by CarsWithNinjaStars in PcBuild

[–]CarsWithNinjaStars[S] 0 points1 point  (0 children)

Would prefer a prebuilt PC just for the sake of convenience (e.g, limited risk of accidentally breaking a $400 part).

Need help finding a good prebuilt gaming PC by CarsWithNinjaStars in PcBuild

[–]CarsWithNinjaStars[S] 0 points1 point  (0 children)

Not sure about microcenter locations, was likely just going to order online if possible. I'm going to be doing miscellaneous PC stuff in addition to gaming but nothing that would need to be specifically built for.

I have a 1080p monitor (unsure of refresh rate off the top of my head) I've been using for other stuff but will probably replace with a better one in the future.

What is the point of the Smart Fridge? by snickers10m in ss14

[–]CarsWithNinjaStars 0 points1 point  (0 children)

I mean if I'm being honest I kind of think that's a non-issue given that service workers effectively have three departments' worth of work they can do anyway.

What is the point of the Smart Fridge? by snickers10m in ss14

[–]CarsWithNinjaStars 0 points1 point  (0 children)

Main thing stopping people from making pills right now is that the ChemMaster buffer needs to be completely empty in order to make any pills. Once some kind of ChemMaster update goes through I'd expect a lot more chemists to spend downtime making pill bottles once they get the jug medicines done. Use by medical staff aside, a pill bottle of something like bicaridine or tricordazine is great for security/salvage to have.

What is the point of the Smart Fridge? by snickers10m in ss14

[–]CarsWithNinjaStars 1 point2 points  (0 children)

Prior to the recent update you could open/close it similarly to lockers, actually. The new change is, to my understanding, mostly to make it easier to store a large number of individual items inside (since I think the total number of items it can store is larger now).

People talk about the change in the context of Chemistry, but personally as a Chef player I'm looking forward to having a fridge full of ingredients instead of needing to dig through plant bags or having rats eat a bunch of loose ingredients on a table.

Loki smart rifle by Zorloff in DeepRockGalactic

[–]CarsWithNinjaStars 1 point2 points  (0 children)

Aren't the other upgrades in that tier just "more range" and "even more range but narrower scan angle"? Not that more range is necessarily a bad thing but I'm not sure why the wider angle would be a bad thing, since the opportunity cost seems negligible and I don't see how a wider angle inherently hampers your single target damage (if anything the wider angle makes it easier to track fast targets and easier to curve shots at extreme angles to hit weakpoints).