After reading some of the other comments I'm pretty sure it's less out of balance but because the ability to fire lethal shells made secoffs feel it was Valid to search and/or confiscate, even though the flare gun has uses outside of combat
Well the pill bottle thing was more bdcause doctors were keeping 10 30u bottles filled with medicine in a single bottle. The flare gun nerf was done because flare guns just invalidated the makeshift shotgun completely.
I read the PR, and you do! Sort of. Improvised shells are on the list of "improvised, beanbag, tranquilizer and flare rounds now have the ShotgunShellLight" tags, so you can still blast things with a flare gun. It's just nerfed in the sense you need to press Z to reload it now. But, on the bright side, they're also 2x more likely to spawn in emergency lockers, so you're much more likely to be able to use it.
I was a salvage borg on goob the other day and suddenly heard the noise, looked at my chat history bar. Realise i have new law. New law went something like LAW: LACK OF STARVATION MAKES CREW UNHAPPY. We were at ats at the time and salv was buying pizza so i just immediatly started chucking it all into space! Good times!
1:58 you forgot the best part, it's a really effective melee weapon!! When turned on, it does a bunch of shock damage which isn't resisted by any armor currently, meaning you effectively have a half-AP energy sword.
This is actually still possible. The security shell gun can fire all shotgun shells, while the regular flare gun now only fires "light" shells, which are flare shells, beanbags, tranqs, or improvised shells. So this is still a viable thing you can do, and the flareguns now spawn twice as often in emergency lockers.
Pietyvend having a spare Bible is really great for thieves if there's no Chaplain. Though, if there *is* a Chaplain, and they know about the change, they'll almost definitely be taking it roundstart. There's no reason not to dual wield Bibles and basically double your healing output.
Doesn't it also mean that cargo/salvage can restock the Pietyvend for even more bibles? If so I can imagine a thief can steal a restock for it to get a spare bible, as well giving them even more ways of getting one without looking too suspicious(Asking for a Pietyvend restock for more costumes would probably be the main excuse to ask for a restock).
The interdyne medical bundle, in my opinion, does NOT remove the need to make actual chems as agent. Its nice because you get 4 of the specialized medipens and 4 combat medkit, one for each nukie which is enough for them to live a bit longer or sustain themselves on split off missions for things like the AI, but if you want to survive long-term, those autoinjectors will go by VERY fast if you do not have the agent making chems to supplement them. The defib does seem nice and might also allow nukies to run defib ops without acidifiers, assuming they can stay together and cover eachother.
It does somewhat remove the need to make chems in blitz-ops. If your goal is to get as fast as possible to the station, then making a bunch of chems can slow you down a ton, the bundle is great for this strategy.
@@Crazykid-ob6mpwould be cool it they just made the flare gun back fire 50% of the time and dudding 15% instead of removing shotgun shells all together
Also on pills , advantage of pills is taking less space , who is more case on moded servers , like pills are very valid on marines server , or fronteer.
i for one and glad that they made it so flair guns cant use shotgun shells. literally yesterday i had security take my flair gun that i needed because i was working in the vacuum of space doing repairs. i needed it to signal if i got flung off but since security took it well... i didn't have it when i needed it
DualWealding bibles is actually crazy strong. i once had 6 people squad with makeshift weapons surviving 70 people zombie round on baratri purely on blessings from 2 bibles and holly water to combat toxic damage.
"service is a learner role" ss13/14 has no "learner role" you learn as you roll on the ground missing limbs and bleeding out the good ol fashion space station way
service worker clearly wasn't a learner role since you can play them no matter the time you put into it. Learner roles get blocked when you got too much hours.
i think it'd be funny if the flare gun exploded if you put a high powered shell in it. i remember one time where the shiptest admins on ss13 where hosting a zombie survival round on baycode, which i had never played on. in it, there was an explorer job who got a flare gun that fired 12 gauge flare shells. i grabbed it so i could use it as a shotgun. so, a bit later, a bunch of zombies are breaking down our barricade when i load buckshot into the flare gun. i run forward, yell "POCKET ROCKET!", then immediately blow up from the flare gun. all of that is to say, itd be extremely funny and itd make sense (flare guns reaaaalllly arent designed to shoot anything but flares)
I get why the pillbottle got changed. But man it still sucks. Guess I'm no longer doing x5-10 Trics and another bottle of the typical brutes (in glass bottles); But rather a smaller assortment of the typicals with 2 each. If only most other servers can do one chem-master is the jug emptying chemmaster, and the other is for pills..
Why would anyone ever in their right mind nerf the flare gun
Diona maintainers crying into their cereal at night
Because a sec version needed to be justified (?)
Beacuse firing shotgun shells out of it was very bs
@@theidiotofentireexistence3170 how? Firing 30 slash at a secoff was balanced
After reading some of the other comments I'm pretty sure it's less out of balance but because the ability to fire lethal shells made secoffs feel it was Valid to search and/or confiscate, even though the flare gun has uses outside of combat
Maintainers are trying to find the most random stuff to "balance" 😭😭😭
They REALLY did not like people like me having a pill bottle of improvised shotgun shells and a flare gun to fight of maintenance spiders, did they?
Well the pill bottle thing was more bdcause doctors were keeping 10 30u bottles filled with medicine in a single bottle. The flare gun nerf was done because flare guns just invalidated the makeshift shotgun completely.
The tider in me is now in tears at the fact that i no longer have a free shotgun every round from a random maints locker...
I read the PR, and you do! Sort of. Improvised shells are on the list of "improvised, beanbag, tranquilizer and flare rounds now have the ShotgunShellLight" tags, so you can still blast things with a flare gun. It's just nerfed in the sense you need to press Z to reload it now. But, on the bright side, they're also 2x more likely to spawn in emergency lockers, so you're much more likely to be able to use it.
@ratheruncreativename3252 Atleast that's something.
I was a salvage borg on goob the other day and suddenly heard the noise, looked at my chat history bar. Realise i have new law. New law went something like LAW: LACK OF STARVATION MAKES CREW UNHAPPY. We were at ats at the time and salv was buying pizza so i just immediatly started chucking it all into space! Good times!
They really missed the chance for the ion laws to say a bunch of gibberish.
With "B E A R S" overlaid at different speeds.
*honk* bourbon resound bourbon sieva beta omega *whoopie cushion sfx*
1:58 you forgot the best part, it's a really effective melee weapon!! When turned on, it does a bunch of shock damage which isn't resisted by any armor currently, meaning you effectively have a half-AP energy sword.
make it do stun and shock damage because it shocks hearts to make them beat in rythem again
@@GagePulkrabek giving syndies stun weapons is seen as a big no-no so it'll never happen upstream
If a single shotgun shot is so dangerous then maybe damage is the problem
Not removing utility
10 seconds in, the tider in me is in tears
rip having flaregun with handmade shells for self defense. ill miss you.
This is actually still possible. The security shell gun can fire all shotgun shells, while the regular flare gun now only fires "light" shells, which are flare shells, beanbags, tranqs, or improvised shells. So this is still a viable thing you can do, and the flareguns now spawn twice as often in emergency lockers.
Pietyvend having a spare Bible is really great for thieves if there's no Chaplain. Though, if there *is* a Chaplain, and they know about the change, they'll almost definitely be taking it roundstart. There's no reason not to dual wield Bibles and basically double your healing output.
Doesn't it also mean that cargo/salvage can restock the Pietyvend for even more bibles?
If so I can imagine a thief can steal a restock for it to get a spare bible, as well giving them even more ways of getting one without looking too suspicious(Asking for a Pietyvend restock for more costumes would probably be the main excuse to ask for a restock).
3:22 Finally I’ve had it as an objective more than once when there was no Chaplin
this and the chaplin might be going places and you will never find them
No fun allowed. Med change is good though
The interdyne medical bundle, in my opinion, does NOT remove the need to make actual chems as agent.
Its nice because you get 4 of the specialized medipens and 4 combat medkit, one for each nukie which is enough for them to live a bit longer or sustain themselves on split off missions for things like the AI, but if you want to survive long-term, those autoinjectors will go by VERY fast if you do not have the agent making chems to supplement them.
The defib does seem nice and might also allow nukies to run defib ops without acidifiers, assuming they can stay together and cover eachother.
Real. Much of this bundle is more for handing out meds so agent doesn't need to suffer and people can survive if they unfortunately split off.
It does somewhat remove the need to make chems in blitz-ops. If your goal is to get as fast as possible to the station, then making a bunch of chems can slow you down a ton, the bundle is great for this strategy.
I've been wanting an actual singleshot flaregun forever
flare gun nerf. No fun allowed.
Build a makeshift shotgun coward
@@Crazykid-ob6mpwould be cool it they just made the flare gun back fire 50% of the time and dudding 15% instead of removing shotgun shells all together
0:15 hear me out, what if we could make them in Emagged autolathes
syndies on their way to make space america:
Finally a little love for pills
Also on pills , advantage of pills is taking less space , who is more case on moded servers , like pills are very valid on marines server , or fronteer.
3:29 Good for syndie objectives
I miss pillmed
pill med never should have left, remove jugs!
For real I hate jugmed so much.
i for one and glad that they made it so flair guns cant use shotgun shells. literally yesterday i had security take my flair gun that i needed because i was working in the vacuum of space doing repairs. i needed it to signal if i got flung off but since security took it well... i didn't have it when i needed it
DualWealding bibles is actually crazy strong. i once had 6 people squad with makeshift weapons surviving 70 people zombie round on baratri purely on blessings from 2 bibles and holly water to combat toxic damage.
"service is a learner role" ss13/14 has no "learner role" you learn as you roll on the ground missing limbs and bleeding out the good ol fashion space station way
ss14 does have learner roles, at least on wizden related servers.
wait.
flash + foam might have the same glitch interaction that smoke + foam did back in the day, causing flash to trigger at every tile
Do you know what the new ui on the beer goggles indicate, because im clueless on what the icons are supposed to mean?
It means how thirsty they are, each level of thirst has a different icon
@henhenIII much appreciated, been tryna figure out what it meant
I thought it measured how drunk someone was 😂
The sec flair gun is just a slugger.
Wait, could learner roles not be antags? What all roles can't be antags?
Command, sec, interns(except SWs now)
service worker clearly wasn't a learner role since you can play them no matter the time you put into it. Learner roles get blocked when you got too much hours.
3:30 now all we need if to be able to remove the installments to be able to have an easier time stealing the canisters
No more Free single shot shotgun in emegacy closet😢
i think it'd be funny if the flare gun exploded if you put a high powered shell in it.
i remember one time where the shiptest admins on ss13 where hosting a zombie survival round on baycode, which i had never played on. in it, there was an explorer job who got a flare gun that fired 12 gauge flare shells. i grabbed it so i could use it as a shotgun. so, a bit later, a bunch of zombies are breaking down our barricade when i load buckshot into the flare gun. i run forward, yell "POCKET ROCKET!", then immediately blow up from the flare gun.
all of that is to say, itd be extremely funny and itd make sense (flare guns reaaaalllly arent designed to shoot anything but flares)
This is actually the intent in the future, the current patch is just a temporary measure
1:05 this is a cool niche but i still can't EAT THEM
I get why the pillbottle got changed. But man it still sucks. Guess I'm no longer doing x5-10 Trics and another bottle of the typical brutes (in glass bottles); But rather a smaller assortment of the typicals with 2 each.
If only most other servers can do one chem-master is the jug emptying chemmaster, and the other is for pills..
Why did these update update vlogs stop getting posted on the steam announcements for the game?
i didn't even know overloading made noise
Security shell gun=Eoka pistol
flare gun should instead explode your hand off if you fire a regular shell, alas newmed is just a week away
Muffin~~~ ❤
Do you have your own private server to try out these changes or is there a public test server?
It's very easy to host your own local testing server, the wiki has a guide for doing so I believe.
Sadly no meat muffins 😿
Thank you for the update
They nerfed the SecRemover 9000, fuck this shit I’m im out
No
im slowly losing hope on ss14.