As someone who has been a majority engineering, that explosion fills me with absolute dread... Now I'm excited to be fixing something for a majority of a shift!
I feel like, whenever the bomb is started, everyone's just gonna call CE or RD to defuse it. looks funny to me, that the ones who defuse it, are the heads themselves, or some unlucky guy with just a bomb suit
@@dragonjspider actually the rules of the game doesn't allow janitors to be experienced engineers, they don't know how to work with wires and such stuff. Even tech assistants cannot deal with such 'complex' devices, according to lore. So the only options is to call someone with engineering skills to disarm it.
@@dragonjspider well, for the LRP server it could have been worked, but I'm sure if there will be at least 1 awake admin, he would kindly explain to a poor janitor, dressed up like a bomb defuser, that this is a bit wrong (:
finally! after 10 years in development we hope it was worth the wait pro tip: syndicate bomb gibs you and anyone within close proximity of it when it explodes! evacuate that area!!
Extra clarification: you can unanchor and move it after you buy it as long as you didn't arm it. Here is everyone involved in making this work. Give them many thanks: github.com/space-wizards/space-station-14/pull/15380
But what happens it's bolted and you destroy the floor under it? Like with an axe or something. Can you move it after that? Sorry for the question, I don't know the mechanics too deep.
I've just got a very funny idea for a clown gimmick, the heads are gonna love this live game show, the whole station can watch, get an answer wrong and it goes kablooeey!
As somebody who when playing security pretty much specialises in bomb defusal since this update, I really like it. The adrenaline when you see a report in the radio, the pride I felt all five times I defused one of them. Its just something I enjoy, I really hope we get more of these bigger defusable bombs in the future. And due to the massive damage it deals, its actually worth it to assign a security officer to primarily handling bomb disposal, even if only 1 bomb happens in a shift.
Jesus fucking christ that's one massive explosion... place one near the bridge and you'll probably got half of bridge blown up and perhaps also Cap's room! My God...
The only thing close to that explosion is when someone gave me "The Nuclear Option" in Sandbox mode and I threw it in the middle of the hallway That was an instant restart
I wonder if I am going to see a scenario where a syndicate who is contacting sec via fax has hidden a bomb and once they get their objectives delivered to them they will tell security the bomb's location
I was totally unaware of the power of these. I was a Diona cadet and following my trainer in security maints. An engineering borg was near us and we stumbled on a bomb. My trainer immediately called it out and HoP ordered sec be evacuated. The engineering borg worked with the bomb for maybe two seconds before it detonated. Both of us got gibbed, but I was lucky enough to get my nymph through a firelock before dying to spacing.
@@Liltenhead assuming the bomber puts this in the middle of a department, there's a good chance your organs will be blasted into a wall. Unless you're cargo or like, science on some maps I think most departments are pretty landlocked into the station.
Can you imagine putting two of these on the evac shuttle? One poor sod cuts or pulses the wrong wire and everybody is dead or marooned. APC destroyed, mission accomplished. Way too OP in my opinion.
@@Liltenhead True, but all it takes is a syndie or two whose objectives do not include their survival on the shuttle to ruin the objectives of other syndicate members. I would strongly recommend a balance change on this otherwise awesome addition to the syndicate arsenal.
Where is the fun in that? Personally I would place it in the middle of bar, or Infront of sec... It's now about winning... It's about sending a message.
For only 11 TCs, that's tremendously, brokenly OP. Imagine every syndie buying one of these, and half of them going off. Or even worse, then having them meet up, and pool the rest of the TCs to spawn even more. Station is fucking gone. Needs to cost at the very least 30 TCs or more, to be something like, super surplus crates, done by having two or three syndies pooling their TCs for some plan, not something that any syndi can spawn willy nilly for just half the budget and have a 33% to 66% chance to obliterate part of the station just by buying and activating it.
the main reason for the cheap price is due to the fact that Explosions Suck™. maints actually asked me to lower it from 14(?) to 11 solely because of it. plus with a long timer, i doubt it's that OP
i like the idea of making eng actually have to work a major repair, but i dont see the station being repaired in small servers. on servers with lower population(even with 30 players engi is lucky to have more than two). this is an instant evac unless you are on a full server
I feel like the nigh irreversible devastation combined with rng making impossible to safely defuse is overtuned. If it is that dangerous, I think there needs to be a consistent way to prevent that.
Yeah, I would say pulsing the boom wire should not make it explode but only give an indication or at least reduce the bomb's radius. This is too much power for just 11TC.
If the balancing is concerned, they could make the dummy bombs have the same wire setup as the real ones each round, so before theres a bomb, if youve done a dummy one, youll know which wires are which
Like I suggested in my own comment: just make them cost a lot of TCs, is my own proposal. 30 TCs, or more, so that they are like super surplus crates, and require two or three syndies to be pooling their resources and use the bomb for some kind of plan, instead of just having each syndi being able to spawn one or two willy nilly.
I wonder, would RCD or axing the floor unanchor the bomb? Or does it have a mechanic to prevent that? I'd imagine there would be something in place since the nuke acts similar but ya never know.
explosion is fine but i personally think it station should detect bomb and make announcement as 90s is not that a lot , by the time bomb is found , and someone starts diffusing it it might be too late , because nothing stops person who planted the bomb to buy any weapon(9TC left) , hide in nearby locker and cap person who tries diffusing it , this might be evenscarier if 2 synds cooperate , and place 2 bombs close to each other , and "cap person trying to defuse it"
I kinda feel like the wires should follow a pattern. So it actually feels like a skill instead of dumb luck. Like the live wire or boom wire are always next to a dud wire or something.
SS14 is basically one of the many attempts of porting SS13 out of the old and rotting BYOND engine... Except unlike the other attempts (aside UnityStation, which is somewhat successful too, but not as much as SS14 unfortunately), it's proving to be somewhat successful and promising so far. It's still far, far behind in development, lacking still a ton of content, mechanics, and depth that SS13 has. But though slow, it's a steady, incremental progress by a few dedicated programmers, that hopefully in a few years will have managed to fully bring the SS13 experience out of BYOND.
As someone who has been a majority engineering, that explosion fills me with absolute dread... Now I'm excited to be fixing something for a majority of a shift!
Honestly its great job content for engi.
I agree, my engineering brother
Half my engi time is sitting in the waiting room
We can always count on lilten to explain the obscure additions to the game!
Send in the greytiders
I feel like, whenever the bomb is started, everyone's just gonna call CE or RD to defuse it. looks funny to me, that the ones who defuse it, are the heads themselves, or some unlucky guy with just a bomb suit
Probably the janitor if I had to guess, that sounds like a good idea
@@dragonjspider actually the rules of the game doesn't allow janitors to be experienced engineers, they don't know how to work with wires and such stuff. Even tech assistants cannot deal with such 'complex' devices, according to lore. So the only options is to call someone with engineering skills to disarm it.
@@alexcobalt6302 this was back when I played LRP if that puts any context to my words now lmao
@@dragonjspider well, for the LRP server it could have been worked, but I'm sure if there will be at least 1 awake admin, he would kindly explain to a poor janitor, dressed up like a bomb defuser, that this is a bit wrong (:
Can you chain explode the syndicate bomb with a C4 connected with a trigger?
finally! after 10 years in development we hope it was worth the wait
pro tip: syndicate bomb gibs you and anyone within close proximity of it when it explodes! evacuate that area!!
Thank you for big bomb
PRO TIP: Stay away from the bomb
@@agustron2479 lmfao
Extra clarification: you can unanchor and move it after you buy it as long as you didn't arm it.
Here is everyone involved in making this work. Give them many thanks: github.com/space-wizards/space-station-14/pull/15380
But what happens it's bolted and you destroy the floor under it? Like with an axe or something. Can you move it after that?
Sorry for the question, I don't know the mechanics too deep.
@@CrestedPilot1 you can drag it yes but it will most likely snap back ob
My favorite game show item.
Front row seats are to die for.
If you kill Renault with it you can buy another! Bonus!
But if I kill Renault I can't resist not buying a china lake.
I've just got a very funny idea for a clown gimmick, the heads are gonna love this live game show, the whole station can watch, get an answer wrong and it goes kablooeey!
Hoo boy, I have mischievous plans for these.
If you think about it, the timer is a suggestion. A mad man can just pulse every wire and make it go off when they please.
As somebody who when playing security pretty much specialises in bomb defusal since this update, I really like it. The adrenaline when you see a report in the radio, the pride I felt all five times I defused one of them. Its just something I enjoy, I really hope we get more of these bigger defusable bombs in the future. And due to the massive damage it deals, its actually worth it to assign a security officer to primarily handling bomb disposal, even if only 1 bomb happens in a shift.
Note that when it goes off, the floating rubble needs to be cleared first because it blocks construction. This seriously slows repair efforts.
Jesus fucking christ that's one massive explosion... place one near the bridge and you'll probably got half of bridge blown up and perhaps also Cap's room! My God...
Yeah it is absolutely no joke.
The only thing close to that explosion is when someone gave me "The Nuclear Option" in Sandbox mode and I threw it in the middle of the hallway
That was an instant restart
I wonder if I am going to see a scenario where a syndicate who is contacting sec via fax has hidden a bomb and once they get their objectives delivered to them they will tell security the bomb's location
i don't think the rules allow that to happen, but i can't remember
@@ikamusejohnson As long as the bomb isn't located in a place like arrivals that is against rules to blow it should be perfectly fine
@@aydenlokey3641 I think they're saying that security wouldn't be allowed to deliver you objectives, non-antags aren't allowed to help you.
@@ikamusejohnson im sure its allowed
@@aydenlokey3641 i meant the trading of high risk items as a head of any job
I was totally unaware of the power of these. I was a Diona cadet and following my trainer in security maints. An engineering borg was near us and we stumbled on a bomb. My trainer immediately called it out and HoP ordered sec be evacuated. The engineering borg worked with the bomb for maybe two seconds before it detonated. Both of us got gibbed, but I was lucky enough to get my nymph through a firelock before dying to spacing.
Assuming you do get gibbed, there is a chance your brain will be borged.
Just pray it doesn't fly away
@@Liltenhead assuming the bomber puts this in the middle of a department, there's a good chance your organs will be blasted into a wall. Unless you're cargo or like, science on some maps I think most departments are pretty landlocked into the station.
Can you imagine putting two of these on the evac shuttle? One poor sod cuts or pulses the wrong wire and everybody is dead or marooned. APC destroyed, mission accomplished. Way too OP in my opinion.
Well I mean if your objective is to survive on the shuttle you wouldn't want to do that
@@Liltenhead True, but all it takes is a syndie or two whose objectives do not include their survival on the shuttle to ruin the objectives of other syndicate members. I would strongly recommend a balance change on this otherwise awesome addition to the syndicate arsenal.
usually macrobomb is nukie ops only, how i remember
the time is being nerfed to 120s minimum in a later PR
I love this. The potential for shenanigans is immense.
Now have a reason to play security. I just want to become a "professionel" bomb defuser o7
Better watch the Hurtlocker to get good at it.
@@Liltenhead already did ;)
Woah, I think it's kinda OP. You can install the bomb in maints and surround it with walls. By the time someone finds it, it would be too late.
Where is the fun in that? Personally I would place it in the middle of bar, or Infront of sec... It's now about winning... It's about sending a message.
it beeps rapidly for 120(updated) seconds
For only 11 TCs, that's tremendously, brokenly OP. Imagine every syndie buying one of these, and half of them going off. Or even worse, then having them meet up, and pool the rest of the TCs to spawn even more. Station is fucking gone. Needs to cost at the very least 30 TCs or more, to be something like, super surplus crates, done by having two or three syndies pooling their TCs for some plan, not something that any syndi can spawn willy nilly for just half the budget and have a 33% to 66% chance to obliterate part of the station just by buying and activating it.
Only Nuke aplink
the main reason for the cheap price is due to the fact that Explosions Suck™. maints actually asked me to lower it from 14(?) to 11 solely because of it. plus with a long timer, i doubt it's that OP
i like the idea of making eng actually have to work a major repair, but i dont see the station being repaired in small servers. on servers with lower population(even with 30 players engi is lucky to have more than two). this is an instant evac unless you are on a full server
I feel like the nigh irreversible devastation combined with rng making impossible to safely defuse is overtuned. If it is that dangerous, I think there needs to be a consistent way to prevent that.
Yeah, I would say pulsing the boom wire should not make it explode but only give an indication or at least reduce the bomb's radius. This is too much power for just 11TC.
If the balancing is concerned, they could make the dummy bombs have the same wire setup as the real ones each round, so before theres a bomb, if youve done a dummy one, youll know which wires are which
Like I suggested in my own comment: just make them cost a lot of TCs, is my own proposal. 30 TCs, or more, so that they are like super surplus crates, and require two or three syndies to be pooling their resources and use the bomb for some kind of plan, instead of just having each syndi being able to spawn one or two willy nilly.
@@shadekage3432we're doing this
Won't the antagonist just intentionaly snip the boom wire for an instant explosion?
I can only see it happening if you have "Die a glorious death" objective.
@otaku2082 also if you don't have the objective of escaping on the shuttle or die then you can choose to suicide bomb
sure but you'll be caught in the radius, you will be gibbed without a suit
itd be pretty funny if you tried this and the first wire defused it
I wonder, would RCD or axing the floor unanchor the bomb? Or does it have a mechanic to prevent that? I'd imagine there would be something in place since the nuke acts similar but ya never know.
What is stopping a syndi from just putting the bomb down and pulse all the wires themselves until it explodes?
You'll kill yourself
gib*
@@Liltenhead Well, this will definitely be a glorious way to finish the die a glorious death objective.
inb4 clown says "i got it" and immediately pulses every wire
explosion is fine but i personally think it station should detect bomb and make announcement as 90s is not that a lot , by the time bomb is found , and someone starts diffusing it it might be too late , because nothing stops person who planted the bomb to buy any weapon(9TC left) , hide in nearby locker and cap person who tries diffusing it , this might be evenscarier if 2 synds cooperate , and place 2 bombs close to each other , and "cap person trying to defuse it"
or just snip the boom wire yourself.
I kinda feel like the wires should follow a pattern. So it actually feels like a skill instead of dumb luck. Like the live wire or boom wire are always next to a dud wire or something.
As engie from 13 that a cake walk to fix. But captions never let us do our jobs anyways
What a cute little bomb
god damn sec just got bombed by two of these.
As god intended
Last time when i was experimenting in atmos i had similar crater
Yeah, these bombs do maxcap-level explosions and damage, it's insane.
Hmm next time i'm syndie i'll be using this
This is so fucking scary
It will be funny if the add that nuke can be defused only by this way
we do a little trolling
Hehe. Too bad no one can defuse my makscap still. Explosion seems comparable with it. Actually the bomb explosion looks smaller.
Да
Russia to roulette plus ultra edition 💀
Waiting for it being banned on every server, lol
wtf is ss14?? i know ss13 but uhh this aint it chief
holup i have the playtest? wtf, okay
A remake of ss13 that of what ive heard has a playerbase similar in size to ss13, though content wise compared to ss13 is severely lacking apparently
SS14 is basically one of the many attempts of porting SS13 out of the old and rotting BYOND engine... Except unlike the other attempts (aside UnityStation, which is somewhat successful too, but not as much as SS14 unfortunately), it's proving to be somewhat successful and promising so far. It's still far, far behind in development, lacking still a ton of content, mechanics, and depth that SS13 has. But though slow, it's a steady, incremental progress by a few dedicated programmers, that hopefully in a few years will have managed to fully bring the SS13 experience out of BYOND.
@@FunnyStripes gotcha, thanks for the details. i was a little confused.