with how strong the glaive seems to be... it would be better to make them uncraftable otherwise i can see it being crafted for any situation... nukies? glaive... xenos? glaive... traitor with kill objective? glaive... traitor with die gloriously objective? glaive... traitor with steal objective? glaive... it seems to be able to do everything with virtually no downsides
@@LV5_G.R.P. it is a large item that can only fit in your back slot or hands and needs both hands to be used, a single sec with a stun gun or a stun baton can down a syndicate with a glaive
@@Liltenhead I think it will still be stolen even if it doesn't have FTL for the mining missions and so on that or the captain shuttle on the few maps that occasionally have it.
9:25 I always believed the big red planet in the background to be our beloved lavaland. But with the direction salvage is going right now, definitely gonna be different from shaft miner or similar roles on 13. Gonna start seeing more people using crusher and such now, which is nice as someone whose prefer it over PKA both on 13 and 14. (The glaives is definitely a bit too powerful though.)
@@ecbrd8478 one concept i at some point was tossing for a bounty in ss13, was if we could optimize other shit. to give lavaland actual depth layers. and the deeper the crew starts to probe the more awakened it becomes. but in ss14 and unity stations, there aren't any byond limitations anymore so if coded properly it could go deep. just think of were the old ss13 tendrils came from, some sleepy eldritch horror beneath the surface. you could hide all kinds of shit as you layer downwards, possible having some unique map interactions that require clearance of the top and second level. then via a project or two land the station itself on a cleared surface. or turn the station into a literal bsa platform, with more than redundant one engine to keep it going. because the horror was less sleepy than expected that or the station is roundstart damaged, with a decay orbit mechanic the crew has to stave off. the shift being a otherwise fairly no to low threat to start with. and everyone spawns basic eva suits or job ones, powered sections either have emergency wide access, or bring your crowbar to start the repair run. a salvage shift that can get fairly spicy fast. unless the crew keeps power going, and start fixing stations stability. to keep it out of terminal decay orbit range. it really comes down to how the rework the old lavaland concept on a new blank slate. and layer the possibilities from there.
@fourhead6651 Sadly so, it's as TG is these days, mostly focused on what the developers want. (At least they're not as bad as tg though, they actually make good changes sometimes)
I mean, not starting with a salv ship kinda sucks. I'll always miss the reclaimer. But I get it, gives Engineering more to do I guess, for those times when literally nothing is going on because nukies are slow or traitors can't find their objectives. Thanks for the update video.
Considering how hit and miss engi players are (this also includes the department having like 1 engi and 1 atmos tech at round start), I dont think Id like that as a salver. If I can build a shuttle myself (less efficiently than if I get an engi to help me do it) then its okay I guess...
I'll be honest here, I'm not looking forward to Salvage not having a shuttle; not as a Salvage player and not as an Engineering player. I believe such a concept may work fine on longer rounds, as is usually the case with MRP rounds, but unless they give us the Lego box equivalent of a Salvage shuttle that can be assembled in 5 minutes, I doubt Salvage will have much to work with most shifts.
@@ButcherTTV I mean, repetitive tasks is all Engineering does, for the most part, so I don't doubt some people would enjoy it. What concerns me is, Engineering making a shuttle to NOT have fun driving it around as they hand it off to Salvage might not be the definition of fun for most.
Ok so, it looks like they are working towards the ultimate removal of expeds overall knowingly or not. With the removal of the reclaimer round start most salv teams are likely not going to bother making a shittle, espeically if the round turns out to be revs or nukies since, you end up not being able to do the job you signed up for 99% of the time during those antag types. Its nice that they buffed salv gear though.
@@andrewgreeb916 I'd rather they not try and make ss14 an entirely different game tbh, but it's going to be what the contributors want it to be. Trick with any game over time is to not let the devs ruin it for you, but just treat each change like its a new game.
Slav getting mats to make a shuttle makes sense but I think expecting them to build it themselves is too much. Most won’t want to make anything more than a grid of metal poles with a generator and salv equipment on it.
I mine and hopefully this makes it a bit more dynamic, though entirely removing the shuttle is... Yeah. I think a better solution is for mining to have the keel of a shuttle which we could them add to, so it's partially there and needs us to add parts to. Building the thing entirely from scratch seems like it may take way too long, depending on round.
In a match, me and the salvage crew built our own ship, it was pretty cool and we managed to find to teleportation lockers, which we used to transport between the ship and station
How practical are these changes going to be on a high pop server, when the rounds only last 30-45 minutes often times. Even on a 1-1.5hr round, having to find parts and build a shuttle sounds like a sizeable chunk of time lost every round. Having the shuttle availablity be randomized sounds like a less monotonous game mechanic.
god damn it why. it already takes salvage fucking forever to get the ball rolling even when they are given a shuttle, why take it away. it’s gonna take 30 minutes into a round for mats to start coming into cargo, and by then the station could already be fucked.
I would really like to hear the reasoning on removing the Reclaimer. Most of the comments Ive seen about it are against her removal and I have to agree with them. Engi likely wont have the spare time nor resources to make anything as good (and the Reclaimer is a fixer upper already). Cargo wont be making any money as quickly, Science and Robotics wont be getting any precious metals, etc. It might be better to find a way to encourage having the shuttle upgraded instead. Maybe remove the infinite power generator or remove the tiny fans that keep the air in. Or maybe it can't FTL at the start and an FTL drive has to be researched and built first.
@@Liltenhead we need those tools and resources put in first. Community needs to be familiar with them before the shuttle is removed. Salvage players are going to be stuck on the station with nothing to do besides make it everyone else’s problem.
Hopefully crusher gets balanced to ss13 where it only does big big damage on a backstab and cant detonate humans. Killing fauna has a small chance to drop a trophy which upgrades your crusher to have various effects. Killing a bosses will drop strong trophy's such as: Freezing an enemy in an icecube for 3 seconds allowing you to perma stunlock them, or getting a 60% speedboost upon mark detonation for 1 second. This of course will require killing EXTREMELY powerful enemies with a melee weapon. This will also require porting/adding more fauna to kill for salvage.
As a Salvage player, I fundamentally disagree with removing a round-start ship. Without it, we're either going to steal Cargo's shuttle, which is detrimental to the station, or we won't do anything at all (also detrimental) because Engineering NEVER has the time or materials to do anything but maintenance and repairs. I have no idea where this decision came from or why, but in my opinion as a Salvage player, it's incredibly dumb and very harmful to the station's gameloop. This basically kills Salvage as a role. We won't be able to enjoy any of these new features because we wont have a ship.
I’m thinking the same thing. I think the best middle ground would be locking FTL behind its own tech and forcing salvage to rely on science to get on expeditions. At least then salvage players can do something useful while waiting for the shuttle to become functional. Not being allowed to go do your role from the start is just poor design.
@@rickastley7522Job essential tech being locked behind Research has been tried before, and it did not go well. Cloning used to be on the Research tree, and reportedly, Science would get threatened and pressured into researching it every time, so the devs made it so the tech could only be acquired through expeds. FTL travel being a Tech might bring forth a similar antagonistic treatment of the Research team, but we could always give it a try I suppose.
@@fernando47180 the current setup sounds like Engi’s are going to be in the same boat of “build us a ship or else” at round start. At least if you go this route the salvage players can be doing something while they wait to unlock their full role. I would hate to see what will happen if salvage crews are stuck on ship the whole round. I wouldn’t even call it self antag at that point.
So, if you don't have the reclaimer, how exactly are you supposed to go mine? Are we going to have to use the cargo shuttle and make it do double duty?
Here’s an idea regarding the glaive leach: Instead of giving a basic and rather powerful +30 health restore to the glaive, it could be made into an experimental variant of the crusher. Some kind of “Crusher Spear” that does less damage overall and doesn’t have the multi-rock swing attack, but when you hit a space creature (space bear, space kangeroo, space spider, etc.) while the crusher field thing is on it, a syringe extends from the spearhead and jams into the monster. This would temporarily stun it and would partially fill a blood bag on the spear with some kind of healing serum (would need to explain why it doesn’t just fill with blood) at the cost of the user having to be close long enough for a short interaction bar to complete. Maybe the spear could also be repurposed to instead inject contents of the blood bag into a person? Maybe syndicate salvagers could get a mod kit to make the spear inject like, 15 units from the bag on hit, so crafty agents can stab people with a syringe full of cyanide lol
Neat, now I don't have to use tc on a laser sword to actually do salvage melee. Although losing the ship will be awkward, it will slow down the mining operation and salvage operation, and salvagers get very upset if they don't get to do their job as soon as possible.
Came back to the game and zamn. I hope they make it like in SS13 where you can't land the markers on humans since they are so concerned about "game design" as seen in their discord. Also, this might be a bit snarky but I find hilarious people referring to going to the planet on the background without knowing its name since it's not implemented nor common knowledge in SS14 when it is such an integral part of the previous game. I think this whole rework just aims to rework salvage specialists into proper SS13-fashioned shaft miners.
One day we will get crusher tropies with lavaland mobs and megafauna to fight. Here's hoping. Probably not, with them focusing more on the space salvage part, from the look of it. But we can always hope.
@@Liltenhead I figured you were aware since you did mention on stream once you did join SS13 for a bit, I am mostly talking about the people who never did, it is a bit snarky, yes, but it's still kinda funny man.
@@Liltenhead Honestly? That's for the better, even back when SS13 was the main deal and not walking side by side with 14 I believed this game needed a "reboot" in it's fanbase. SS13 just has a lot of people that are not that nice.
As a developer from the MRP server, I do not understand these changes. I know that the offs have big problems with the miners. But it seems to me that solving them through such an unbalanced weapon is a mistake. Personally, the first thing I'll do is put her in the "tir 3" of research, where she belongs. Because miners suddenly dig asteroids on our server, since cargo cannot buy the same solid plasma, and the only resources available to them for purchase are Steel, glass, plastic and those at very high prices. So the glaive also costs very little, in one trip you can equip all the miners.
I don't know what the seismic charge is(he explains later), and the leach feature was never explained to me. I thought it was simply a projectile with a weird lingering effect. Everyone I asked didn't understand what the effect was.
It may be just me, but not having any kind of criticism or opinion part anywhere on this video, considering the changes themselves, kinda feels like you're not being 100% honest with us! Thanks for the very explanatory video anyway.
Glaives seem too strong in the hands of someone nefarious. Also possibly to easy to get, but I do like how their now valid options. Other changes seem pretty great and im excited to not have the shuttle. Salvage just loading everything on the shuttle and never being seen again was annoying.
Latin this is not to you. but to those who made this update. if this is new salvage i'd rather get autofilled to the gray. sorry but here is an opinion nobody asked for. Cargo is boring and salvage is the only interesting part of it. the sole reasons why 99.9% of players unironically play as a cargo technician is A they got autofilled cus they got extremely UNLUCKY with job distribution B they got autofilled cus they had only salvage and cargo tech so that when salvage dies they could get promoted to salvage. C They are a newbie D They are a newbie who wants to unlock salvage on will only be a cargo tech in case of situation "B" Quartermaster are either autofilled or promoted from salvage or they trying it for the first time. The amount of em who actually enjoys this boring doodoo is so small rounding their number gives 0. And after completely and irreversibly ruining usefulness of expeditions into non existance for anyone but traitors. People that still did them will now go to boring аss asteroids for the entire round that have so few resources R&D will die of old age making a single borg. And if salvage is lucky, engineers that are impossible to find when you need to fix a single door, actually give a damn about them to make a 3 by 6 box with walls made of cardboard and potato batteries for electricity supply, to visit one expedition cus either the shift will end or they will just die out with the rest of the station. And a rework of expeditions to be better? what's the point if they can't go to them cus engineering will only give a damn about making a shuttle if forced under a banhammer. or will be so enthusiastic about it they will build it for the duration of the entire goddamn shift. verdict? People who are making this are as disconnected from the community and those who enjoy salvage, that boby kotik and blizzard look like the most caring for their player base people. you can say. well they are working for free. they are contributors and all other doodoo. listen... ACTUAL SНIT AIN'T GONA BECOME TASTY IF SERVED FOR FREE!
Honestly cargo needs some kind of base income, like why are we running some kind of star trek cashless society, with only cargo actually using funds, why can't we have vending machines charge a bit of cash for their snacks so that the station has cash to order restocks. Cargo should not have to rely on stripping the station bare to run the station. Other than that, cargo can be very easily ruined by your fellow members, if you work hard to get a base level of capital for cargo to help complete bounties and someone approves an order of 4 crab crates for no reason... I can get cargo, but I don't like how easy it is for any new guy or jerk to mess it up for you.
Honestly cargo needs some kind of base income, like why are we running some kind of star trek cashless society, with only cargo actually using funds, why can't we have vending machines charge a bit of cash for their snacks so that the station has cash to order restocks. Cargo should not have to rely on stripping the station bare to run the station. Other than that, cargo can be very easily ruined by your fellow members, if you work hard to get a base level of capital for cargo to help complete bounties and someone approves an order of 4 crab crates for no reason... I can get cargo, but I don't like how easy it is for any new guy or jerk to mess it up for you.
There is no way that the glavei isn't getting nerfered, like 45 fucking damage in total ontop of healing 10 damage points of each type of brute damage, which makes up around 70% of all damage in combat? Like you can't wide swing for easy hits with it but just hitting normal hits is not that hard. Jesus why bother spending 8 TC for an esword when you can just get this as salv or scientist like 7 minutes into the shift or even less, I will be waiting for the glaive crusaders in bloodred with meth to banish anyone into the shadow realm at the speed of usain bolt.
Glaive go brr
I formally request a crusher buff for spears are cringe and axes are pog champ
valid-hunt-O-matic 9000
with how strong the glaive seems to be... it would be better to make them uncraftable otherwise i can see it being crafted for any situation... nukies? glaive... xenos? glaive... traitor with kill objective? glaive... traitor with die gloriously objective? glaive... traitor with steal objective? glaive... it seems to be able to do everything with virtually no downsides
@@LV5_G.R.P. it is a large item that can only fit in your back slot or hands and needs both hands to be used, a single sec with a stun gun or a stun baton can down a syndicate with a glaive
I feel like removing the reclaimer will just lead to salvagers taking the cargo shuttle like in the ye old days.
Pretty sure the cargo shuttle will just be blocked from being able to ftl. The trade post is going to be on the same "map" as the station I believe.
Huh. Sounds a bit like Frontier, can’t wait to buy new ships just a week away
@@Liltenhead I think it will still be stolen even if it doesn't have FTL for the mining missions and so on that or the captain shuttle on the few maps that occasionally have it.
oh god i can smell the glaive nerf already.
Based, gonna be "two for the price of one" with the throngler Nerf next friday
It's probably just going to be made MUCH rarer
First they take our crushers, now they aim to take our shuttle...
9:25 I always believed the big red planet in the background to be our beloved lavaland. But with the direction salvage is going right now, definitely gonna be different from shaft miner or similar roles on 13.
Gonna start seeing more people using crusher and such now, which is nice as someone whose prefer it over PKA both on 13 and 14. (The glaives is definitely a bit too powerful though.)
I'm honestly hopin' it's lavaland, that shit was rad
@@ecbrd8478 one concept i at some point was tossing for a bounty in ss13, was if we could optimize other shit.
to give lavaland actual depth layers. and the deeper the crew starts to probe the more awakened it becomes.
but in ss14 and unity stations, there aren't any byond limitations anymore so if coded properly it could go deep.
just think of were the old ss13 tendrils came from, some sleepy eldritch horror beneath the surface.
you could hide all kinds of shit as you layer downwards, possible having some unique map interactions that require clearance of the top and second level.
then via a project or two land the station itself on a cleared surface.
or turn the station into a literal bsa platform, with more than redundant one engine to keep it going. because the horror was less sleepy than expected
that or the station is roundstart damaged, with a decay orbit mechanic the crew has to stave off. the shift being a otherwise fairly no to low threat to start with.
and everyone spawns basic eva suits or job ones, powered sections either have emergency wide access, or bring your crowbar to start the repair run.
a salvage shift that can get fairly spicy fast. unless the crew keeps power going, and start fixing stations stability. to keep it out of terminal decay orbit range.
it really comes down to how the rework the old lavaland concept on a new blank slate. and layer the possibilities from there.
I talked with a dev and they said the team hated lavaworld and wanted to get as far away from lavaworld as possible.
this update is definetelly good news for crusher players
@fourhead6651 Sadly so, it's as TG is these days, mostly focused on what the developers want. (At least they're not as bad as tg though, they actually make good changes sometimes)
I mean, not starting with a salv ship kinda sucks. I'll always miss the reclaimer. But I get it, gives Engineering more to do I guess, for those times when literally nothing is going on because nukies are slow or traitors can't find their objectives. Thanks for the update video.
I don’t like the idea on depending on engineering for my salv ship….
Considering how hit and miss engi players are (this also includes the department having like 1 engi and 1 atmos tech at round start), I dont think Id like that as a salver.
If I can build a shuttle myself (less efficiently than if I get an engi to help me do it) then its okay I guess...
i really don’t want to have to go through even more set up just to do my job
I'll be honest here, I'm not looking forward to Salvage not having a shuttle; not as a Salvage player and not as an Engineering player.
I believe such a concept may work fine on longer rounds, as is usually the case with MRP rounds, but unless they give us the Lego box equivalent of a Salvage shuttle that can be assembled in 5 minutes, I doubt Salvage will have much to work with most shifts.
We in salvage will just have to mine to get you what you need to get us off your back lol
as long as they give you all of the important circuit boards I'd be okay with the rework, I am a engineer player, I wouldn't mind building a shuttle
They could definitely make some tech that helps expedite shuttle creation, kind of like the flat packer, but for making shuttles
Yeah having to do repetitive tasks such as making a shuttle each round isn't gonna be that fun 😢
@@ButcherTTV I mean, repetitive tasks is all Engineering does, for the most part, so I don't doubt some people would enjoy it. What concerns me is, Engineering making a shuttle to NOT have fun driving it around as they hand it off to Salvage might not be the definition of fun for most.
Honey its time for your yearly salvage rework
ʸᵉˢ ʰᵒⁿᵉʸ
if the salvage magnet still has a time limit this is going to be rough
There's more time to mine or loot, and no ghost roles anymore. Salvage is fairly safe for now.
Finally I can solo expeditions.
Yes, there's " *I* " in the " *TEAM* "
Ok so, it looks like they are working towards the ultimate removal of expeds overall knowingly or not. With the removal of the reclaimer round start most salv teams are likely not going to bother making a shittle, espeically if the round turns out to be revs or nukies since, you end up not being able to do the job you signed up for 99% of the time during those antag types. Its nice that they buffed salv gear though.
I'd rather they gave you half a ship, it's clearly unable to fly round start, but you can get it ready to work after a couple mining runs
@@andrewgreeb916 I'd rather they not try and make ss14 an entirely different game tbh, but it's going to be what the contributors want it to be. Trick with any game over time is to not let the devs ruin it for you, but just treat each change like its a new game.
@@CrazzyJ-iw5rc at that rate I might as well just make my own fork of the game.
@@andrewgreeb916 Please do. ss14 needs more forks.
We're not removing expeds, it's just getting reworked last as it's salvage endgame and want to rework everything leading up to it first.
Slav getting mats to make a shuttle makes sense but I think expecting them to build it themselves is too much. Most won’t want to make anything more than a grid of metal poles with a generator and salv equipment on it.
yeah, actually building a ship takes too long, I'd rather they gave you half a ship, and you just need to pour in the resources to get it ready to fly
I mine and hopefully this makes it a bit more dynamic, though entirely removing the shuttle is... Yeah. I think a better solution is for mining to have the keel of a shuttle which we could them add to, so it's partially there and needs us to add parts to. Building the thing entirely from scratch seems like it may take way too long, depending on round.
So now I have to learn how to build a ship... Well fuck.
In a match, me and the salvage crew built our own ship, it was pretty cool and we managed to find to teleportation lockers, which we used to transport between the ship and station
How practical are these changes going to be on a high pop server, when the rounds only last 30-45 minutes often times. Even on a 1-1.5hr round, having to find parts and build a shuttle sounds like a sizeable chunk of time lost every round. Having the shuttle availablity be randomized sounds like a less monotonous game mechanic.
Why the borg Mining bag not auto Pickup?
god damn it why. it already takes salvage fucking forever to get the ball rolling even when they are given a shuttle, why take it away. it’s gonna take 30 minutes into a round for mats to start coming into cargo, and by then the station could already be fucked.
I would really like to hear the reasoning on removing the Reclaimer. Most of the comments Ive seen about it are against her removal and I have to agree with them. Engi likely wont have the spare time nor resources to make anything as good (and the Reclaimer is a fixer upper already). Cargo wont be making any money as quickly, Science and Robotics wont be getting any precious metals, etc. It might be better to find a way to encourage having the shuttle upgraded instead. Maybe remove the infinite power generator or remove the tiny fans that keep the air in. Or maybe it can't FTL at the start and an FTL drive has to be researched and built first.
There's going to be new tools and resources to help speed up how fast you can build a shuttle.
@@Liltenhead we need those tools and resources put in first. Community needs to be familiar with them before the shuttle is removed. Salvage players are going to be stuck on the station with nothing to do besides make it everyone else’s problem.
Hopefully crusher gets balanced to ss13 where it only does big big damage on a backstab and cant detonate humans. Killing fauna has a small chance to drop a trophy which upgrades your crusher to have various effects. Killing a bosses will drop strong trophy's such as: Freezing an enemy in an icecube for 3 seconds allowing you to perma stunlock them, or getting a 60% speedboost upon mark detonation for 1 second. This of course will require killing EXTREMELY powerful enemies with a melee weapon. This will also require porting/adding more fauna to kill for salvage.
As a Salvage player, I fundamentally disagree with removing a round-start ship.
Without it, we're either going to steal Cargo's shuttle, which is detrimental to the station, or we won't do anything at all (also detrimental) because Engineering NEVER has the time or materials to do anything but maintenance and repairs.
I have no idea where this decision came from or why, but in my opinion as a Salvage player, it's incredibly dumb and very harmful to the station's gameloop.
This basically kills Salvage as a role. We won't be able to enjoy any of these new features because we wont have a ship.
I’m thinking the same thing. I think the best middle ground would be locking FTL behind its own tech and forcing salvage to rely on science to get on expeditions. At least then salvage players can do something useful while waiting for the shuttle to become functional. Not being allowed to go do your role from the start is just poor design.
@@rickastley7522Job essential tech being locked behind Research has been tried before, and it did not go well. Cloning used to be on the Research tree, and reportedly, Science would get threatened and pressured into researching it every time, so the devs made it so the tech could only be acquired through expeds. FTL travel being a Tech might bring forth a similar antagonistic treatment of the Research team, but we could always give it a try I suppose.
@@fernando47180 the current setup sounds like Engi’s are going to be in the same boat of “build us a ship or else” at round start. At least if you go this route the salvage players can be doing something while they wait to unlock their full role. I would hate to see what will happen if salvage crews are stuck on ship the whole round. I wouldn’t even call it self antag at that point.
3:06 epic doom music
So, if you don't have the reclaimer, how exactly are you supposed to go mine? Are we going to have to use the cargo shuttle and make it do double duty?
Here’s an idea regarding the glaive leach: Instead of giving a basic and rather powerful +30 health restore to the glaive, it could be made into an experimental variant of the crusher. Some kind of “Crusher Spear” that does less damage overall and doesn’t have the multi-rock swing attack, but when you hit a space creature (space bear, space kangeroo, space spider, etc.) while the crusher field thing is on it, a syringe extends from the spearhead and jams into the monster. This would temporarily stun it and would partially fill a blood bag on the spear with some kind of healing serum (would need to explain why it doesn’t just fill with blood) at the cost of the user having to be close long enough for a short interaction bar to complete.
Maybe the spear could also be repurposed to instead inject contents of the blood bag into a person? Maybe syndicate salvagers could get a mod kit to make the spear inject like, 15 units from the bag on hit, so crafty agents can stab people with a syringe full of cyanide lol
Neat, now I don't have to use tc on a laser sword to actually do salvage melee.
Although losing the ship will be awkward, it will slow down the mining operation and salvage operation, and salvagers get very upset if they don't get to do their job as soon as possible.
cant you still wide-swing your pick to mine multiple blocks at once? Shouldnt that be faster than the crusher glaive?
Came back to the game and zamn.
I hope they make it like in SS13 where you can't land the markers on humans since they are so concerned about "game design" as seen in their discord.
Also, this might be a bit snarky but I find hilarious people referring to going to the planet on the background without knowing its name since it's not implemented nor common knowledge in SS14 when it is such an integral part of the previous game.
I think this whole rework just aims to rework salvage specialists into proper SS13-fashioned shaft miners.
One day we will get crusher tropies with lavaland mobs and megafauna to fight.
Here's hoping. Probably not, with them focusing more on the space salvage part, from the look of it. But we can always hope.
I know what lavaland is, we don't want lavaland in ss14 though, or at the least not implement it the same way.
@@Liltenhead I figured you were aware since you did mention on stream once you did join SS13 for a bit, I am mostly talking about the people who never did, it is a bit snarky, yes, but it's still kinda funny man.
@@romulo2714 ahh I gotcha. Yeah decent bit of 14s population haven't played 13
@@Liltenhead Honestly? That's for the better, even back when SS13 was the main deal and not walking side by side with 14 I believed this game needed a "reboot" in it's fanbase. SS13 just has a lot of people that are not that nice.
Bring back Miners. We yearn for Lavaland.
As a developer from the MRP server, I do not understand these changes. I know that the offs have big problems with the miners. But it seems to me that solving them through such an unbalanced weapon is a mistake. Personally, the first thing I'll do is put her in the "tir 3" of research, where she belongs. Because miners suddenly dig asteroids on our server, since cargo cannot buy the same solid plasma, and the only resources available to them for purchase are Steel, glass, plastic and those at very high prices. So the glaive also costs very little, in one trip you can equip all the miners.
would be cool if you could emag seismic charges to use them as budget c4
that's a really good idea
There's actually a miner specific traitor item that does specifically that for the charges in 13
@@marlikbudvergard yeah thats what i was basing it off, the mining charge hacker on goon
I haven't played in a while, is it still almost impossible to get on salvage beacuse its only 3 roles that like 50 people are going for?
I don't know what the seismic charge is(he explains later), and the leach feature was never explained to me. I thought it was simply a projectile with a weird lingering effect. Everyone I asked didn't understand what the effect was.
The projectile doesn't do any damage, but it increases the damage the target hit takes on the next melee attack and the attacker heals some hp.
love the idea of public salvage
Could definitely see salvage starting with a partially broken ship
If they give you us boards and thrusters you can make a good enough shuttle in 8 minutes or so
The crusher were op before now they are just broken.
Wait, that thing i thought only amplified damage HEALS you? Is that new?
Nuu my crusher dagger
Glaive should only be so op in space, thas suppossed to be their whole ability
surgery when?
"The loot is pretty good" me and qm had seen that and found an old Russian Space Station 13 with vodka XD. That aint good
That's pretty good
@@Liltenhead Well, the only cool thing about it was the size. It was half a station large. But sadly nothin cool in it
cant forget the space ruins with literal SMG's with ammo, pistols, and actual frag grenades
It may be just me, but not having any kind of criticism or opinion part anywhere on this video, considering the changes themselves, kinda feels like you're not being 100% honest with us!
Thanks for the very explanatory video anyway.
Feels to me like he may be saving comment until the rework is finished, seeing as this vudeo is part 1 on a large subject matter.
Removing the shuttle sounds rough, but I'm looking forwards to trying to build one.
spessflation indeed
LESS SALVAGE MORE SURGERY
@@asdasdasdasdasdasdsasdsasdasd indeed me
HELL YEAH. Make salv great again☝️☝️☝️☝️
what the fuck? i thought crushers werent supposed to work on humans
Why would they not work on humans
@@GP22855 in the original PR it said it didnt work on humans
@@GP22855 i dunno, think about it for 5 seconds. Perhaps... balance reasons?
Glaive will be nerfed
Glaives seem too strong in the hands of someone nefarious. Also possibly to easy to get, but I do like how their now valid options. Other changes seem pretty great and im excited to not have the shuttle. Salvage just loading everything on the shuttle and never being seen again was annoying.
Latin this is not to you. but to those who made this update.
if this is new salvage i'd rather get autofilled to the gray.
sorry but here is an opinion nobody asked for. Cargo is boring and salvage is the only interesting part of it.
the sole reasons why 99.9% of players unironically play as a cargo technician is
A they got autofilled cus they got extremely UNLUCKY with job distribution
B they got autofilled cus they had only salvage and cargo tech so that when salvage dies they could get promoted to salvage.
C They are a newbie
D They are a newbie who wants to unlock salvage on will only be a cargo tech in case of situation "B"
Quartermaster are either autofilled or promoted from salvage or they trying it for the first time. The amount of em who actually enjoys this boring doodoo is so small rounding their number gives 0.
And after completely and irreversibly ruining usefulness of expeditions into non existance for anyone but traitors.
People that still did them will now go to boring аss asteroids for the entire round that have so few resources R&D will die of old age making a single borg.
And if salvage is lucky, engineers that are impossible to find when you need to fix a single door, actually give a damn about them to make a 3 by 6 box with walls made of cardboard and potato batteries for electricity supply, to visit one expedition cus either the shift will end or they will just die out with the rest of the station.
And a rework of expeditions to be better? what's the point if they can't go to them cus engineering will only give a damn about making a shuttle if forced under a banhammer.
or will be so enthusiastic about it they will build it for the duration of the entire goddamn shift.
verdict?
People who are making this are as disconnected from the community and those who enjoy salvage, that boby kotik and blizzard look like the most caring for their player base people.
you can say. well they are working for free. they are contributors and all other doodoo.
listen... ACTUAL SНIT AIN'T GONA BECOME TASTY IF SERVED FOR FREE!
Honestly cargo needs some kind of base income, like why are we running some kind of star trek cashless society, with only cargo actually using funds, why can't we have vending machines charge a bit of cash for their snacks so that the station has cash to order restocks. Cargo should not have to rely on stripping the station bare to run the station.
Other than that, cargo can be very easily ruined by your fellow members, if you work hard to get a base level of capital for cargo to help complete bounties and someone approves an order of 4 crab crates for no reason... I can get cargo, but I don't like how easy it is for any new guy or jerk to mess it up for you.
Honestly cargo needs some kind of base income, like why are we running some kind of star trek cashless society, with only cargo actually using funds, why can't we have vending machines charge a bit of cash for their snacks so that the station has cash to order restocks. Cargo should not have to rely on stripping the station bare to run the station.
Other than that, cargo can be very easily ruined by your fellow members, if you work hard to get a base level of capital for cargo to help complete bounties and someone approves an order of 4 crab crates for no reason... I can get cargo, but I don't like how easy it is for any new guy or jerk to mess it up for you.
How many alts you got bruv
@@forumrabbit oh you where ralking about the guy on top. thats weird.
Glaive nerf incoming.
just add lavaland
There is no way that the glavei isn't getting nerfered, like 45 fucking damage in total ontop of healing 10 damage points of each type of brute damage, which makes up around 70% of all damage in combat? Like you can't wide swing for easy hits with it but just hitting normal hits is not that hard. Jesus why bother spending 8 TC for an esword when you can just get this as salv or scientist like 7 minutes into the shift or even less, I will be waiting for the glaive crusaders in bloodred with meth to banish anyone into the shadow realm at the speed of usain bolt.
Day 81 of asking liltenhead to unban me in his comments
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