cigarettes, 20 per a pack, and when animated, extremely small, hard to notice, and hard to hit once they start moving with there small hit box. A wizard single handedly dismantled the station with smokes.. to witness the havoc a pack of smokes can deal please watch replay #87074 https://moon.spacestation14.com/replays/salamander/2025/06/29/salamander-2025_06_29-01_07-round_87074.zip the wizard is a mid round spawn, so you can skip forward a way.
This lead me to this request to add cig’s to the list of objects that cant be animated.
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They should simply deal damage proportional to their fixtures size or mass.
And maybe have movement speed inversely proportional. That way it actually has an effect what you animate.
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But it’s funny, and right now animation is the main competitor with rod for sheer “ability to solo the station” (which, wizard is KoS as it IS a station ending threat). And rod is way less funny.
The wizard having so few spells that have real value proposition is the real problem, you’re kind of forced to spam whatever your one offensive spell you could afford alongside defense/utility necessities since you’re so killable.
Our carp polymorphs no longer technically retaining crew alignment would be more welcome, people would actually maybe buy that item instead of rod or animation.
Making animation less attractive to purchase as well just leaves rod and fireball as our only reliable bread and butter, everything else is risking your rare role so people are discouraged.
This is also the same case with bullet casings scattering the floor. Watched it robust 5 people.
Incredibly small animated objects are extremely hard to hit with anything and have very high health. Ideally animated objects should deal damage and have health based on their density.
You’ll run into the problem of 90% of the items in this game having the default density/mass parameters from the parent. Someone needs to go through all of them and make sense of them.
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