Rai
Useless Clown
Honk
Posts: 149
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Post by Rai on Oct 13, 2013 2:40:58 GMT -5
It's bad in my opinion. Everytime I keep forgetting that I can't use a gun I found in the middle of a disaster.
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Post by DrunkenFlyingDemoman on Oct 13, 2013 9:13:37 GMT -5
In a personal view, Gunlocks are brilliant, ever since it was implemented, there were few incidents of random, indiscriminate shooting.
Neither did I have a problem with one, either learn to fight without guns or get a loyalty implant.
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Post by Name Changing Autist on Oct 13, 2013 9:47:57 GMT -5
That then brings up the problem of armour.
Ever since it was updated and buffed majorly, the HoS and Captain's armour has made whoever wears them almost unaffected (at least compared to before) by any type of melee attacks, IIRC it reduces damage by 80%.
Unsure about Stunglove effect on them.
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Post by notatraitor on Oct 13, 2013 10:35:08 GMT -5
That then brings up the problem of armour. Ever since it was updated and buffed majorly, the HoS and Captain's armour has made whoever wears them almost unaffected (at least compared to before) by any type of melee attacks, IIRC it reduces damage by 80%. Unsure about Stunglove effect on them. Having watched the armoured captain get gang-banged by like 7 revs for a solid 5 minutes with fire-axes, shotguns, a revolver, broken bottles, fists, picks, and stun batons, I have to say armour is pretty tough. You'd think getting 3 stuns in, and having him surrounded by revs each time would be enough to finish him before he got up, but god damn.
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Post by jarek56 on Oct 13, 2013 19:45:45 GMT -5
On the whole, I do understand the purpose of gunlocks. In the future age of SS13, it makes perfect sense. Frankly, I agree totally with Atheist's points. She pretty much sums up all of my feelings about it.
I don't like the concept so much in gameplay, but then this is a ROLE-PLAYING game. I feel that the RP side of things takes precedence (or should) over strict game balance. Having locks on high level research weapons makes great sense. Frankly, I've almost NEVER seen a round where advanced energy guns and laser cannons actually made an appearance.
And besides, it's not like the Armory even HAS any damn guns anymore, besides the already-difficult-to-open-for-legitimate-nonantags Gun Locker. I mean...two Laser guns. E-guns for HoP, HoS, and Captain. That's pretty much it, as far as I know. Gun locks for these weapons seems...a tad much.
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Post by lordmummie on Oct 14, 2013 5:21:45 GMT -5
Having the gun lock just gives these akward but funny situations where someone thinks he has you cornerd and tries to taze you but epicly fails.
Maybe allow hacking it to remove it, with a shock wire, a alarm wire and a unlock wire?
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Post by austupaio on Oct 16, 2013 3:38:00 GMT -5
I absolutely loving to be using a computer or busy with something while watching someone act suspiciously around me.
They'll be standing a few tiles then there it is, the gun in their hand. *Boop*.
I grin, then beat them to death.
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Post by Name Changing Autist on Oct 24, 2013 6:10:37 GMT -5
This is a really close vote, however is any action on it going to happen?
I'd like to see some form of compromise though if it remains, it remains. I'm sure we can adapt but some still see it as an annoying feature that should be reduced in ways.
As was said, maybe the non-lethal/stun weapons can have locks removed. Or to curb the QM powergaming and the Science Department mass-producing guns, weaponlocks are put on them.
I don't really have a final say in this (or much say at all), but I'd at least like this to be recognised and have a final decision taken on it.
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Snowfat
Head of Personnel
Posts: 59
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Post by Snowfat on Oct 30, 2013 3:11:42 GMT -5
I think it'd be neat if energy based weapons had these high tech locks on them. It doesn't make much sense for any non-electronic weapons to have radio detector whatevers in them to check if automatically if the person holding it is linked to a database authorized to use that weapon. Then again, I feel security should have ballistic weapons in the armory, probably shotguns in the gun safe or maybe make two safes, one laser and one ballistic. I feel it makes a bit of sense since syndicate can come equipped with EMP if they want (rarely used, I know, but they still have the option) and even just a regular shotgun with slugs is very powerful (60 brute compared to a laser's 20 burn last I checked the outdated wiki). Also energy weapons either need to be researched and made in science or be the captain's antique to recharge, else they charge in a recharge station where ballistic weapons can be reloaded quick and easy anywhere, regardless of power. Then if security wanted to pull out the big guns they'd have to run the risk of losing them and arming their opponents. Also, if antagonists are trying to get guns and can't deal with the locks, kill a sec officer (likely where you would get a gun from in the first place) and take his ID. You can unlock weapons by swiping them with a proper ID, it's not too much of a hassle to require removing them completely.
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ppi
Shitcurity
Posts: 15
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Post by ppi on Dec 3, 2013 12:24:37 GMT -5
There are two sides of the same coin. On one hand: Only people with implants or security access can use lv1 gunlocked guns. If someone disarms you, you won't be fucked, unless you dropped your stun baton too. Nobody can rob armory and take over the stations. Makes it slightly harder for certain antags. Morons can't use the guns. On the other hand: Disarming, and pushing security and cuff them with wire cuffs takes no time at all, rob them of their id, and it doesnt matter. You can't emp loyalty briefcases open, so stealing captains id, or an id with security access will be easier. Wizard/nukesquad/spiders/horriblethings happen, the locks makes it hard to arm the crew. Makes traitors always get emags to get implants or captains id early on. Shitcurity should never run with a gun out unless emergency.
Gun locks are good and bad, I to some degree like them, cause idiots with guns, but overall, it is extremly preventative against say nuke squad or death squad, if you lose your gun, you fucking deserve to die by it.
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Post by tinfoiltophat on Dec 3, 2013 19:34:16 GMT -5
See the thing is, someone in a rush to get a gun, like someone who's defending themself from a tater/DAT FAGET TATER GERGE MELLONZE/ GRIFFER will be hindered by weapon locks. HOWEVER, someone who is determined to get a weapon, like a tater or just that guy who broke into cap's office and got a gun, can nab an ID from somewhere or just be like HEY SEC CAN I HAVE A LOYALTY IMPLANT? So, I believe that weapon locks are kinda a bad idea and should be removed.
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Post by lordmummie on Dec 4, 2013 4:37:30 GMT -5
After a while, I have now realized how bad it actually is, seeing tinfoiltophat's reaction to this thread. Basically, anyone who needs a gun for bad purpose (tators) can easily break it, the people who need it to guard themselves (RD for example) first need to wait 30 minutes untill the HoS ha time to implant them and even still they think that you are up to no good if you ask nicely. Only thing this gunlock stops is a mime going around tazing everyone and stealing their stuff.
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Post by derpthestewpidgoat on Dec 10, 2013 11:16:40 GMT -5
Nobody has brought this up, so I feel that i may aswell tell you that this makes DeathSquads and Nuke ops 100% harder to defeat. Especially the DS since most weapons do very little to them.
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