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Post by crystalwarrior on Apr 2, 2014 6:27:27 GMT -5
Security hardsuits would be very nice to have.
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Post by Name Changing Autist on Apr 2, 2014 8:32:32 GMT -5
Nerf weaponlocks to only exist in cargo ordered weapon crates or science made ones. Considering they're the root of all evil when it comes to shitheads being armed, this would be pretty nice.
Security hardsuits were removed (I think) because security is meant to be a on-station only thing, space is their one weakness, along with assistants, bombs and gunfire.
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Post by Atheist Sex God on Apr 2, 2014 13:46:34 GMT -5
Nerf weaponlocks to only exist in cargo ordered weapon crates or science made ones. Considering they're the root of all evil when it comes to shitheads being armed, this would be pretty nice. Security hardsuits were removed (I think) because security is meant to be a on-station only thing, space is their one weakness, along with assistants, bombs and gunfire. as well as actually doing their jobs
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Post by derpthestewpidgoat on Apr 2, 2014 18:14:44 GMT -5
Nerf weaponlocks to only exist in cargo ordered weapon crates or science made ones. Considering they're the root of all evil when it comes to shitheads being armed, this would be pretty nice. The damn weapon locks are the main reasons why DS's are flat out impossible now unless you're ungodly robust.
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Post by NotFoos on Apr 3, 2014 2:16:11 GMT -5
Nerf weaponlocks to only exist in cargo ordered weapon crates or science made ones. Considering they're the root of all evil when it comes to shitheads being armed, this would be pretty nice. The damn weapon locks are the main reasons why DS's are flat out impossible now unless you're ungodly robust.
Only thing I don't like about weapon locks is I can't just be an assistant and steal guns and use them and shit. I know that's the point but now you absolutely need an ID to get implants or use the guns in the first place, and if someone steals the spare and fucks off or whatever you can't use guns ever. So I guess if we ever do start having aliums again the whole crew is fucked. A lot of my suggestions actually are fucked with weapon locks and low crew number. I forget where I was gonna go with this.
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Post by Nokington on Apr 3, 2014 7:14:53 GMT -5
I actually like weapon locks. It stops shitbags from breaking into armoury all the time, or disarming your average shitcurity officer, also stopping the powergaming QM from arming the crew or attempting a mutiny.
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Post by Name Changing Autist on Apr 3, 2014 7:37:56 GMT -5
Security should be able to keep an eye on the armoury anyway, ensuring those shithead assistants don't break in. Disarming is a matter of tough luck, stop being unrobust you shit officer. Powergaming QM is something I dislike though as I've said above.
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Post by derpthestewpidgoat on Apr 3, 2014 11:07:49 GMT -5
I actually like weapon locks. It stops shitbags from breaking into armoury all the time, or disarming your average shitcurity officer, also stopping the powergaming QM from arming the crew or attempting a mutiny. Weapon locks on guns coming into cargo and made in Sci. is fine, but I think that if a damn assistant manages to sneak past security/the AI/the captain then they deserve to now have him posing a threat with a taser or E-gun, I mean, he has to get through ATLEAST 4 different doors that he does not have access to if he is going in through maint and trying to take the shortest way possible. He could try to deconstruct the R-walls but I'd say only 50% of the people know how and it takes a lot of time. AI also has a cam in the atmos room in the armory's maint.
Additionally, the same thing goes for syndies, if some guy managed to push you over and steal your C-20R, you deserve to get an entire mag unloaded into your face, but because of weapon locks, he'll get the gun and then realize he's immediately fucked. Only way for normal crew to use C-20Rs and other level 2 guns is to use a *magic item*.
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Post by NotFoos on Apr 3, 2014 14:43:12 GMT -5
Powergaming QMs are still possible, just order shotguns instead of E-guns. Of course it's not quite as effective but the combat in this game really just matters on who gets shot first.
As for breaking into the armory, I used to just walk in/break the windows in front and weld the table to the wardens office then push the button. Now there's a shutter so I have to break a window and a table to get to it. Still faster than hacking 4 doors, and no one ever actually watches the brig anyways so you just need to make sure no one is there while you're doing it. Only problem being this only gets you stun batons/armor unless you also stole an ID which would let you waltz in and get guns anyways. Hardly worth it when stun gloves are so OP.
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Snowfat
Head of Personnel
Posts: 59
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Post by Snowfat on Apr 3, 2014 18:21:34 GMT -5
Can't gun locks be emagged and broken so anyone can use it? Also I thought if you had a screwdriver and wire cutters you could hack it to unlock it. I don't know much about guns because I'm a pussy apparently but it always seems like if you have the means to get a gun then it's likely you'll also have a means to unlock the gun. Last I recall security access was required to even open gun crates ordered from cargo so if you can get into the crate then it's more likely than not you can also unlock them or are handing them straight over to security.
In the case of Nuke Ops though, I wouldn't mind if their gun locks were removed for some black market lore purposes. I can understand keeping them for balance reasons because a random assistant pushing an Op over could then potentially kill the entire squad because it can stun lock with rapid fire and disarm is *chance time*.
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Post by NotFoos on Apr 4, 2014 3:15:08 GMT -5
I WISH you could hack guns. 3 or 4 wires, pulsing one unlocks the gun temporarily, cutting it afterwards unlocks it permanently. To the point where it cannot be re-locked without pulsing said wire again. This would mean you NEED a multitool and wirecutters to unlock guns. One other wire would short the gun's circuits, rendering it useless, another might shock you or cause it to misfire at you.
Also I wanna say this is almost entirely someone elses idea. I forget who but I pretty much stole it, completely pretty much. With a little adjustment of my own ideas. Anyways this would make the random event buffs I am suggesting less uhh, crew slaughtering? Yeah.
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Post by Name Changing Autist on Apr 4, 2014 6:25:38 GMT -5
I WISH you could hack guns. 3 or 4 wires, pulsing one unlocks the gun temporarily, cutting it afterwards unlocks it permanently. To the point where it cannot be re-locked without pulsing said wire again. This would mean you NEED a multitool and wirecutters to unlock guns. One other wire would short the gun's circuits, rendering it useless, another might shock you or cause it to misfire at you. Also I wanna say this is almost entirely someone elses idea. I forget who but I pretty much stole it, completely pretty much. With a little adjustment of my own ideas. Anyways this would make the random event buffs I am suggesting less uhh, crew slaughtering? Yeah. I can't remember who proposed it either, I think it was Absynth? I agree with it now as much I did beforehand.
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Post by NotFoos on Apr 4, 2014 16:31:53 GMT -5
I agree with your agreement. Whatever that means. I also have another random event idea:
Bring back the crabs. That is all.
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Post by derpthestewpidgoat on Apr 4, 2014 19:18:51 GMT -5
Powergaming QMs are still possible, just order shotguns instead of E-guns. Of course it's not quite as effective but the combat in this game really just matters on who gets shot first. If they're smart they can easily load in a stun shell to be fired first, one stun shell hits the guy, then you can freely either shoot them or beat them to death.
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Post by derpthestewpidgoat on Apr 4, 2014 19:20:34 GMT -5
Still though, if an assistant manages to get a nuke op's gun, good for him, but now he has 4 or so pissed off syndies who are coming for him. At this point, being robust matters.
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