AbleRip
Useless Clown
Rip
Posts: 204
|
Post by AbleRip on Apr 22, 2014 11:33:29 GMT -5
Please do not use words like retardation and severe autism to describe everything that you do not like. Calling other people names does not automatically make you right and if you post this on the forums expect people to post their own opinions on the matter which may conflict with yours. We may be right you may be right however just because we do not agree with you on this single issue on a game does not mean we have "unfortunate retardation and severe autism".
As for your example for the game being unbalanced being over looked you do have some point, but realize that their is supposed to be a gap between captain and an assistant.
As for redirecting to venting on assistants and engineers was because when I used to play warden I used to get a lot of shit from them so I sort of grouped them all together when they really shouldn't. Also my warden example of hiding in a locker Ive actually did this before the gun locks and you would be surprised how effective the element of surprise to looters is.
Lastly the IQ test dude it was just a joke we have quite a few of them here.
As your comments on Nokington I'l let him defend his opinion and not flood this statement with any more then I need to.
|
|
|
Post by Nokington on Apr 22, 2014 12:15:01 GMT -5
I can't really defend myself because I'm on a mobile but I will post my reply to the rant about how everything he says is right and the rest of us have autism later.
|
|
|
Post by Elowin on Apr 22, 2014 12:34:42 GMT -5
Please do not use words like retardation and severe autism to describe everything that you do not like. Calling other people names does not automatically make you right and if you post this on the forums expect people to post their own opinions on the matter which may conflict with yours. We may be right you may be right however just because we do not agree with you on this single issue on a game does not mean we have "unfortunate retardation and severe autism". As for your example for the game being unbalanced being over looked you do have some point, but realize that their is supposed to be a gap between captain and an assistant. As for redirecting to venting on assistants and engineers was because when I used to play warden I used to get a lot of shit from them so I sort of grouped them all together when they really shouldn't. Also my warden example of hiding in a locker Ive actually did this before the gun locks and you would be surprised how effective the element of surprise to looters is. Lastly the IQ test dude it was just a joke we have quite a few of them here. As your comments on Nokington I'l let him defend his opinion and not flood this statement with any more then I need to. Realize that there already is a gap between a captain and an assistant, as I already pointed out. Quite a large one, too. Not my fault that the vast majority of captains are completely incompetent. And i'm not arguing that the element of surprise is not effective, however you quite plainly said that it was necessary for a warden to do so in order to guard the armory, which is not true at fucking all. Just because you for some reason want to waste your time just in case that someone tries to break into the armory does not mean it's necessary. It just means you're a dumbass who is deathly afraid of fun. As for your "joke", it was not lost on me. However, i'm afraid it sucked balls. You're unfunny and untalented, that's why you're perfect for drama.
|
|
|
Post by Marde on Apr 22, 2014 13:23:04 GMT -5
I think you and everyone else here have pretty much spent more time arguing with each rather than come up with ways to change/improve/remove gun locks. If you want to argue at each other, go argue here.Anyway I'm up for testing idea to force all guns that do not spawn in security to have the weapon lock OR security weapons are weapon locked and others are not. And I might add a way to jam it open at the risk of ruining the gun. And unless someone gives a good replacement idea after that test, the only real option would be just removing them entirely.
|
|
|
Post by NotFoos on Apr 22, 2014 17:25:44 GMT -5
Gun locks should be removed because reason.
Reason = High access IDs get the robust shit, as opposed to the robust people just getting the robust shit, and being robust with their new robust shit that they got by being robust. Also, the vast majority of the time these faget ass new players play heads, and robusties play assistant. Then when the traitor kills the condoms he pretty much wins the entire round which usually tends to have like 12 people max these days. Also also, when the faget ass traitor is murderboning with guns out of lack of creativity, everyone needs to be able to use guns to fight him. If he has the spare and no heads then everyone is fucked because he got to it first.
|
|
|
Post by NotFoos on Apr 22, 2014 17:30:33 GMT -5
I think you and everyone else here have pretty much spent more time arguing with each rather than come up with ways to change/improve/remove gun locks. If you want to argue at each other, go argue here.Anyway I'm up for testing idea to force all guns that do not spawn in security to have the weapon lock OR security weapons are weapon locked and others are not. And I might add a way to jam it open at the risk of ruining the gun. And unless someone gives a good replacement idea after that test, the only real option would be just removing them entirely. Get rid of weaponlocks, make RnD weapons spawn in lockboxes again. Maybe do the same with cargo, or at least make it so you can't use the double barrel to destroy crates so easily with fuckin BEANBAGS.
|
|
|
Post by Nokington on Apr 22, 2014 18:50:50 GMT -5
I think we should do the same thing we did with the corporate law set for the AI. Test out not having weapon locks for about two weeks and see how players act differently or if there is any change at all.
|
|
Fiksowanie
Shitcurity
So a clown walks out of a bar...
Posts: 45
|
Post by Fiksowanie on Apr 22, 2014 20:33:48 GMT -5
Elowin, your arrogance isn't going to lead to any kind of consensus, especially one you'd find favorable. If you're just looking to be a douche, please follow Scooter's recommendation and go to the Humor section.
I personally am in favor of keeping the current locks and implementing the makeshift weapons from /tg/ to give those assistants a fighting chance. To go further, the server could add the lock to laser guns and force ID unlocks for stunguns rather than letting anyone with an implant use one without fear.
|
|
AbleRip
Useless Clown
Rip
Posts: 204
|
Post by AbleRip on Apr 22, 2014 20:59:07 GMT -5
I think you and everyone else here have pretty much spent more time arguing with each rather than come up with ways to change/improve/remove gun locks. If you want to argue at each other, go argue here.Anyway I'm up for testing idea to force all guns that do not spawn in security to have the weapon lock OR security weapons are weapon locked and others are not. And I might add a way to jam it open at the risk of ruining the gun. And unless someone gives a good replacement idea after that test, the only real option would be just removing them entirely. What do you mean "jam it open" would they be more like the new science guns or would they be something where you have to cut wires like an airlock?
|
|
AbleRip
Useless Clown
Rip
Posts: 204
|
Post by AbleRip on Apr 22, 2014 21:25:13 GMT -5
Gun locks should be removed because reason. Reason = High access IDs get the robust shit, as opposed to the robust people just getting the robust shit, and being robust with their new robust shit that they got by being robust. Also, the vast majority of the time these faget ass new players play heads, and robusties play assistant. Then when the traitor kills the condoms he pretty much wins the entire round which usually tends to have like 12 people max these days. Also also, when the faget ass traitor is murderboning with guns out of lack of creativity, everyone needs to be able to use guns to fight him. If he has the spare and no heads then everyone is fucked because he got to it first. To get people with guns when there is a traitor murder boning maybe there can be an emergency switch or something which unlocks all guns encase of an emergency. However I'm not sure how this would work as I can see someone trying to switch it open even if its not needed.
|
|
|
Post by NotFoos on Apr 22, 2014 21:34:53 GMT -5
I have a feeling that Elowin had a bad round because he tried to fire a gun and OH SHIT WEAPON LOCKS and then died or some shit.
That said, I do agree with removing them still.
|
|
|
Post by Elowin on Apr 23, 2014 0:23:27 GMT -5
Anyway I'm up for testing idea to force all guns that do not spawn in security to have the weapon lock OR security weapons are weapon locked and others are not. And I might add a way to jam it open at the risk of ruining the gun. And unless someone gives a good replacement idea after that test, the only real option would be just removing them entirely. How about we just skip to removing them entirely? I think that would be lovely. I think you and everyone else here have pretty much spent more time arguing with each rather than come up with ways to change/improve/remove gun locks. If you want to argue at each other, go argue here.I do believe I already established that my opinion is that they should be removed entirely. I have a feeling that Elowin had a bad round because he tried to fire a gun and OH SHIT WEAPON LOCKS and then died or some shit. That said, I do agree with removing them still. Nah, nothing like that. If that was the case I would be too busy crying in the corner of my room. Elowin, your arrogance isn't going to lead to any kind of consensus, especially one you'd find favorable. If you're just looking to be a douche, please follow Scooter's recommendation and go to the Humor section. Well, quite frankly, the argument you guys are presenting is a joke, and responding to a joke with a serious answer is rarely the right thing to do. That's like, rule number 1 of the internet. As for me being a douche, well, I can't really argue with that. I am a douche. That's not necessarily a bad thing though. To get people with guns when there is a traitor murder boning maybe there can be an emergency switch or something which unlocks all guns encase of an emergency. However I'm not sure how this would work as I can see someone trying to switch it open even if its not needed. Holy balls, please stop talking, you're giving me an aneurysm out of sheer stupidity. Get rid of weaponlocks, make RnD weapons spawn in lockboxes again. Maybe do the same with cargo, or at least make it so you can't use the double barrel to destroy crates so easily with fuckin BEANBAGS. Yes, this right here is exactly how to fix everything. It's so simple, it's almost like it's pretty much just how it was before weapon locks were implemented.
|
|
|
Post by derpthestewpidgoat on Apr 23, 2014 18:09:33 GMT -5
Can we lock this circlejerk of a thread already.
|
|
Snowfat
Head of Personnel
Posts: 59
|
Post by Snowfat on Apr 24, 2014 2:12:33 GMT -5
Circle jerks are fun to watch though, especially when more dudes get involved
|
|
|
Post by Elowin on Apr 24, 2014 7:51:00 GMT -5
Circle jerks are fun to watch though, especially when more dudes get involved circle jerks are my favorite thing right after pretty much everything other than cancer
|
|