Weapon Overhaul (Not gunplay, the weapons themselves)

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Cw3040
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Weapon Overhaul (Not gunplay, the weapons themselves)

Post by Cw3040 » #232569

So, in the gunplay revision thread there was a post involving stun weapons. I have decided to make a thread to brainstorm ideas about weapon changes, additions, nerfs, buffs, etc.

I personally would like to see disablers used more frequently. Anyone with an E-Gun uses it on the kill setting, and anyone with a taser uses the stun setting. I propose giving security officers "Security Disabler" weapons (Black versions of the standard disablers Cargo can order) which deal 50-60 stamina damage (as opposed to 34 for the civilian disabler), and reserving tasers for the situations where using something with holodamage only would not be effective, but lethal force is not necessarily needed/used (Early-Round cultists, for example, would warrant a taser). This is both a buff and a nerf to security equipment. It allows security to actually knock out someone like a wizard or changeling to subdue them easier, while simultaneously reducing the amount of accidental stuns from stray taser shots. This nerfs security by taking their insta-stun ability away, however.

Another buff I'd like to see is an increase of Disabler laser shots' velocity, possibly higher than that of a taser. This would make the disabler function on weapons much more viable in combat as a non-lethal defensive weapon.

Stun weapons should be more common in the hands of traitors, but fewer ranged stuns. This encourages further a spy-like mentality for the syndicate agent. It encourages stealth and guile rather than pure strength. One such weapon is a taser-screwdriver combo, which stuns the enemy at melee range without the knockdown. It wouldn't show an icon in the game, and would fit in pockets or jackboots

Sorry for the wall of text, please discuss this idea..
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kevinz000
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Re: Weapon Overhaul (Not gunplay, the weapons themselves)

Post by kevinz000 » #232572

No
Cw3040
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Re: Weapon Overhaul (Not gunplay, the weapons themselves)

Post by Cw3040 » #232581

kevinz000 wrote:No
Thanks for that very intelligent and thoughtful input.
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CPTANT
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Re: Weapon Overhaul (Not gunplay, the weapons themselves)

Post by CPTANT » #232588

Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
Cw3040
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Re: Weapon Overhaul (Not gunplay, the weapons themselves)

Post by Cw3040 » #232605

CPTANT wrote:viewtopic.php?f=9&t=5932
In addition the hybrid tasers will instead of a disabler have a light laser that does 10 burn damage and uses the same amount of charge.
There's your problem. People don't want anyone to start with a lethal weapon roundstart but heads of staff.
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CPTANT
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Re: Weapon Overhaul (Not gunplay, the weapons themselves)

Post by CPTANT » #232612

Cw3040 wrote:
CPTANT wrote:viewtopic.php?f=9&t=5932
In addition the hybrid tasers will instead of a disabler have a light laser that does 10 burn damage and uses the same amount of charge.
There's your problem. People don't want anyone to start with a lethal weapon roundstart but heads of staff.
No that wasn't it, nobody gave a shit about the light lasers.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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PKPenguin321
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Re: Weapon Overhaul (Not gunplay, the weapons themselves)

Post by PKPenguin321 » #232674

stop touching tasers and lasers you literal paprika alt
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
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