Bottom post of the previous page:
Security doesn't need a buff.Antags need a nerf.
Bottom post of the previous page:
Security doesn't need a buff.Not to say that I agree with either side, but this makes no sense.Shadowflame909 wrote:Security doesn't need a buff.
Antags need a nerf.
We are currently working to change the medical system and give it more content, therefore dramatically changing the game because medical requires crew being injured to work.PKPenguin321 wrote:Not to say that I agree with either side, but this makes no sense.Shadowflame909 wrote:Security doesn't need a buff.
Antags need a nerf.
Security is a single department that you can nerf or buff pretty directly (by changing what gear they're given, or doing what the OP suggests).
"Antags" includes traitors, lings, cult, blob, abductors, nuke ops, etc, etc, etc, and you can't just nerf that directly.
If this is the angle you are going to take, you need a specific plan.
50% damage reduction is a huge buff. Even 25% is really large. Balance changes are less noticeable in /tg/ than TGMC because it's not a straight out team deathmatch and you don't have win rates to compare, but if you are able to notice such a change during a local testing you are overdoing it and the impact will be larger than you expect, producing really spiky results.oranges wrote:
- This would give them high stamina resists, (honestly I'm thinking as high as 50%) and lowered stun times.
- It would also grant them increased stamina damage with their fists, as well as the ability to resist shoves stunning them at all, and more importantly they no longer drop items in their active hand when they are slipped or shoved over.
- When they have a cuffed person in a pull grab, they are not subject to any slowdowns
- when they have a cuffed person in a pull grab, other people cannot pull that person away from the sec officer without breaking their pull first
While I agree with some concerns here where the buff is too disruptive, the solution of hiding stuff behind skill books seems to cause more issues than solve. The more stuff a murderboning antag can stack, should it get its hands on the items, for that nice power fantasy, the worse for the game.PKPenguin321 wrote:Non-transferable job locked buffs like this are something we've done a really good job of avoiding over the years, and I hate how they've become more prevalent.
it's even more reasonable for traitors, nuke ops and other antags with antag background to have itKyrah Abattoir wrote:Overall I think this is a good idea, regardless of player skill, it's reasonable that a security officer should have a natural advantage against your average crewmember.
That really depends of the antag type I'd say. But I'd agree that it makes sense with nukies at the very least.donutstation wrote:it's even more reasonable for traitors, nuke ops and other antags with antag background to have itKyrah Abattoir wrote:Overall I think this is a good idea, regardless of player skill, it's reasonable that a security officer should have a natural advantage against your average crewmember.
if you aren't going to give these buffs to all of them, you should probably drop this argument
I disagree, this makes disguises impossible.Steelpoint wrote:The quirk/trait should not be transferable, it should only apply to roundstart or late joining Officers.
Not only has that ship sailed a long time ago, even then, if the thing outing your disguise is the fact someone notices you taking less stamina damage or getting your handcuff-drag broken... well that's not going to happen very often.BeeSting12 wrote:I disagree, this makes disguises impossible.Steelpoint wrote:The quirk/trait should not be transferable, it should only apply to roundstart or late joining Officers.
Please, please, don't do this part. Slipping and/or disarming sec officers who are too incompetent to put their guns/batons away while they're not using them is a time-honored tradition, and can often humble newer sec players.oranges wrote:and more importantly they no longer drop items in their active hand when they are slipped or shoved over.
Have you not played in several months? Disarms (outside of those provided by certain martial arts) are no longer RNG-based; they're positioning-based now and can mostly be played around/avoided if your brain is larger than a walnut (don't stand next to a wall or a standing person for more than a second while you have a baton out).Steelpoint wrote:and how RNG it can be to get stun locked by a luckey disarm.
Not sure how that ship has sailed. It's still possible to do a proper security officer disguise if some effort is put in.MisterPerson wrote:Not only has that ship sailed a long time ago, even then, if the thing outing your disguise is the fact someone notices you taking less stamina damage or getting your handcuff-drag broken... well that's not going to happen very often.BeeSting12 wrote:I disagree, this makes disguises impossible.Steelpoint wrote:The quirk/trait should not be transferable, it should only apply to roundstart or late joining Officers.
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.
What do you think of tying to buffs to an implant that "burns out" when the officer dies, and is in limited supply?oranges wrote:I am not going to make security officers more of a loot target.
I also do not consider arguments to tradition.
As mentioned before in this thread by more than one person, tying any gear to a loyalty implant check would allow any new gear additions to be restricted to security while allowing for access to be transferred for new recruits or stolen with effort by actual traitors. Johnny McGreyshit wont bother with getting the required implant to use implant locked gear, but antagonists might.oranges wrote:I am not going to make security officers more of a loot target.
Having an implant that you can buy or hand out would just lead to powergamer captains or HoPcurity rushing the brig at round start to give themselves an advantage. While a trait may not be ideal, it is the best option we have if we are trying to keep sec from being more of a loot pinata than they already are.PKPenguin321 wrote:What do you think of tying to buffs to an implant that "burns out" when the officer dies, and is in limited supply?
An invisible quirk wouldn't make the disguise impossible. Most people get away with disguising themselves as sec or the captain without ever putting in a mindshield implant. They won't have time to react if you can run up on someone quick enough . They'll see your outfit before you baton them and by that point it won't matter that they see what is out of place. Someone who is mindshielded could still pass as sec with this buff since checking for it would require someone to either try to disable you or try to pull a cuffed person away from you. Both of these would require some kind of notice in the chat field to be made apparent too. It would be harder if officers did display some kind of message to give away their ability to shrug off stamina damage, but things have gone to shit anyway if you are getting hit with stamina damage while dressed as sec.BeeSting12 wrote:I disagree, this makes disguises impossible.
by designHalved stamina damage - basically ignores most balance changes involving stamina, shouldn't require being shot 4 times with a beanbag slug before being downed.
and we can improve it by code changesThe issue of tiders vs security on TG is a cultural problem of which the main solution, at the moment, is to "git gud" and for new players not to jump into security before they understand the basics of the game for "unga me is authority".
again, exactly by designwill make security effectively immune to what is now the most major part of melee combat for anyone who doesn't have a stunbaton or esword.
Probably not going to buff armor.Buffing armor - sec officer armor is actually quite good,
This is meant to help sec against greytiders, not antags. Antags rely on strength, not brute force 99% of the time. Sec doesn't need bigger guns to beat a traitor, it needs bigger brains.Shadowflame909 wrote:I think those buffs are going in the completely wrong direction. Unless the purpose is for them to stop grey shirts from harming them with their own weapons.
That ling who's stabbing sec officers from the back and running around in a different disguise every 2 seconds. or that traitor whipping out his holoparasite that barrages the hell out of a sec officer certainly won't be affected by this at all.
So ultimately. The Idea's just alright. I don't think it'd have any more influence over the game then the rules do though. Or should.
I believe this a terrible addition to security. It would make security nearly unstoppable in melee combat, it prevents nearly any method of disarming security and even if you manage to disarm them there fists can then do increased stam damage. This makes it nearly impossible for revs to fight security because they would hardly be able to engage them in melee combat. Security essentially becomes unstoppable melee tanks. Even if you could manage to get something to fight them at ranged and stay out of melee with them THEY WOULD STILL HAVE DISABLERS TOO.Adding these buffs to security would completely overbalance the power security has in melee combat which is arguably one of the most prevalent forms of combat on TG currently.It would also grant them increased stamina damage with their fists, as well as the ability to resist shoves stunning them at all, and more importantly they no longer drop items in their active hand when they are slipped or shoved over.
Why?Kryson wrote:Giving sec magical permanent 50% stamina reduction is a bad idea.
I think the reason being is once sec is immune to being stunned from shoves and will no longer drop their active item in hand giving them a 50% stamina reduction would make it nearly impossible to down a security officer short of damaging them to crit. It would make stun prods useless against sec (because from my understanding they plan on changing stun prods and rods to stamina damage) and even if you could get a disabler or shotgun to fight them they then take reduced stam damage from that tooMisterPerson wrote:Why?Kryson wrote:Giving sec magical permanent 50% stamina reduction is a bad idea.
yes, 99% of stuns will end up being stamina based instead and we'd like to make stamina a more interesting mechanic as well (such as having a sprint mode that makes you move even faster than run but drains stamina)Shaps-cloud wrote:On the topic of stamina, as it relates to how much sec will benefit from increased regen, is there any plan to make stamina damage more common (like how attacking people on Goon uses up stamina for each hit iirc)? Other than a few chems and the boxing gloves, stamina is mainly used by disablers and non lethal shotgun loads right?
All are entirely possible and easy for 2 TCMisterPerson wrote:I meant disguises in general. Sure you can get a passable one, but you're always going to have issues like the wrong PDA, ID, backpack, radio, jumpsuit, etc. that are FAR more obvious than stuff like this.
top leloranges wrote: If you continue your negative approach, you are going to be put on post approval.
You can criticise an idea without coming off like an angry boomer
This is your only warning
I still hold that this isn't a real problem, but ok, even if it is, we can fake the messages too.wesoda25 wrote:All are entirely possible and easy for 2 TCMisterPerson wrote:I meant disguises in general. Sure you can get a passable one, but you're always going to have issues like the wrong PDA, ID, backpack, radio, jumpsuit, etc. that are FAR more obvious than stuff like this.
If you buff them hard enough there is.oranges wrote:there is not enough players for that
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