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Illegal cyborg modules
Posted: Fri Nov 28, 2014 1:20 am
by goymaster123
Every time I play nuke op our borg is instantly evaporated by another cyborg with an illegal module, they need to be harder to make than just requiring diamonds, because by the time the syndies get to the station they already have a borg with an illegal module installed ready to leave our assholes wide open.
Re: Illegal cyborg modules
Posted: Fri Nov 28, 2014 1:26 am
by oranges
Nah, I think syndicates should just win each round the moment it starts. That seems fairer.
Re: Illegal cyborg modules
Posted: Fri Nov 28, 2014 1:29 am
by Remie Richards
Have a human kill the powergaming borg, since on Asimov it can't do shit to you, there, your Syndiborg is safe.
Re: Illegal cyborg modules
Posted: Fri Nov 28, 2014 1:54 am
by Gun Hog
If your syndiborg seriously gets wrecked by another borg, and you gave the crew enough time for the miners to bring back diamonds, then there is something seriously bad about your team or your syndiborg player. If you are worried about station borgs, bring an ion rifle or a flashbang. The only time your syndiborg should be on its own is when it goes to kill the AI.
Re: Illegal cyborg modules
Posted: Fri Nov 28, 2014 2:33 am
by cedarbridge
It really sounds like you have a terrible borg.
Re: Illegal cyborg modules
Posted: Fri Nov 28, 2014 5:07 am
by Cik
doing it wrong @
Re: Illegal cyborg modules
Posted: Fri Nov 28, 2014 8:18 am
by deathhoof
>be syndieborg
>drag locker
>block projectiles from enemy borgs with locker
>flash
>emag
>cowbar
>flash
>emag
>crowbar
>hi, go kill people
Re: Illegal cyborg modules
Posted: Fri Nov 28, 2014 9:07 am
by MisterPerson
deathhoof wrote:>be syndieborg
>drag locker
>block projectiles from enemy borgs with locker
>flash
>emag
>cowbar
>flash
>emag
>crowbar
>hi, go kill people
That's terrible.
Re: Illegal cyborg modules
Posted: Fri Nov 28, 2014 11:19 am
by Malkevin
But valid tactics
Re: Illegal cyborg modules
Posted: Fri Nov 28, 2014 2:04 pm
by ThatSlyFox
You would have to be waiting a long time for the crew to get illegal modules. Hell you would need a telescientist to get the illegal shit.
Git Gud.
Re: Illegal cyborg modules
Posted: Fri Nov 28, 2014 2:51 pm
by Akkryls
ThatSlyFox wrote:You would have to be waiting a long time for the crew to get illegal modules. Hell you would need a telescientist to get the illegal shit.
Git Gud.
Last time I checked, Exosuit RCDs (Or something Exosuit, I can't freaking remember now I come to write it) have illegal technology ranks.
Re: Illegal cyborg modules
Posted: Fri Nov 28, 2014 3:55 pm
by deathhoof
Akkryls wrote:ThatSlyFox wrote:You would have to be waiting a long time for the crew to get illegal modules. Hell you would need a telescientist to get the illegal shit.
Git Gud.
Last time I checked, Exosuit RCDs (Or something Exosuit, I can't freaking remember now I come to write it) have illegal technology ranks.
well that's retarded.
Re: Illegal cyborg modules
Posted: Fri Nov 28, 2014 4:29 pm
by Lo6a4evskiy
Energy relay gives 2 illegal tech I think. Not wormhole for sure, that's just 3 blue-space.
It is stupid though.
However, getting illegal tech through telesci is a matter of minutes. About five minutes to set it all up with crystals and capacitors, about a minute to calculate and get stuff.
Re: Illegal cyborg modules
Posted: Fri Nov 28, 2014 4:52 pm
by Miauw
Violaceus wrote:It's wormhole generator I think.
By the way, HoS is perfectly justified to arrest scientists performing illegal research and ordering AI to delete progress in that field?
>implying the HoS won't just order the scientists to make him a ton of illegal shit.
Re: Illegal cyborg modules
Posted: Fri Nov 28, 2014 7:44 pm
by rockpecker
Violaceus wrote:By the way, HoS is perfectly justified to arrest scientists performing illegal research and ordering AI to delete progress in that field?
By space law, that's not allowed. The various "possession of dangerous goods" laws all have exceptions for the crew possessing items necessary to their work. In particular, scientists are allowed to have plasma bombs.
Of course, any fool can order the AI to do anything, but if I was RD, and an HoS started doing that, I'd turn him into a monkey.
Re: Illegal cyborg modules
Posted: Fri Nov 28, 2014 7:55 pm
by Scott
You don't even need high tech shit to take out a syndieborg. Just run up to it with a flash while it is trying to laser you.
Re: Illegal cyborg modules
Posted: Fri Nov 28, 2014 8:16 pm
by Scones
While I can understand the frustration here, I don't think removing illegal module is the solution. It is, however, somewhat annoying that Exosuit Energy Relays do grant illegal tech research.
Still, it's also somewhat relevant that in the last few Nuclear Emergency rounds I've been in/observed, Syndicate borg players are more often than not comically incompetent, getting lost in space or totally wrecked when they fuck up killing the AI. Not to mention that they have the same weaknesses as other borgs as listed in prior posts.
I'm not quite sure what the solution here is. But to reiterate, the way illegal tech research is supposed to work (In my eyes) is by giving the crew otherwise unavailable items as a reward for capturing Syndicate contraband from traitors etc, not by giving them goodies because they deconned something made from exosuit fabs.
Re: Illegal cyborg modules
Posted: Fri Nov 28, 2014 8:31 pm
by Malkevin
Might want to observe science a few rounds, I doubt they're getting illegal tech from relays (which require prior research and Silver to build).
More like Spreadsheet Lookup telescience is zapping the stuff thats intentionally out of the way to the science in under 5 minutes.
Re: Illegal cyborg modules
Posted: Fri Nov 28, 2014 8:43 pm
by Gun Hog
This is not an issue. Nothing needs to change here, except that the OP needs a better and *faster* Nuke Ops team. It is no different than whining that Science managed to arm up with X-ray guns and laser cannons, Robotics managed to get a Gygax up, Genetics finding powers, virology making a heal virus or Security getting the chance to arm with E-guns and provide an organized defense. The crew were simply ready for you. If you give the crew a chance to arm up, your chance of making it out alive drop dramatically.
Re: Illegal cyborg modules
Posted: Sat Nov 29, 2014 12:28 am
by cedarbridge
Cecily wrote:I'm not quite sure what the solution here is. But to reiterate, the way illegal tech research is supposed to work (In my eyes) is by giving the crew otherwise unavailable items as a reward for capturing Syndicate contraband from traitors etc, not by giving them goodies because they deconned something made from exosuit fabs.
It already requires miners loot the alien outpost or a telescience tech grab one of the toolboxes in space first. Its not like they just print the boards for asking for them.