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Return of Disabling safeties on defibs
Posted: Wed Aug 02, 2023 10:02 am
by Longestarmlonglaw
Combat defibs were made a traitor-only weaponry as of
https://github.com/tgstation/tgstation/pull/74018.
This limits the sandbox pretty heavily, the maintainer that merged it expressed that non-antags having combat defibs is fine, but it was too easily attainable indicating a possible return.
This was standard balancing regarding crew-sided weaponry as you have to balance crew weaponry around that there's either going to be a lot of it, or it has to be rare but powerful.
If it something WAS too common and and very good crew weapon, it would get spammed because the crew has the numbers, antagonists do not. (With some exceptions like revolutionaries and cultists)
What this thread is proposing is the gathering of one's ideas to make disabling safeties on defibs without being a syndicate attainable again. This was a pretty thematic weapon and im sad to see it go.
(Watch as the legion of people start screaming im a shitter paramedic main spamming the comments emerge)
Re: Return of Disabling safeties on defibs
Posted: Wed Aug 02, 2023 4:42 pm
by iain0
Yeah, as a medical main I never really understood it being completely removed, the department already has some of the least actual options for improv weaponary, compared to for example
Cargo : Straight up orders actual guns, or lasers, or stun batons, or insuls, or basically anything they want, can also print entire toolkits.
Sec : Has all the shit and can order more
Engineering : Can generally build anything other departments can build ; not /all/ the options and it takes a little longer but they're basically the jack of all trades
Chef: CQC
Barkeep: Shotgun
Science: Lol. Xeno extracts. Killer mechs. Hulk and other genetics. Probably kinda OP generally.
Botany: OP in almost every regard, antag or non-antag, they build the same stuff and just use it differently. Genuinely the best home for valid hunters who wanna be antags, make all the weapons and kill either antags or crew depending on your roundstart/midround luck, most of the actual work to make stuff remains the same.
Curator: Weird 2 range melee weapon
Chaplain: Pick your free special weapon
Medical: Everyone points out the one syringe gun, that will be stolen in the first minutes of the shift, and isn't replacable (i think). Otherwise we have a saw or a drill. The equivalent of a welder, cleaver, or any other 15 damage common melee item.
We don't even start with our full toolkit including said saw (unlike every other department?). And probably the only department that doesn't have much in the way of materials lying around (aside from some iron in chemistry, which only CMO/chem have access to, no glass). Like we literally have to wait for other departments to put their materials into the silo before we can even print the tools we should probably just spawn with that our job requires.
(Also FFS to the current state of medical research. again. charlie once again cant progress medical research because once again we have a circular dependency in medical research, that costs crew hundreds of credits to break out of)
Gripes aside, its pretty hard to see how medical is the one that needs to be in line for nerfs for available weaponary. Science and botany are jokes by contrast but everyone has some kinda high powered or ranged weapon. Medical has 1 or 2 syringe guns, everyone else can mass produce. So why not let us have one departmental special we can print. Just make it less anti-block OP or whatever.
Re: Return of Disabling safeties on defibs
Posted: Thu Aug 03, 2023 10:44 am
by Longestarmlonglaw
iain0 wrote: ↑Wed Aug 02, 2023 4:42 pm
Yeah, as a medical main I never really understood it being completely removed, the department already has some of the least actual options for improv weaponary, compared to for example
Cargo : Straight up orders actual guns, or lasers, or stun batons, or insuls, or basically anything they want, can also print entire toolkits.
Sec : Has all the shit and can order more
Engineering : Can generally build anything other departments can build ; not /all/ the options and it takes a little longer but they're basically the jack of all trades
Chef: CQC
Barkeep: Shotgun
Science: Lol. Xeno extracts. Killer mechs. Hulk and other genetics. Probably kinda OP generally.
Botany: OP in almost every regard, antag or non-antag, they build the same stuff and just use it differently. Genuinely the best home for valid hunters who wanna be antags, make all the weapons and kill either antags or crew depending on your roundstart/midround luck, most of the actual work to make stuff remains the same.
Curator: Weird 2 range melee weapon
Chaplain: Pick your free special weapon
Medical: Everyone points out the one syringe gun, that will be stolen in the first minutes of the shift, and isn't replacable (i think). Otherwise we have a saw or a drill. The equivalent of a welder, cleaver, or any other 15 damage common melee item.
We don't even start with our full toolkit including said saw (unlike every other department?). And probably the only department that doesn't have much in the way of materials lying around (aside from some iron in chemistry, which only CMO/chem have access to, no glass). Like we literally have to wait for other departments to put their materials into the silo before we can even print the tools we should probably just spawn with that our job requires.
(Also FFS to the current state of medical research. again. charlie once again cant progress medical research because once again we have a circular dependency in medical research, that costs crew hundreds of credits to break out of)
Gripes aside, its pretty hard to see how medical is the one that needs to be in line for nerfs for available weaponary. Science and botany are jokes by contrast but everyone has some kinda high powered or ranged weapon. Medical has 1 or 2 syringe guns, everyone else can mass produce. So why not let us have one departmental special we can print. Just make it less anti-block OP or whatever.
I asked "How would you allow combat defibs in a rare state?" and you didnt answer it
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Re: Return of Disabling safeties on defibs
Posted: Fri Aug 04, 2023 5:37 am
by Shadowflame909
Rubbing a stabilized flux anomaly core on one deactivates safeties
You should have a super low chance of disabling the safeties on it by throwing a defib at an electrified grille. So low that you'd be more likely to crit yourself on the lightning sparks that come back at you twice over then disable the safeties, but still decent enough.
Re: Return of Disabling safeties on defibs
Posted: Fri Aug 04, 2023 9:07 am
by Longestarmlonglaw
Shadowflame909 wrote: ↑Fri Aug 04, 2023 5:37 am
Rubbing a stabilized flux anomaly core on one deactivates safeties
You should have a super low chance of disabling the safeties on it by throwing a defib at an electrified grille. So low that you'd be more likely to crit yourself on the lightning sparks that come back at you twice over then disable the safeties, but still decent enough.
3% Chance? does that seem fair?
Re: Return of Disabling safeties on defibs
Posted: Fri Aug 04, 2023 3:04 pm
by Shadowflame909
Yeah you'd die multiple times over trying to roll for that, or at the very least waste a lot of time/break a lot of grilles and give engineering something to do.
Soulful!