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Make toolboxes fun again!
Posted: Tue Jul 26, 2016 9:18 pm
by Falamazeer
I remember when toolboxes didn't just solve ninety percent of problems on the station
In my day, it solved ONE HUNDRED percent of problems!
But seriously, toolboxes are lame as shit now, they are annoying to have because a belt serves you infinitely more without being easily disarmed, Let's make it a bit of a trade-off instead of an outright buff to own a toolbox
Currently Toolboxes do ten damage, and syndicate toolboxes do 15. Then there is the welding tool, which does 15 as well, and it's burn damage to boot!
Can we consider going up a point or five on both? Because right now everyone uses fire extinguishers for their impromptu beatings, and that takes away from the rich lustrous history of toolboxing the weakspot for massive damage!
Re: Make toolboxes fun again!
Posted: Tue Jul 26, 2016 9:29 pm
by confused rock
1. the welding tool does 15 damage WITHOUT KNOCKDOWNS you slut
2.you don't need to vote to see the results
at most a meme for it to be 12 damage
Re: Make toolboxes fun again!
Posted: Tue Jul 26, 2016 9:31 pm
by Falamazeer
The unloved rock wrote:1. the welding tool does 15 damage WITHOUT KNOCKDOWNS you slut
2.you don't need to vote to see the results
at most a meme for it to be 12 damage
1 Nobody loves you
2 Oh
3 Yeah, I could live with twelve
Re: Make toolboxes fun again!
Posted: Tue Jul 26, 2016 9:48 pm
by Super Aggro Crag
Fill toolboxes with ignoters and cans of welding fuel for incendiary toolbox that explode on smack
Re: Make toolboxes fun again!
Posted: Tue Jul 26, 2016 9:55 pm
by confused rock
wow I have never heard the "nobody loves you" before wow my feelings are gone I am just going to kill myself
Re: Make toolboxes fun again!
Posted: Tue Jul 26, 2016 10:18 pm
by Falamazeer
Super Aggro Crag wrote:Fill toolboxes with ignoters and cans of welding fuel for incendiary toolbox that explode on smack
Don't be silly, combine igniters and proximity sensors then they'll detonate on impact when thrown, then you can make Molotov toolboxes!
Re: Make toolboxes fun again!
Posted: Wed Jul 27, 2016 8:47 am
by DemonFiren
Both wrong. Igniter, proximity sensor and lots of cans with welding fuel should clearly make a toolbox mine.
We can't have bottlecap mines, but this works just as well.
Re: Make toolboxes fun again!
Posted: Wed Jul 27, 2016 10:49 am
by Screemonster
Make toolboxes have 8 force + 1 for every tool in it or something like that, an empty toolbox isn't that good a beatin' weapon. Most of its skull-smacking power comes from being big and heavy and an empty box with a handle on it ain't the latter.
Re: Make toolboxes fun again!
Posted: Wed Jul 27, 2016 7:27 pm
by MrEousTranger
Falamazeer wrote:toolboxing the weakspot for massive damage!
Nice obscure meme reference.
Re: Make toolboxes fun again!
Posted: Wed Jul 27, 2016 7:37 pm
by MrEousTranger
Screemonster wrote:Make toolboxes have 8 force + 1 for every tool in it or something like that, an empty toolbox isn't that good a beatin' weapon. Most of its skull-smacking power comes from being big and heavy and an empty box with a handle on it ain't the latter.
Somehow get a bag of holding in there, make that dmg stack.
R&D just running around with a toolbox gibbing assistants on hit.
Yes IK double post
Re: Make toolboxes fun again!
Posted: Wed Jul 27, 2016 7:50 pm
by Jacough
Considering you can't just stuff them in your backpack like fire extinguishers it seems like it'd make more sense to do more damage. Alternatively keep the damage but give them a slow attack rate equivalent to a collapsible baton but give them a very high chance of knocking someone out. The idea being they wouldn't necessarily make for a good primary weapon but great for knocking someone out.
MrEousTranger wrote:Screemonster wrote:Make toolboxes have 8 force + 1 for every tool in it or something like that, an empty toolbox isn't that good a beatin' weapon. Most of its skull-smacking power comes from being big and heavy and an empty box with a handle on it ain't the latter.
Somehow get a bag of holding in there, make that dmg stack.
R&D just running around with a toolbox gibbing assistants on hit.
If it'd be possible you could make it so that every tool you put in there increases the attack delay. An empty tool box would deal a fairly light amount of damage but attacking with it'd be quick as hell. A fully loaded toolbox on the other hand would be extremely slow, almost like the weight of it would require your character to wind up after each hit.
Re: Make toolboxes fun again!
Posted: Wed Jul 27, 2016 7:59 pm
by Bawhoppennn
Do not let it be said I do not care for the players
https://github.com/tgstation/tgstation/pull/19540
Re: Make toolboxes fun again!
Posted: Wed Jul 27, 2016 8:10 pm
by Falamazeer
I approve, though I feel like tacking the ability to backpack the toolbox makes it less likely to be merged.
But it sure would be nice if they both go through as is.
thanks brah!