Jump to content

Plotron

Members
  • Posts

    1,191
  • Joined

  • Last visited

Posts posted by Plotron

  1.  

    A pistol that shoots rubbers for instance, 8 bullets per magazine that deals ten damage. This actually lowers the effective damage down to 80 (from 90), and still makes them stand out.

     

    Yep. 10 damage is pretty damn fine for an 8-shooter, as long as it can shoot as fast as the revolver.

     

    As the blueshield already gets a tazer, the tazer aspect of the revolver is a bit moot.

     

    The revolver is the superior 1 v 1 weapon. It's far more reliable in the 'tazing' aspect. If you value your life, you use it. A fancy panic button. Unless you're talking about the new laser/tazer pistol hybrid that's being discussed in that PR... well, then yeah, the point is moot, as it's functionally the same. The new energy pistol would replace both the tazer and the revolver.

     

  2.  

    I unno, I personally believe projectiles are fine the way they are.

    Yes. It's just kind of disproportionate that it's so much easier and simpler to treat tox and burn damage than it is to fix brute-caused problems.

     

    I'd rather not remove or dumb-down the complex systems that accompany brute trauma - it'd be funnier to work on the other damage types instead, but that's probably too big of an assignment for our codebase.

     

    Hell, most of these guns can be shoved into your pack, but they won't cause bleeding and it can't get into anyone and cause more damage like bullets can. And it makes sense, in reality it's just a flash of really hot light. A bullet, however, is a sharp, metal projectile meant to penetrate the body and pack a whallop.

    I really have to point something out here. Have you seen the pictures of what fire can do to human skin, human bones and nerves? I find it odd that heavy burn damage does not allow for infections. Once your skin is gone, your body is exposed to all kinds of nasty shit that will cause sepsis. http://burninjuryguide.com/burn-recover ... rn-sepsis/

     

    It seems that the role of projectiles is to hit something vital and cause as much havoc as possible, keeping in mind that it's highly localized damage.

    On the other hand, all you really need to kill someone with burn damage is to burn as much skin area as possible - spread the damage to make it harder to treat and contain.

    https://en.wikipedia.org/wiki/Burn#Prognosis

     

    Toxin damage should aim for your internal organs more often. Let every damage type pose unique risks resulting in unique complications and challenges.

     

    I'm kinda neutral about everything else though, although you'd expect some organ bruising if a sledgehammer hits you in the stomach full force.

    Part of the problem is that we do not differentiate between blunt and sharp or penetrating traumas.

    For instance, you could have a stab vest that protects well against stabs (icepick test), but not so well against blunt damage.

    With any sufficiently powerful (or even average) melee weapon you get the best of both worlds - [internal] bleeding, cracked bones, brain injuries.

     

  3.  

    There doesn't seem to be any good reason for you to use it unless there's a pretty direct threat to your life, in which case you should run the fuck away rather than fight anyway, as you have no armor or proper equipment to fight.

     

    The tazer has limited range. The revolver is very good for gunning down runaways.

    I tend to use the revolver in more serious cases or when it's ultimately a matter of letting the antag/criminal flee or not.

     

  4.  

    The holding cell usually sees use during riots/revolutions when there are simply too many people being arrested to deal with.

    These proposed holding cells have a maximum capacity of two people.

     

    I do like the timers and the windows to detective's office, but I'm still afraid that people may set the timers and still forget, effectively brigging the guy for 10 minutes with no evidence presented. SoP is SoP, but who is going to ensure (and not forget) that it is FOR PROCESSING, not an actual prison cell?

     

  5.  

    As I understand it, the issue people are mostly complaining about is the detective, with the blueshield in the crossfire of the nerf.

    In my eyes giving the detective 5 dmg Real Rubber loadout is a good thing, because of collateral damage and trigger practices of some newcomers. Blueshield was indeed caught in a crossfire here - that's why I made this thread. Same gun, same ammo, different purposes. You guys have raised a lot of valid points here.

    The detective doesn't need a lethal option, the blueshield (arguably) does.
    Perhaps as an alternative to the nerf, the detective could be armed with stun shells (not sure if those are currently a thing in para code though), with BS keeping rubbers? The detective could still get rubber from cargo but they'd either need authorisation or to go behind sec's back.

    I think the detective could've gotten 5 dmg bullets and the Blueshield - 15 dmg bullets.

     

    Again, limited rounds (even if more can be made, good luck getting Cargo to do that)

    I almost never had problems with cargo. They'd print out 3 Speedloaders at round-start (or 20 minutes in) with no complaints. Sure, it's expensive as fuck, their Autolathe gets dry very fast.

    These 3 Speedloaders usually last me 'till Emergency Shuttle - and even then I've got enough to win some post-round grief fights. It's such a non-issue that I made it my regular routine to order 3x Speedloader from Cargo every time I join.

    Since late-joining Plasmamen do not get their tazer, I have (or had) to use the revolver quite often.

     

    I think it's more of a need for new features. Everyone wants a new thing to pew pew with from time to time.

    This thread was inspired by Dave saying that BS shouldn't really have a revolver. I turned to this forum for suggestions and ideas.

     

    What about xenos? Blueshield shouldn't be expected to have to run over to armory if they see a threat. That's one of the ideas behind the job.

     

    My Blueshield experience tells me that revolvers are rather weak against xenos. Especially with that insta-stun friendly fire.

    I also think that the Blueshield should be prepared for (mostly) everything at round-start. When a head needs help, you don't have time (or business, quite often) to run to Armory for mission-specific equipment.

     

  6.  

    i made a new disabler gun...thing with a collapse-able stock, its somewhat aimed for the bluesheild to use incase if there is a lynch mob of cultists or similar.

     

    But Johann, there's no recoil to compensate for!

     

    To me that only makes sense since The BS job is To SAVE heads. and he has to Get a Damn Suit out of EVA with the help of the AI every time. Pretty annoying IMO and it can cost lives in the time they have to wait to get what they need.

    Become a Vox or better yet, a Plasmaman.

     

  7.  

    The bulky shotgun will be too heavy to carry if you want to have a backpack with some basic meds or even a spare oxygen tank.

     

    My standard loadout is as follows: medkit, one brute treatment kit and large emergency autoinjector in the bag easy to access, crew monitor in a pocket, health analyzer, cuffs somewhere, a flash, sometimes as a bonus a charcoal bottle with a syringe, 3 .38 Speedloaders somewhere, a Seclite in the pocket, a stunbaton.

    Most of the times I don't get my tazer, so here's that.

     

    All the medical equipment is bulky. And it's for emergency treatment, I'm not including any burn/brute patches.

     

    The shotgun is good only for situations where you know what you're facing and have an intent to neutralize some kind of enemy. It's not fit for a combat medic/special ops bodyguard.

    There's always an element of surprise to things; blueshield's revolver was very good in this case because you were always prepared to simply drop whatever you were doing and help the people in distress, no matter the nature of the problem.

     

  8.  

    If we do end up giving the BS an energy weapon, it'd be wise to place the appropriate charger in his office too.

     

    And I agree that the BS should have some kind of lethal capability available.

    The thing is that I'm quite often surprised by antags when they come (nukies, wizards). No time to grab any real guns. All it takes is trigger discipline to use the revolver both as a less-than-lethal and lethal weapon.

     

    You hear a head cry, you run up to them. Use the gun to plow through the assailaints, grab the body and run... now that I think of it, lethal capability isn't important in this case. Unless you're fighting a loose Space Bear or Blob Spores, of course.

     

  9.  

    According to Dave.

    This thread was created in response to https://github.com/ParadiseSS13/Paradise/pull/3139, as the .38 Special rubber bullets are getting a heavy nerf (1/3 dmg, 15 -> 5).

    So, why not discuss potential replacements for the revolver here?

     

    Bland option: E-Gun. HoP has one!

    Cooler option: Stun Revolver, fits in the shoulder holster. Science can deconstruct it, though.

    Old-school option: Shotgun. I heard BS was meant to have one originally. Kinda bulky, doesn't seem better than the revolver in this case.

     

    Your ideas?

     

  10.  

    I do not like it when comdom science personnel shits on you when you join as a posibrain. The binary makes it possible to contact the AI with pleads for help, so it can be solved ICly.

    Besides, you can ask the AI for approval if you want to be 2nd AI (for example) so Robotics won't waste time and resources and your nerves.

     

    Remove the :b from IPC posibrains, snowflake it in or some shit, that's the safest solution.

     

  11.  

    I think it was more intended towards "so the AI can't easily bolt everyone in"

     

    When the airlocks malfunction, you're just a couple windows and grilles away from the Escape shuttle. It surely isn't a problem in emergencies. It may slow people down a little bit if they aren't coordinated, but that's it - a mere delay.

     

  12.  

    they sure don't like having a diona captain.

    It's like in the paranormal/horror movies. Ghosts do not want to hurt you, they merely have a need to interact with the living. If they hurt someone in the process, it's not their fault... right? RIGHT?

     

  13.  

    We no longer have Bay's shuttle controllers, so it shouldn't be possible to break the shuttle by messing with the airlocks now.

     

    There are no airlock controllers on either side. I'd like the AI to have the ability to open these airlocks at will when it's necessary to save someone or let someone go EVA in an emergency.

     

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use