Newcop shuttle
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Newcop shuttle
Not sure if anyone's made a thread about it, but as most people know, a side effect of changing shuttle tiles to be children of normal floors/walls etc is that the nuke op shuttle is (very) easily breached.
Adding a couple of turrets helps a little bit, but I'm sure everyone can agree that the gamemode was never designed around the fact that players could simple weld into the shuttle and space the nuke.
It's extremely unfun and cheesy, and would suggest that the nuke shuttle walls be make indestructable as they used to be (barring shit like the singulo of course).
Also other shuttle walls are really too easy to decon, they should be children of r-walls, not normal walls.
Adding a couple of turrets helps a little bit, but I'm sure everyone can agree that the gamemode was never designed around the fact that players could simple weld into the shuttle and space the nuke.
It's extremely unfun and cheesy, and would suggest that the nuke shuttle walls be make indestructable as they used to be (barring shit like the singulo of course).
Also other shuttle walls are really too easy to decon, they should be children of r-walls, not normal walls.
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Re: Newcop shuttle
make a new kind of wall, a SUPER R-WALL
deconned the same way as an r-wall + another layer of welder-crowbar-wrench-welder-crowbar but each step takes 7x longer, also immune to thermite and things that punch down walls (hulks, juggernauts) as well as being immune to bombs
can't be constructed and is placed on the syndie shuttle because why not
deconned the same way as an r-wall + another layer of welder-crowbar-wrench-welder-crowbar but each step takes 7x longer, also immune to thermite and things that punch down walls (hulks, juggernauts) as well as being immune to bombs
can't be constructed and is placed on the syndie shuttle because why not
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Re: Newcop shuttle
We just need a better guard than turrets. Beepsyndie? A securitron (synditron) with a stunning esword set to attack all non syndicates could help.
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Re: Newcop shuttle
Yeah but then the nuke ops would bring it with them like an unrobust sec officerIncomptinence wrote:We just need a better guard than turrets. Beepsyndie? A securitron (synditron) with a stunning esword set to attack all non syndicates could help.
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Re: Newcop shuttle
making the flu cop shuttle tiles indestructible is super duper ez, dont look for complicated solutions.
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Re: Newcop shuttle
I am not sure how relevant it is if the shuttle is easy to breach since each time I ask the admins they tell me it's too meta to raid the op shuttle.
- Takeguru
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Re: Newcop shuttle
AS FAR AS I KNOW, it's fine to raid the shuttle if you come across it naturally, or through reasonable deduction
Like, if ops are spotted coming in, checking space near their entry point is a-okay
Spacing the nuke is pretty cheesy, but I dunno.
I only ever raid the shuttle for toys the newcops may have left behind, I generally don't bother with the nuke unless they've got their hands on the disk and it's already on station
Like, if ops are spotted coming in, checking space near their entry point is a-okay
Spacing the nuke is pretty cheesy, but I dunno.
I only ever raid the shuttle for toys the newcops may have left behind, I generally don't bother with the nuke unless they've got their hands on the disk and it's already on station
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Re: Newcop shuttle
I've seen the nuke spaced so many times since the wall changes - it's fucking rediculous, and only happens because people know that the shuttle appears at specific points in space.
But basically, return the walls to how they were, and everything is 100% ok.
But basically, return the walls to how they were, and everything is 100% ok.
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