Putting clockwork posibrains in borg shells is overpowered

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Bombadil
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Putting clockwork posibrains in borg shells is overpowered

Post by Bombadil » #298555

Why yes instantly print out an army of borgs loyal to ratvar? What could go wrong?

It's an easy win when you can print an army of loyal converts that can only be stopped with flashes or emps. At least golems are super slow and cant equip armor.

Instead let's nerf everything that could possibly counter clockcult because it's your pet project.


A ratvarian cyborg is way more powerful than anima constructs
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Re: Putting clockwork posibrains in borg shells is overpower

Post by BeeSting12 » #298564

It was worse when the cyborgs had hacked modules.
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Re: Putting clockwork posibrains in borg shells is overpower

Post by Bombadil » #298573

BeeSting12 wrote:It was worse when the cyborgs had hacked modules.
They can still shoot fucking electrical beams of energy though
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Re: Putting clockwork posibrains in borg shells is overpower

Post by BeeSting12 » #298594

Bombadil wrote:
BeeSting12 wrote:It was worse when the cyborgs had hacked modules.
They can still shoot fucking electrical beams of energy though
I think we can agree that clock cult's end game powers are retardedly OP in the first place. They go from a minor nuisance or easy arrest to basically unkillable in the transition from early round cult to late round cult if they're doing well. That's why clock cult is nearly guaranteed a win if they go stealthy and noone finds out till it's too late, and that if they're caught near the start of the round or in the first 10-15 minutes, they're screwed unless the cult is filled with robust people.
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Re: Putting clockwork posibrains in borg shells is overpower

Post by Dr_bee » #298603

Or you could do the smart thing and when you know it is clock cult, watch robotics like a hawk or destroy it.

A smart head of staff would immedately make sure the roboticists arent cult and get implanted, it is very similar to controlling cargo during rev rounds, or destroying toxin's during gang.

sometimes you have to actually be pro-active instead of reactive.
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Re: Putting clockwork posibrains in borg shells is overpower

Post by lumipharon » #298621

Because moving or making a new robotics machine isn't difficult?
Because you can carry around a bunch of borg bodies without anyone noticing and put a brain in them at any time?

It is not at all comparable to cargo, unless cargo could print off a bag of gun tokens round start that they could instantly redeem anywhere on station for a crate of guns each, later in the round.
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Re: Putting clockwork posibrains in borg shells is overpower

Post by Steelpoint » #298657

Get clock cult. Mass produce cyborg bodies well before the cult is found. Make infinite posibrains and borgs.

Lumipharon is correct, this is not like cargo. At least cargo has to stay in cargo to get their stuff.
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Re: Putting clockwork posibrains in borg shells is overpower

Post by lumipharon » #298658

This is how cancerous it is.

>Science cultist roundstart/convert anyone in science asap
>Get someone semi-non retarded/whatever that construct thing is called to make a tinker thing and start the endless component construction (bonus points for off station/space autism fort)
>grab a few stacks of metal from storage/robo/R&D/mining/anywhere
OPTIONAL >do 60 seconds of R&D so you can significantly improve material efficiency
OPTIONAL >Make a new robolathe if you're not actually a roboticist/feel the need to hide it (protip: no one cares when a scientist makes one)
>Queue a bunch of borg part sets
>fill your bag/extra bags with as many borgs as you have materials for/can be bothered making (you can make a lot with default station metal stacks)
>when ever you feel the need, spawn an endless pile of clockbrains with your cuckslab connected to your semi infinite store of components
>insert into your 14 borgs
>giggle at balance

It's literally robos job to make borgs - unless you're watching them like a hawk (and lets face it, being meta as fuck), no one is going to notice, let alone care that a roboticist is making multiple borg bodies
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Re: Putting clockwork posibrains in borg shells is overpower

Post by kevinz000 » #298697

clockborgs aren't even hard to kill if you're security :^)
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Re: Putting clockwork posibrains in borg shells is overpower

Post by Remie Richards » #298711

Quite simple, we make borg shells as heavy as mech parts (ie: can't be put in any storage device)
If that's not enough, we can also make the shells dense so that if you want to do this you have to dedicate space to it.

thoughts?
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Re: Putting clockwork posibrains in borg shells is overpower

Post by Haevacht » #298713

Bloodcult already has a way to have infinite soldiers, and they're not supposed to defend anything.
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Re: Putting clockwork posibrains in borg shells is overpower

Post by lumipharon » #298735

homunculi are weak shit that start naked, and require constant attention from a cultist to maintain.

Borgs being carriable and all the rest of it has never come up as an issue before clockmemes (theoretically a tator with an emag could do the same with normal posibrains I suppose, although that's a tad more noticeable, and resource/research intensive. Honestly though I'm only marginally aainst your idea remie because of the one time I used a tator surgery kit to make a rogue borg in maint :^)
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Re: Putting clockwork posibrains in borg shells is overpower

Post by Oldman Robustin » #298798

This doesn't seem like a unique issue. Posibrains can already be shoved into anima which what they lack in utility (shocking/bolting/depowering) they gain in combat prowess (damage, unstunnable).

If someone wants to spend forever sitting around making borgs instead of anima fragments, whatever, its the ability to make an infinite ghost army that is the heart of the issue.
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Re: Putting clockwork posibrains in borg shells is overpower

Post by kevinz000 » #298809

Anima fragments are way weaker than borgs in most situations.
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Re: Putting clockwork posibrains in borg shells is overpower

Post by Armhulen » #298892

Anima frogments aren't worth making, because for every situation where you might think they would be good you realize that a clockscarab can pick up an egun and absolutely destroy dudes with no effort
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Re: Putting clockwork posibrains in borg shells is overpower

Post by lumipharon » #298921

cuckscarabs are actually fucking 10/10 awful to deal with, but yeah in general the ability to mass produce a ghost army of any sort is shitty, but borgs are stronger then the alternatives.
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Re: Putting clockwork posibrains in borg shells is overpower

Post by Bombadil » #298982

Haevacht wrote:Bloodcult already has a way to have infinite soldiers, and they're not supposed to defend anything.
Do you mean the nude spirits you summon? That drain away your life and if you move off the rune they turn to ash?
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Re: Putting clockwork posibrains in borg shells is overpower

Post by Bombadil » #298984

Oldman Robustin wrote:This doesn't seem like a unique issue. Posibrains can already be shoved into anima which what they lack in utility (shocking/bolting/depowering) they gain in combat prowess (damage, unstunnable).

If someone wants to spend forever sitting around making borgs instead of anima fragments, whatever, its the ability to make an infinite ghost army that is the heart of the issue.
Anima fragments are fucking garbage. If you get damaged you become extremely slow and are easily shot to death with lasers. No one makes them over scarabs
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Re: Putting clockwork posibrains in borg shells is overpower

Post by Armhulen » #299128

why are they in the game again? I forgot.
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Re: Putting clockwork posibrains in borg shells is overpower

Post by ShadowDimentio » #299129

Clockcuck in general is total spaghetti, this is honestly pretty low grade.
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Re: Putting clockwork posibrains in borg shells is overpower

Post by Armhulen » #299135

shadowlings when?
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Re: Putting clockwork posibrains in borg shells is overpower

Post by kevinz000 » #299139

Armhulen wrote:shadowlings when?
shadowlings is an even worse example of "WHICH SIDE HAS THE POWERGAMERS?!"
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Re: Putting clockwork posibrains in borg shells is overpower

Post by Steelpoint » #299144

Clockcult and those fucking scarab drone things are the worst.

Moment I hear of a clockcult I start thinking "well better go kill the entire crew before I have to deal with the clock bulltshit".

On topic, converted borgs need a better tell. That yellow light is useless if they keep their flashlight on to obscure it. Also borgs are a minor issue when you have more powerful alternatives to make.
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Re: Putting clockwork posibrains in borg shells is overpower

Post by Armhulen » #299152

kevinz000 wrote:
Armhulen wrote:shadowlings when?
shadowlings is an even worse example of "WHICH SIDE HAS THE POWERGAMERS?!"
Well, at least it wasn't an over complicated mess
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Re: Putting clockwork posibrains in borg shells is overpower

Post by Bombadil » #299517

I always get antsy when i see the borgs have their lights on is it okay to tell them to shut them off?
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Re: Putting clockwork posibrains in borg shells is overpower

Post by Gun Hog » #299559

Bombadil wrote:I always get antsy when i see the borgs have their lights on is it okay to tell them to shut them off?
Yes, it is! A Ratvar borg will run away or attack, while an Asimov borg will most likely comply. Note: If and only if you are standing next to the borg you can examine it for the message "Its eyes are glowing a blazing yellow!". That is hard proof that the borg is Ratvar. Of course, melee range is potential suicide for an antag borg, so it might run if you approach it.
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Re: Putting clockwork posibrains in borg shells is overpower

Post by Steelpoint » #299562

Melee range examination is likely viable for a security officer since they should have a flash handy, and last I checked the ratvar borgs lack a melee stunning tool
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