The detective's revolver
Posted: Tue Jan 06, 2015 5:34 pm
So as a side effect of the recent stun changes the detective's revolver has become pretty damn useless. It does too little damage to be an effective weapon in lethal combat and no longer is able to reliably stun. The way i see it there are a few ways this can be fixed, but it depends on the role we want the detective to fill. The obvious solution is just to increase the stamina damage that it does so that you can knock someone down in one or two hits. The problem here is that this may make it too powerful compared to other weapons. Regardless, it is not the detective's job to be arresting people unless there is no one else availible to do so.
Another option would be to raise damage to put it on par with the sketchkin. This would make it more of a self defense weapon and prevent detectives from neglecting their duty to be the sec officer with the cool coat and gun. The obvious downside is that validhunters will choose the job to hunt antags for sport, and detectives may crit people as an alternative to arresting.
I would like to hear what other people think of this. Does it even need to be changed at all? Maybe non-rubber 38 special rounds could be created at a hacked autolathe? Any other solutions?
Another option would be to raise damage to put it on par with the sketchkin. This would make it more of a self defense weapon and prevent detectives from neglecting their duty to be the sec officer with the cool coat and gun. The obvious downside is that validhunters will choose the job to hunt antags for sport, and detectives may crit people as an alternative to arresting.
I would like to hear what other people think of this. Does it even need to be changed at all? Maybe non-rubber 38 special rounds could be created at a hacked autolathe? Any other solutions?