Nuke ops/Syndicate hardsuits being able to get tazed.

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sirnat
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Nuke ops/Syndicate hardsuits being able to get tazed.

Post by sirnat » #81263

So, I was playing as a operative and I got tazed in one shot, I can understand disabler beams from energy weapons but tazing me in one hit while in full hardsuit is a bit annoying. Anyone agree?
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Stickymayhem
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Re: Nuke ops/Syndicate hardsuits being able to get tazed.

Post by Stickymayhem » #81264

Not really. Buy a shield. Or adrenals. Or go stealth. Or dodge.
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deathhoof

Re: Nuke ops/Syndicate hardsuits being able to get tazed.

Post by deathhoof » #81267

I want to be able to put on an energy cage suit that blocks tasers and electrocutes melee attackers but has to recharge after a few hits.
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imblyings
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Re: Nuke ops/Syndicate hardsuits being able to get tazed.

Post by imblyings » #81271

>wordfiltering (h)(u)(g) box

no really though I hope OP was kidding and the two other posts are just playing along
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Stickymayhem
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Re: Nuke ops/Syndicate hardsuits being able to get tazed.

Post by Stickymayhem » #81274

hugbox
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Boris wrote:Sticky is a jackass who has worms where his brain should be, but he also gets exactly what SS13 should be
Super Aggro Crag wrote: Wed Oct 13, 2021 6:17 pm Dont engage with sticky he's a subhuman
Gun Hog
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Re: Nuke ops/Syndicate hardsuits being able to get tazed.

Post by Gun Hog » #81311

Hugbox = "H U G B O X". You already have a hard-counter defense against tasers - the energy shield. If you are worried about them, consider making the investment to counter the Security team!
Malkevin

Re: Nuke ops/Syndicate hardsuits being able to get tazed.

Post by Malkevin » #81445

Technically the shield is only a soft counter, being that it only blocks 60% of the time.

Double e-sword on the other hand is a hard counter because it blocks all energy projectiles with a chance of deflecting it back at the firer.
Hard counter to those, and e-shields, being solid projectiles fired from the revolvers or shotguns.
Incomptinence
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Re: Nuke ops/Syndicate hardsuits being able to get tazed.

Post by Incomptinence » #81456

Sounds like a bug. They should be stunning you not your poor innocent hardsuit.
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Re: Nuke ops/Syndicate hardsuits being able to get tazed.

Post by lumipharon » #81462

e-shield blocks 100% of the time - ignore what the code may or may not have said in the past.
The only exception is pulse destroyer rounds, which seem to occasionally go through shields/dual sword for no apparent reason.
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Re: Nuke ops/Syndicate hardsuits being able to get tazed.

Post by onleavedontatme » #81499

lumipharon wrote:e-shield blocks 100% of the time - ignore what the code may or may not have said in the past.
The only exception is pulse destroyer rounds, which seem to occasionally go through shields/dual sword for no apparent reason.
When did that get added?

And how is security supposed to fight a bunch of bullet proof guys with guns?
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Re: Nuke ops/Syndicate hardsuits being able to get tazed.

Post by MMMiracles » #81505

Stun batons, riot shotguns. Get a chemist/janitor for tactical slippage.
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imblyings
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Re: Nuke ops/Syndicate hardsuits being able to get tazed.

Post by imblyings » #81513

swarms of validhunters with stunprods, that's how
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MisterPerson
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Re: Nuke ops/Syndicate hardsuits being able to get tazed.

Post by MisterPerson » #81523

This conversation has veered wildly off topic.
I code for the code project and moderate the code sections of the forums.

Feedback is dumb and it doesn't matter
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Re: Nuke ops/Syndicate hardsuits being able to get tazed.

Post by Malkevin » #81528

Not really seeing as the hardsuit is used in tandem with eshields 90% of the time
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Re: Nuke ops/Syndicate hardsuits being able to get tazed.

Post by lumipharon » #81568

E-shield has ALWAYS been 100% block to energy projectiles, but afaik, at some point in the past, the code showed it as lower/was buggy.

But yeah, projectile weapons, stun batons, flashbangs and even spray (if in combat mode) do the trick.

Also e-shields are expensive. If the whole op team buys shields that's 40 points. Usually ops tend to have 1, maybe 2 per team, and that's if they're not using a mech or borg.
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Re: Nuke ops/Syndicate hardsuits being able to get tazed.

Post by onleavedontatme » #81569

lumipharon wrote:E-shield has ALWAYS been 100% block to energy projectiles, but afaik, at some point in the past, the code showed it as lower/was buggy.

But yeah, projectile weapons, stun batons, flashbangs and even spray (if in combat mode) do the trick.

Also e-shields are expensive. If the whole op team buys shields that's 40 points. Usually ops tend to have 1, maybe 2 per team, and that's if they're not using a mech or borg.
I dont think the intent was ever to have it work at 100%. There are still comments about reflectchance. I might be reading the code wrong but it looks like phil changed it back in march.

And if it is intentional I dont think it's a very good idea. Batons vs guns is pretty one sided
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Re: Nuke ops/Syndicate hardsuits being able to get tazed.

Post by lumipharon » #81570

It blocks 100% of the chance, it doesn't always reflect.

But as I said, previously, the code seemingly didn't imply that it was 100%, but it always has been And it's always been balanced around that fact. So someone pointed out that the code showed otherwise, and people agreed to just alter the code to reflect how it has always been in game.
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Re: Nuke ops/Syndicate hardsuits being able to get tazed.

Post by onleavedontatme » #81571

I stand corrected then. Still an awful idea.

I mean old secborgs were zero fun because they could spam projectiles while only a highly specific melee weapon would stop them.

Hell even syndi borgs lost the ebow for the same reason.
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Re: Nuke ops/Syndicate hardsuits being able to get tazed.

Post by lumipharon » #81572

you're still vulnerable to literally everything else, and gun + shield racks up the tc cost real fast.
Malkevin

Re: Nuke ops/Syndicate hardsuits being able to get tazed.

Post by Malkevin » #81578

lumipharon wrote:It blocks 100% of the chance, it doesn't always reflect.

But as I said, previously, the code seemingly didn't imply that it was 100%, but it always has been And it's always been balanced around that fact. So someone pointed out that the code showed otherwise, and people agreed to just alter the code to reflect how it has always been in game.
No it wasn't

Originally they were just childs of shields with a fancy sprite and a toggle feature, shields and eswords had the SHIELD flag

Human defence.dm had a check that triggered when a mob was hit by an attack, it would check if the mob was holding something in either hand and then check if the item had the shield flag.
Then it ran a prob check of originally 70% until Kor changed it to 55% iirc


There was no reflect code applied to either shields or swords originally
Incomptinence
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Re: Nuke ops/Syndicate hardsuits being able to get tazed.

Post by Incomptinence » #81579

Well back then the were also free and just in nuke op lockers for the taking.
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Re: Nuke ops/Syndicate hardsuits being able to get tazed.

Post by onleavedontatme » #81587

Malkevin wrote:stuff
[quote="Incomptinence"stuff[/quote]

Okay at least I know now I'm not completely crazy for remembering them differently
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Cheridan
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Re: Nuke ops/Syndicate hardsuits being able to get tazed.

Post by Cheridan » #82047

I raised the reflect chance to 100% and removed them from lockers/added to uplink in the population-scaling update that added the TC management consoles.
Dualsabers also have a 100% chance, but do not leave your hands free. Eshields are the 'ranged' version of dualsabers, leaving a hand free for guns and stuff.
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