Nuke ops/Syndicate hardsuits being able to get tazed.
- sirnat
- Joined: Mon Oct 13, 2014 8:27 pm
- Byond Username: Sirnat
Nuke ops/Syndicate hardsuits being able to get tazed.
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?
- Stickymayhem
- Joined: Mon Apr 28, 2014 6:13 pm
- Byond Username: Stickymayhem
Re: Nuke ops/Syndicate hardsuits being able to get tazed.
Not really. Buy a shield. Or adrenals. Or go stealth. Or dodge.
Boris wrote:Sticky is a jackass who has worms where his brain should be, but he also gets exactly what SS13 should be
Re: Nuke ops/Syndicate hardsuits being able to get tazed.
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.
- imblyings
- Joined: Fri Apr 18, 2014 5:42 pm
- Byond Username: Ausops
- Location: >using suit sensors
Re: Nuke ops/Syndicate hardsuits being able to get tazed.
>wordfiltering (h)(u)(g) box
no really though I hope OP was kidding and the two other posts are just playing along
no really though I hope OP was kidding and the two other posts are just playing along
The patched, dusty, trimmed, feathered mantle of evil +13.
- Stickymayhem
- Joined: Mon Apr 28, 2014 6:13 pm
- Byond Username: Stickymayhem
Re: Nuke ops/Syndicate hardsuits being able to get tazed.
hugbox
Boris wrote:Sticky is a jackass who has worms where his brain should be, but he also gets exactly what SS13 should be
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- Joined: Sat Apr 19, 2014 5:19 am
- Byond Username: Gun Hog
Re: Nuke ops/Syndicate hardsuits being able to get tazed.
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!
Re: Nuke ops/Syndicate hardsuits being able to get tazed.
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.
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.
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- Joined: Fri May 02, 2014 3:01 am
- Byond Username: Incomptinence
Re: Nuke ops/Syndicate hardsuits being able to get tazed.
Sounds like a bug. They should be stunning you not your poor innocent hardsuit.
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- TGMC Administrator
- Joined: Mon Apr 28, 2014 4:40 am
- Byond Username: Lumipharon
Re: Nuke ops/Syndicate hardsuits being able to get tazed.
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.
The only exception is pulse destroyer rounds, which seem to occasionally go through shields/dual sword for no apparent reason.
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- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: Nuke ops/Syndicate hardsuits being able to get tazed.
When did that get added?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.
And how is security supposed to fight a bunch of bullet proof guys with guns?
- MMMiracles
- Code Maintainer
- Joined: Fri Aug 29, 2014 2:27 am
- Byond Username: MMMiracles
- Github Username: MMMiracles
Re: Nuke ops/Syndicate hardsuits being able to get tazed.
Stun batons, riot shotguns. Get a chemist/janitor for tactical slippage.
Spoiler:
- imblyings
- Joined: Fri Apr 18, 2014 5:42 pm
- Byond Username: Ausops
- Location: >using suit sensors
Re: Nuke ops/Syndicate hardsuits being able to get tazed.
swarms of validhunters with stunprods, that's how
The patched, dusty, trimmed, feathered mantle of evil +13.
- MisterPerson
- Board Moderator
- Joined: Tue Apr 15, 2014 4:26 pm
- Byond Username: MisterPerson
Re: Nuke ops/Syndicate hardsuits being able to get tazed.
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
Feedback is dumb and it doesn't matter
Re: Nuke ops/Syndicate hardsuits being able to get tazed.
Not really seeing as the hardsuit is used in tandem with eshields 90% of the time
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- TGMC Administrator
- Joined: Mon Apr 28, 2014 4:40 am
- Byond Username: Lumipharon
Re: Nuke ops/Syndicate hardsuits being able to get tazed.
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.
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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- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: Nuke ops/Syndicate hardsuits being able to get tazed.
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.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.
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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- TGMC Administrator
- Joined: Mon Apr 28, 2014 4:40 am
- Byond Username: Lumipharon
Re: Nuke ops/Syndicate hardsuits being able to get tazed.
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.
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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- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: Nuke ops/Syndicate hardsuits being able to get tazed.
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.
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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- TGMC Administrator
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- Byond Username: Lumipharon
Re: Nuke ops/Syndicate hardsuits being able to get tazed.
you're still vulnerable to literally everything else, and gun + shield racks up the tc cost real fast.
Re: Nuke ops/Syndicate hardsuits being able to get tazed.
No it wasn'tlumipharon 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.
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
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- Joined: Fri May 02, 2014 3:01 am
- Byond Username: Incomptinence
Re: Nuke ops/Syndicate hardsuits being able to get tazed.
Well back then the were also free and just in nuke op lockers for the taking.
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- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: Nuke ops/Syndicate hardsuits being able to get tazed.
[quote="Incomptinence"stuff[/quote]Malkevin wrote:stuff
Okay at least I know now I'm not completely crazy for remembering them differently
- Cheridan
- Joined: Tue Apr 15, 2014 6:04 am
- Byond Username: Cheridan
Re: Nuke ops/Syndicate hardsuits being able to get tazed.
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.
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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