Security Grenade Launchers

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Security Grenade Launchers

Post by John_Oxford » #236613

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A 40mm single-shot break action grenade launcher.

It can fit on your armor storage slot, your belt, or your back.
Three types of ammo that spawn in the armory for it.
40mm Rubber - Two Boxes - Riot Control, knocks people down and throws them back a tile, has a chance to ricochet if it hit's a wall or a hulk with a riot shield. Absolutely destroys stamina.
40mm Smoke - Two Boxes - On contact smoke grenade, no explosion delay
40mm Flash - One Box - On contact flashbang, instant detonation when the projectile hits
40mm Breach - One Box - Functionally identical to breaching shells from the syndicate, blows airlock's off of their frames, does little to no damage to humans or soft targets due to over penetration.

With illegal levels in research, RnD can fabricate;
40mm EMP - Instant discharge of a medium size electromagnetic pulse
40mm SEAR - Fire bomb, creates a 3x3 fireball that's functionally similar to napalm
40mm Chemical - Basically a grenade casing, put two small beakers in, it mixes the beakers when the shell makes contact with something
40mm Sticky Explosive - Functionally the same as a 40mm Fragmentation Grenade, however it's linked to the next trigger pull of the 40mm launcher. (You can't unload the shell with active sticky greandes to prevent a coding nightmare)
40mm Flechette - Fires 15 glass shards in a spread pattern
40mm Blanks - Makes the launching noise but fires no projectiles.

*Also, two grenades of any type may be stored on the rifle and removed by alt+clicking it.
*Sawing the stock off removes this function, but allows it to fit in your backpack
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TechnoAlchemist wrote:you where always right john, you where always right
>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.
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I don't even know what the fuck tg is.

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Re: Security Grenade Launchers

Post by D&B » #236614

You uh, sure this is off topic?
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Re: Security Grenade Launchers

Post by Screemonster » #236615

at top-tier bluespace research add a bluespace launcher that lets you just place the grenade wherever the fuck you click regardless of whatever's between you and there
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Re: Security Grenade Launchers

Post by Saegrimr » #236616

D&B wrote:You uh, sure this is off topic?
It's an oxford thread, so yes.
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Re: Security Grenade Launchers

Post by John_Oxford » #236622

its the only place i am able to post besides ntr and general chat as your supreme red name overlord

maybe i should bribe kor to giving me fancy permissions so that he can remain in power
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TechnoAlchemist wrote:you where always right john, you where always right
>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.
NikNakFlak wrote:this isn't a game you can't just post whenever you want
I don't even know what the fuck tg is.

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Re: Security Grenade Launchers

Post by DrPillzRedux » #236631

Give it smoke grenades.
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a correct post by pillz
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Re: Security Grenade Launchers

Post by John_Oxford » #236634

John_Oxford wrote: 40mm Smoke - Two Boxes - On contact smoke grenade, no explosion delay
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TechnoAlchemist wrote:you where always right john, you where always right
>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.
NikNakFlak wrote:this isn't a game you can't just post whenever you want
I don't even know what the fuck tg is.

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Re: Security Grenade Launchers

Post by Kraso » #236644

A grenade launcher already exists.
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Re: Security Grenade Launchers

Post by Armhulen » #236647

John_Oxford wrote:its the only place i am able to post besides ntr and general chat as your supreme red name overlord

maybe i should bribe kor to giving me fancy permissions so that he can remain in power
john should at least have ideas, it'll be the only forum he posts in.

on another note Kor is actually adding tacticool stuff to security, this might actually happen.
Kraso wrote:A grenade launcher already exists.
yeah but it's garbage, this is like a rework or something
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Re: Security Grenade Launchers

Post by oranges » #236674

>rework
Literally nothing is different about it
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Re: Security Grenade Launchers

Post by John_Oxford » #236675

>change the sprite
>specify ammo types
>specify location
>specify function

"wew lads its literally just a sawn off shotgun that fires grenades he changed nothing ree!!1111"
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TechnoAlchemist wrote:you where always right john, you where always right
>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.
NikNakFlak wrote:this isn't a game you can't just post whenever you want
I don't even know what the fuck tg is.

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Re: Security Grenade Launchers

Post by PKPenguin321 » #236714

instant ranged on contact flashbang. so a flashbang that's even more braindead since you don't have to cook it.

no thanks
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Re: Security Grenade Launchers

Post by John_Oxford » #236716

PKPenguin321 wrote:instant ranged on contact flashbang. so a flashbang that's even more braindead since you don't have to cook it.

no thanks
a flashbang with a reload time that takes up a armor or belt slot for a security officer (both of which are vital)

that dismisses the fact that it's a armory weapon, which will likely be used when a insta-flashbang is actually warranted in the situation

also you know, sunglasses, bowman, earmuffs, ect ect
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TechnoAlchemist wrote:you where always right john, you where always right
>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.
NikNakFlak wrote:this isn't a game you can't just post whenever you want
I don't even know what the fuck tg is.

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Re: Security Grenade Launchers

Post by PKPenguin321 » #236719

still lame as fuck. and the armor slot is hardly "vital," i put my taser in my bag all the time.
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
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Re: Security Grenade Launchers

Post by John_Oxford » #236720

PKPenguin321 wrote:still lame as fuck. and the armor slot is hardly "vital," i put my taser in my bag all the time.
your playing wrong if you don't have vital equipment in your armor slot.

-10 points for unrobustness
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TechnoAlchemist wrote:you where always right john, you where always right
>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.
NikNakFlak wrote:this isn't a game you can't just post whenever you want
I don't even know what the fuck tg is.

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Re: Security Grenade Launchers

Post by Wyzack » #236721

>tries to code a basically undodgable stun

>calls other unrobust

lol
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Re: Security Grenade Launchers

Post by John_Oxford » #236723

Wyzack wrote:>tries to code a basically undodgable stun

>calls other unrobust

lol
>code
>instastun
>implying thats how grenades work
>implying im not robust

so many wrong statements in such a wrong comment

---

everything in the game has hard counters
not having the hard counter be a common thing doesn't make the weapon absolutely uncounterable, it give's the person using it a advantage in the situation.

and against antags who are actually susceptable to flashbangs (not nuke ops, not lings, not wizards) it's needed.
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TechnoAlchemist wrote:you where always right john, you where always right
>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.
NikNakFlak wrote:this isn't a game you can't just post whenever you want
I don't even know what the fuck tg is.

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Re: Security Grenade Launchers

Post by Sweaterkittens » #236727

John_Oxford wrote: everything in the game has hard counters
not having the hard counter be a common thing doesn't make the weapon absolutely uncounterable, it give's the person using it a advantage in the situation.
I think you're correct, that not everything in the game has to have a hard counter. Dual e-swords don't have an absolute counter, and they're not overpowered at all. I would argue however that in this case, it's too much of an advantage with little opportunity for any sort of counter play. Flashbangs are already incredibly strong, and they're only really balanced by the fact that they have a telegraphed/auditory cook time and are hard to use effectively. Against 99% of traitors, one could just go grab the grenade launcher, instantly stun/blind/deafen the target at range with an aoe that doesn't even need to hit the target to be effective, and that's gg. Aside from lethals, security is already one of the most well-equipped forces on the station. It's a really cool idea, but I think in practice it would be excessively frustrating to play against since there's not really anything you can do about it.

I think a more reasonable/functionally appropriate idea would be a 2-6 round revolving Grenade Launcher that fired grenades sans the instant detonation. That way during a greytide/riot/rev, one officer could load up a bunch of flashbangs/smoke/whatever you want to use and be able to switch between them quickly and pop them off as much as needed. That wouldn't be too much more powerful than just throwing individual grenades, it would just provide better storage, be more thematic and probably work a little better in the context of the game.


EDIT: Just to be clear, I think the idea is really cool, and I love the rest of the shells in the armory. I think it's a great idea, the instant flashbang stun is pretty rough though.
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Re: Security Grenade Launchers

Post by John_Oxford » #236730

Sweaterkittens wrote:
John_Oxford wrote: everything in the game has hard counters
not having the hard counter be a common thing doesn't make the weapon absolutely uncounterable, it give's the person using it a advantage in the situation.
I think you're correct, that not everything in the game has to have a hard counter. Dual e-swords don't have an absolute counter, and they're not overpowered at all. I would argue however that in this case, it's too much of an advantage with little opportunity for any sort of counter play. Flashbangs are already incredibly strong, and they're only really balanced by the fact that they have a telegraphed/auditory cook time and are hard to use effectively. Against 99% of traitors, one could just go grab the grenade launcher, instantly stun/blind/deafen the target at range with an aoe that doesn't even need to hit the target to be effective, and that's gg. Aside from lethals, security is already one of the most well-equipped forces on the station. It's a really cool idea, but I think in practice it would be excessively frustrating to play against since there's not really anything you can do about it.

I think a more reasonable/functionally appropriate idea would be a 2-6 round revolving Grenade Launcher that fired grenades sans the instant detonation. That way during a greytide/riot/rev, one officer could load up a bunch of flashbangs/smoke/whatever you want to use and be able to switch between them quickly and pop them off as much as needed. That wouldn't be too much more powerful than just throwing individual grenades, it would just provide better storage, be more thematic and probably work a little better in the context of the game.


EDIT: Just to be clear, I think the idea is really cool, and I love the rest of the shells in the armory. I think it's a great idea, the instant flashbang stun is pretty rough though.
You gotta keep in mind the justification that in the case of a traitors equipment going against security's current equipment, the traitor's equipment will always win.

Adrenals, Bloodsuits, (hell even normal suits) and then the plethora of weapons that could be put in use against someone with a grenade launcher does counter it ridiculiously, that's without taking into account things like bowman's (that nuke ops have off the back) earmuffs (for greytiders who just want to be shit and not get flashmemed) along with spells, powers, adrenal sacs (wiz, hulk, ling respectively)

It'd be powerful, there's no argument to that, but it's functionality and usefulness as a device security has to at the very least give them a advantage in some situations or to a unprepared target is generally the case.

The only case in which this would be bullshit-nerf-right-now levels, is if its only considered as something used against non-traitor non-harmful people, like if i said "every sec officer gets one at round start"

It won't be used in arrests, it won't be used in punishment, it will likely (since there is only two) be used against people actively trying to fuck over security, in which, that situation requires something that gives them the advantage when they are already at a disadvantage.

You have a very valid point about a six shot grenade launcher, but you have to keep in mind how memey spamming six of any of the RnD shells or the rubber/breaching shells that come standard with it. a 45 second stun because someone just got hit six times with a two pound ball of rubber going mach 5 into their chest is more op than instant detonation flashbangs are.


For the sake of the argument, you could always make them weaker flashbangs with shorter blind/stun times
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TechnoAlchemist wrote:you where always right john, you where always right
>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.
NikNakFlak wrote:this isn't a game you can't just post whenever you want
I don't even know what the fuck tg is.

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Re: Security Grenade Launchers

Post by oranges » #236743

every ammo type you’ve suggested bar probably the breaching round already exist or can be made via the chemgrenades ability
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Re: Security Grenade Launchers

Post by imblyings » #236745

just wanted to post that your name colour has a slight blue tinge to it

I saw your name next to jordies and kors and something was off and bothered me intensely until I realized
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Re: Security Grenade Launchers

Post by John_Oxford » #236751

oranges wrote:every ammo type you’ve suggested bar probably the breaching round already exist or can be made via the chemgrenades ability
it doesn't fire hand grenades

it fires 40mm grenades

obviously, it hurts my soul how painstakingly obvious that is and how i have to point it out to a citrusfag
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TechnoAlchemist wrote:you where always right john, you where always right
>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.
NikNakFlak wrote:this isn't a game you can't just post whenever you want
I don't even know what the fuck tg is.

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Re: Security Grenade Launchers

Post by John_Oxford » #236752

imblyings wrote:just wanted to post that your name colour has a slight blue tinge to it

I saw your name next to jordies and kors and something was off and bothered me intensely until I realized

this is unacceptable
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TechnoAlchemist wrote:you where always right john, you where always right
>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.
NikNakFlak wrote:this isn't a game you can't just post whenever you want
I don't even know what the fuck tg is.

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Re: Security Grenade Launchers

Post by srifenbyxp » #241942

I skimmed but add it in, make it a single shot gun, too big to put inside of normal backpacks and have a small cool down to reload inbetween shots. Bonus points if you have to stand still to fully reload, because no matter how you slice it anything that goes boom will put you at the top of the threat list.

Don't nerf any firepower about it; keep the instant flash times don't shorten them, make rubber shots put that grey shirt down in a single shot, keep the ROBUST fire power but make it slow on the draw and require you to have both hands empty.


I support this weapon
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Re: Security Grenade Launchers

Post by ShadowDimentio » #242134

Make this craftable and make it detonate fired grenades on contact.
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Re: Security Grenade Launchers

Post by Armhulen » #242161

ShadowDimentio wrote:Make this craftable and make it detonate fired grenades on contact.
make it for security but a ghetto version is availible
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Re: Security Grenade Launchers

Post by DemonFiren » #242174

Armhulen wrote:
ShadowDimentio wrote:Make this craftable and make it detonate fired grenades on contact.
make it for security but a ghetto version is availible
We call that pneumatic cannon, right?
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Re: Security Grenade Launchers

Post by Armhulen » #242195

DemonFiren wrote:
Armhulen wrote:
ShadowDimentio wrote:Make this craftable and make it detonate fired grenades on contact.
make it for security but a ghetto version is availible
We call that pneumatic cannon, right?
the cannon doesnt detonate grenades on impact
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leibniz
Joined: Sat May 17, 2014 6:21 pm
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Re: Security Grenade Launchers

Post by leibniz » #242200

I can imagine giving this to high level ERTs but aside from that this wouldn't be healthy for normal gameplay.
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oranges
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Joined: Tue Apr 15, 2014 9:16 pm
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Re: Security Grenade Launchers

Post by oranges » #242309

oranges wrote:>rework
Literally nothing is different about it
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