Military RCD for Nuke ops

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CPTANT
Joined: Mon May 04, 2015 1:31 pm
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Military RCD for Nuke ops

Post by CPTANT » #140401

It is often brought in that the AI has a too strong presence in Nuke Ops rounds.

What if we give Nuke ops the abillity to buy a military RCD for a fair amount of TC's?

It would mean they have the abillity to spent TC's to have another way of dealing with the AI bolting them in all the time and moves the gamemode away from focussing on the AI.
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Anonmare
Joined: Sun Mar 15, 2015 8:59 pm
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Re: Military RCD for Nuke ops

Post by Anonmare » #140404

Just use C4, it's so cheap you have no reason not to have a few blocks on hand and any OP who doesn't have at least one C4 block deserves to get dunked.
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1g88a
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Re: Military RCD for Nuke ops

Post by 1g88a » #140407

In the few times I've been an op its never been Sec coordinating and getting gear/responding en masse (tcomms) or AI bolted doors/meddling borgs that brought us down (usually its ops getting lost or ops getting killed by the HoS+Cap+Hop+any nearby sec). I don't see why its so necessary. Half the time ops buy a borg specifically for it to kill the AI anyways.
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Gun Hog
Joined: Sat Apr 19, 2014 5:19 am
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Re: Military RCD for Nuke ops

Post by Gun Hog » #140459

You get two Syndicate Bombs for free, along with an early detonation button. Soon you will have to pay 80+ TC to get a borg (Thanks to Oranges), so that may cause them to fall out of favor. Instead, I expect the primary AI killing method to be breaching the weak out on the southern end of the Satellite, and bombing there. Once breached, it is a simple matter of shooting the AI to kill it.
onleavedontatme
Joined: Fri Mar 13, 2015 10:26 pm
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Re: Military RCD for Nuke ops

Post by onleavedontatme » #140464

Ops have enough inventory management/juggling as is, might be hard for them to use an RCD super effectively
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invisty
Joined: Tue May 26, 2015 12:02 am
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Re: Military RCD for Nuke ops

Post by invisty » #140473

Give them clackers for their C4. Do signallers still work with C4 after it's been planted? If that is functional, they could simply start with a small handful of them... fuck it, more inventory juggling.
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Cik
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Re: Military RCD for Nuke ops

Post by Cik » #140512

>hey guys we need to nerf borg

>ah fuck guys we nerfed borg how do we replace it?

>here give them all these worse, finicky options that take forever and are likely to get everyone separated and/or killed

?????
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Steelpoint
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Re: Military RCD for Nuke ops

Post by Steelpoint » #140516

Just make their EMAG's be capable of forcing open bolted doors after a few seconds, so bolted doors will still slow down Ops but it won't be ggnore without C4 or a a (80tc) borg.
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onleavedontatme
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Re: Military RCD for Nuke ops

Post by onleavedontatme » #140522

I've made a replacement AI killer worry not
newfren
Joined: Tue May 12, 2015 12:57 pm
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Re: Military RCD for Nuke ops

Post by newfren » #140523

Penetrator sniper rounds are very neat as an AI killer A++
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Luke Cox
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Re: Military RCD for Nuke ops

Post by Luke Cox » #140718

>AI too strong


The AI usually dies or in rare cases gets subverted in nuke ops rounds. It is very rare for an AI to survive ops.
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lumipharon
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Re: Military RCD for Nuke ops

Post by lumipharon » #140724

Add meteor shot mags for the bulldog.

RCD for nanotrans pussydog.
C4 too slow.
Meteor shot is for big strong golex marauder man. Blow airlock off hinges, fuck computers sneaky bolt tricks.
Luke Cox wrote:>AI too strong


The AI usually dies or in rare cases gets subverted in nuke ops rounds. It is very rare for an AI to survive ops.
The AI rarely survives PRECISELY because it's too strong. If you ignore it, and the AI isn't a retard, you'll have to deal with 50 bolted and depowered airlocks, where ever you go.
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leibniz
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Re: Military RCD for Nuke ops

Post by leibniz » #140788

Maybe we could have a new nuke-specific item, like a "C4 dispenser" that can be loaded with up to 6 C4-s and it fits in your pockets, clicking on items with it will plant a C4.
So
>load it at base
>fits in pockets or anywhere
>easy to use, just hold it and click on things
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Deitus
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Re: Military RCD for Nuke ops

Post by Deitus » #140961

leibniz wrote:Maybe we could have a new nuke-specific item, like a "C4 dispenser" that can be loaded with up to 6 C4-s and it fits in your pockets, clicking on items with it will plant a C4.
So
>load it at base
>fits in pockets or anywhere
>easy to use, just hold it and click on things
>ease of use
>/tg/
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we're already pushing it with the xenobio upgrades, lets not get too crazy now
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John_Oxford
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Re: Military RCD for Nuke ops

Post by John_Oxford » #140969

You could replace C4 with Semtex Charges, which we could say are much smaller, and have a more versitile detonation system.
Have them cost 2 TC, as opposed to the C4's one. These can be attached to anything, including mobs. If you click and drag it to yourself (not click it in a active hand) it will prompt you to set it to a time limit, or to a remote detonation setting (no timer) Wires for semtex charges will be the same for all of them, and given in paper form when a charge is spawned
Wires:
Detonation Wire (For remote detonation, if activated by a remote sig, cut by wirecutters, or pulsed, it will detonate)
Timer Wire (Pulsing lowers the time, cutting detonates)
Locking Wire (Pulsing while bomb is active will detonate it, cutting while bomb is active has a 35% chance to drop a un-primed semtex charge, 65% to detonate it. Signaling will return it to a un-primed state 100% of the time)
Disarm Wire (Returns it to a un-primed blue state, useful if operatives have second thoughts about blowing something up)

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Un primed.

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Active and deployed onto a object

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Cover removed during inactive state

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Cover removed during active state

More or less acts as a slightly more versitile and powerful C4 charge, but with full size bomb attributes, like wires.
A box of 5 of these can be bought for 9 TC, a 1 TC discount for buying in bulk. They can be stored on the military belt.

Also, semtex launcher when?
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