Bottom post of the previous page:
This makes the beatstick nice.Remember when dets had teles?
Bottom post of the previous page:
This makes the beatstick nice.Wasn't that the police baton you can find at the derelict?DemonFiren wrote:This makes the beatstick nice.
Remember when dets had teles?
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
To reiterate my last post:Davidchan wrote:This. A telebaton is infinite stun, never requires recharge or replacement. Literally every other stun item in the game has a set limit to how many stuns it can dish out in a given period. Further more it's possible to pre-emptively deplete flashes, tasers and stun batons with EMP/Ion shots. Nothing stops the beatstick.cocothegogo wrote:I think the problem is the fact it's infinite, give heads stun batons
sooner or later it all comes back to HGKor wrote:A half hearted stab at removing stuns while leaving in other stuns. Unfinished work, much like the rest of our codebase.Cik wrote:it's actually kind of startling how much resulted from one PR
was there even a good reason to nerf them in the first place?
hadn't they been a thing forever before that with no complaints?
Also the real unintended spiral of powercreep and then removal was lowering human runspeed, which made secborgs as fast as humans.
So what you're implying from the Empirical part of the post is that telebatons should be short-range holodamage?Anonmare wrote:I've handled a real telebaton and the way they work is that you hit someone's muscles so hard they fall asleep. You could just make it like a 10%-20% chance to miss on a downed target to avoid infini-stuns
i always assumed that the heads had fancy pants spacebatons that had a button or some shitAnonmare wrote:If you wanted to be realistic, then I suppose so - though you have to make allowances for fun over realism. In real life, a proper telebaton can cave someone's skull in if you're not careful and the friction-lock it has means it has to be pushed against solid concrete to be made to retract. I'm presuming the Heads of Staff have a flimsier version since it can be retracted by hand.
oranges wrote:pork, the nondescript, commoner king, literally so stealth you could just your normal name in OOC and nobody would know, long may he reign as the secret commander
Deitus wrote:If your signature is scrollable it's too long and fucking obnoxious and you should feel bad
PKPenguin321 wrote:I've been had by yet another tg boondoggle
Ezel wrote:Energy batons when
oranges wrote:pork, the nondescript, commoner king, literally so stealth you could just your normal name in OOC and nobody would know, long may he reign as the secret commander
Deitus wrote:If your signature is scrollable it's too long and fucking obnoxious and you should feel bad
PKPenguin321 wrote:I've been had by yet another tg boondoggle
Detective gets that at roundstart IIRC Before it was just the best telesci loot short of the NASA suitsSaegrimr wrote:Wasn't that the police baton you can find at the derelict?DemonFiren wrote:This makes the beatstick nice.
Remember when dets had teles?
Speaking of, that motherfucker is amazing.
itsTelebaton op plz remove
The best step to feeling out the balance implications of this is to first buff the flash, preferably (as noted by others) with non-antisilicon applications, so that we can see where the balance lies that encourages heads to carry around the flash with them.Flashes aren't being carried because they are near useless, even as self defence weapons, causing rogue borgs to be seen as more potent then they should be
Which may help them be useful. Possibly a buff to the area blind could also be in order? Something like "if you're blinded by a radial flash you're at risk of headbutting a wall if you're running around wildly"? (Apologies to whoever I stole this idea from)give [flashes] the stun back
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
They're supposed to be. They're doctors, engineers and nerdy scientists, not the Terminator. There's an entire department that exists to make up for this.Arianya wrote:My very real concern is that the loss of telebatons (even with concurrent flash buffs) is that the RD, CE and CMO will become even more squishy robust bait then they already are, being department heads issued with no self defense weapons other then the telebaton (or flash).
Who needs killtoxins when Beepsky is so easy to get? Puts the unwanted guest/assailant/stubborn patient down instantly with one zap from the hypo and causes no damage. Better than the baton, even.Arianya wrote:Any non-antag CMO would be pretty sketchy filling their hypo with killtoxins, the CE's hardsuit is (I believe) the worst out of all hardsuits for brute protection, the RDs teleport armour is as likely to kill you as help you.
And saying "but they can get power later in the round" is meaningless. We're talking about roundstart items here, which in the situations where heads are most at risk (rev, gangs, sometimes cults), they will generally be picked off early in the round, not with enough forenotice to get armed up in anything less then extreme metagame mode.
Agreed, and this would be a solid argument against giving them more weaponry, but it doesn't justify taking away telebatons.cedarbridge wrote:As to the issue of getting rushed, that's just the nature of the mode. Heads of Science and Medical (and sometimes engineering) get rushed early on because they're not combat oriented roles. Naturally, /tg/ culture has managed to warp every role into a pseudo-warrior role, but lets be honest. CMO is the head of ERP and the RD is a nerd in a turtleneck. Neither are really meant to be equipped to fight a one-man war against the tide.Arianya wrote:Any non-antag CMO would be pretty sketchy filling their hypo with killtoxins, the CE's hardsuit is (I believe) the worst out of all hardsuits for brute protection, the RDs teleport armour is as likely to kill you as help you.
And saying "but they can get power later in the round" is meaningless. We're talking about roundstart items here, which in the situations where heads are most at risk (rev, gangs, sometimes cults), they will generally be picked off early in the round, not with enough forenotice to get armed up in anything less then extreme metagame mode.
You mean like a flash? That used to serve the purpose of telebatons before it got removed and given to the telebaton for still unknown reasons other than "yeah sure"?Arianya wrote:Agreed, and this would be a solid argument against giving them more weaponry
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
Sunglasses/welding helmets/etc are some of the easiest protection items to find (sunglasses spawn in maint ffs) and the flash's area activate is a joke.Saegrimr wrote:You mean like a flash? That used to serve the purpose of telebatons before it got removed and given to the telebaton for still unknown reasons other than "yeah sure"?Arianya wrote:Agreed, and this would be a solid argument against giving them more weaponry
Tricord exists. Add some epinepherene to it and bam, mix that will stabilise and potentially fix people without ever visiting medbay.Davidchan wrote:Unless you're filling it with omnizine the current goofchem doens't give well with hypo med. Styp/Silv/Synth are all touch only meaning brute/burn, aka the most common damage types are out, sleepers are infinite sulb and epi by default so crit care is out, leaving us with charcoal which is best inserted in +20u pills as is so your hypo doesn't help there either.
The only legitimate reason to even have the telebaton around anymore is because most security are too busy chasing valids that they don't care about department squables that don't justify using lethal force.
You forgot a rapid syringe gun with syringes that have 10u tricord 5u epinephrine. No wait no you didn't.Haevacht wrote:Tricord exists. Add some epinepherene to it and bam, mix that will stabilise and potentially fix people without ever visiting medbay.Davidchan wrote:Unless you're filling it with omnizine the current goofchem doens't give well with hypo med. Styp/Silv/Synth are all touch only meaning brute/burn, aka the most common damage types are out, sleepers are infinite sulb and epi by default so crit care is out, leaving us with charcoal which is best inserted in +20u pills as is so your hypo doesn't help there either.
The only legitimate reason to even have the telebaton around anymore is because most security are too busy chasing valids that they don't care about department squables that don't justify using lethal force.
If you want every type of healing while portable, get an Odysseus. Or medigun.
>He doesn't already bumrush adv egunWeepo wrote:Ok so the impression I'm getting is 'print an advanced egun asap' because now I'm relying on a camera flash to protect R&D from the entire station.
Only the rapid syringer is worth getting, and at that point get bluespace syringes for it and you have magical deathspikes.ShadowDimentio wrote:>Advanced egun
>Not the syringe gun
Doesn't even require mats or a firing pin, it's great. 15U syringes of unstable mutagen can be mass produced easy and will fuck up people with a single shot.
top plebShadowDimentio wrote:15U syringes of unstable mutagen
I can mass produce my deathsyringes with minimal equipment and time. While you're assembling your turbofuck deathstuns, I'll have already run up and shot you up with 90U of mutagenic death.cedarbridge wrote:top plebShadowDimentio wrote:15U syringes of unstable mutagen
Neurotoxin takes roughly 2 seconds if the bartender isn't a moron and knows how to push the buttons on his drink mixer. Neurotoxin takes one click after that. Apply syringe/hypo. Win the game. You're never going to kill somebody straight out with a syringe of mutagen.DemonFiren wrote:except beepsky takes, like, no time at all
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