Crowd Control in a post-stunbaton world
- Shadowflame909
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Crowd Control in a post-stunbaton world
1. Armory now gets Machine Disablers. They require to be dual-wield, takes up a backpack slot and gives duffel bag slowdown. In exchange for this, you can shoot a rapid fire volley of disabler shots like a turret. 300 Shots in total before it has to be put in a recharger. Runs out of energy instantly via EMP. It's very obvious if a sec officer has one.
2. All round start officers get krav maga. Warden's is now innate and stronger. They're the sensei
3. Thats enough buffs we have a lot of underused stuff as is. (Barrier grenades, tear-gas grenades, pepper spray) I just think the machine gun disabler will definitely be useful crowd control in dealing with greytiders or revs without a baton.
2. All round start officers get krav maga. Warden's is now innate and stronger. They're the sensei
3. Thats enough buffs we have a lot of underused stuff as is. (Barrier grenades, tear-gas grenades, pepper spray) I just think the machine gun disabler will definitely be useful crowd control in dealing with greytiders or revs without a baton.
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Re: Crowd Control in a post-stunbaton world
I can't wait to see the borg-dragged security war chariots we're gonna get if this ever gets PRd. Imagine the horror of a strafing borg dragging a seccie on a scooter with the backpack gatling gun.Shadowflame909 wrote: ↑Wed May 18, 2022 11:04 am 1. Armory now gets Machine Disablers. They require to be dual-wield, takes up a backpack slot and gives duffel bag slowdown. In exchange for this, you can shoot a rapid fire volley of disabler shots like a turret. 300 Shots in total before it has to be put in a recharger. Runs out of energy instantly via EMP. It's very obvious if a sec officer has one.
2. All round start officers get krav maga. Warden's is now innate and stronger. They're the sensei
3. Thats enough buffs we have a lot of underused stuff as is. (Barrier grenades, tear-gas grenades, pepper spray) I just think the machine gun disabler will definitely be useful crowd control in dealing with greytiders or revs without a baton.
On a side note: turrets need a buff atm. The AI sat is a joke to invade when you can just cheese the turret AIs and their targeting is slow as balls. Put a new, buffed turret in the brig and call it a day.
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Re: Crowd Control in a post-stunbaton world
flash bang
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Re: Crowd Control in a post-stunbaton world
Automatic disablers would be friggin' RAD.Shadowflame909 wrote: ↑Wed May 18, 2022 11:04 am 1. Armory now gets Machine Disablers. They require to be dual-wield, takes up a backpack slot and gives duffel bag slowdown. In exchange for this, you can shoot a rapid fire volley of disabler shots like a turret. 300 Shots in total before it has to be put in a recharger. Runs out of energy instantly via EMP. It's very obvious if a sec officer has one.
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Also the author of several drone adventures.
Also the author of several drone adventures.
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Re: Crowd Control in a post-stunbaton world
Couldn't you just dual wield disablers? Obviously the ammo would still be an issue but for rate of fire you can easily cover a hall in disabler shots.
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Re: Crowd Control in a post-stunbaton world
Why are we talking about removing stun batons when no one plays security as it is?
If you seriously want to remove them, you should be required to play 10 consecutive security shifts on Sybil before you say they should be removed.
If you seriously want to remove them, you should be required to play 10 consecutive security shifts on Sybil before you say they should be removed.
- Shadowflame909
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Re: Crowd Control in a post-stunbaton world
It's not fun having all these unique damage systems and being one tapped. Sec should get buffed but it shouldn't be a one tap win. Even disabler auto aim would be better. You could at least creatively block that.
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