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Re: A new taser and light laser

Posted: Fri Feb 19, 2016 9:30 pm
by MMMiracles

Bottom post of the previous page:

How is putting cloning behind a research wall that gets surpassed within 10-15 minutes, even less if someone competent is running RnD, count as 'removing'?

Cloning is suppose to be some sort of 'experimental' thing, considering apparently even central command doesn't have one themselves (this was the reasoning I got for assassination objectives counting when the body is on the shuttle so).

Re: A new taser and light laser

Posted: Fri Feb 19, 2016 9:32 pm
by The Ultimate Chimera
I agree with making the taser two-shot. It is op as shit right now.

Re: A new taser and light laser

Posted: Fri Feb 19, 2016 10:33 pm
by TheNightingale
The taser is good at everything but arresting people, oddly enough. The electrodes are too slow and short-ranged to work for chasing perps, but they're great for surprise attacks and close-quarter actual fights (where you won't be needing to arrest people so much as shoot them five times).

Re: A new taser and light laser

Posted: Fri Feb 19, 2016 10:44 pm
by PKPenguin321
TheNightingale wrote:The taser is good at everything but arresting people, oddly enough. The electrodes are too slow and short-ranged to work for chasing perps, but they're great for surprise attacks and close-quarter actual fights (where you won't be needing to arrest people so much as shoot them five times).
that's why you tase somebody, then follow up with a baton before you go to cuff
this is sec officer 101 man

Re: A new taser and light laser

Posted: Fri Feb 19, 2016 11:02 pm
by Incomptinence
Against petty criminals it is usually a dodge fest anyway so disablers have the advantage.

Re: A new taser and light laser

Posted: Sat Feb 20, 2016 12:07 am
by Zilenan91
SO LET'S GET BACK ON TOPIC

Security standard-issue, high-capacity lasers when?

Re: A new taser and light laser

Posted: Sat Feb 20, 2016 12:14 am
by PKPenguin321
Zilenan91 wrote:SO LET'S GET BACK ON TOPIC

Security standard-issue, high-capacity lasers when?
colonial marines please go

Re: A new taser and light laser

Posted: Sat Feb 20, 2016 12:15 am
by Zilenan91
Naturally there would be a lot of them that security could unfortunately "lose" or hand out to the crew should a threat arise.

Re: A new taser and light laser

Posted: Sat Feb 20, 2016 12:21 am
by PKPenguin321
Zilenan91 wrote:Naturally there would be a lot of them that security could unfortunately "lose" or hand out to the crew should a threat arise.
or so they can have a backpack with 5 of them for infinite laser power
colonial marines p l e a s e go

Re: A new taser and light laser

Posted: Sat Feb 20, 2016 12:24 am
by Zilenan91
By High-Capacity I mean retardedly high-capacity, in the hundreds. Armor would need to be buffed, so I doubt this will ever happen.

Re: A new taser and light laser

Posted: Sat Feb 20, 2016 10:39 am
by Malkevin
Zilenan91 wrote:SO LET'S GET BACK ON TOPIC

Security standard-issue, high-capacity lasers when?
When you can convince MSO to oust coderbus.

i.e. neber


Edit: Have you seen the armory on the Absolution wh40k server?
Its literally as big as the perma and prison wing on meta combined.
Its full of Lasgun racks every other tile, each rack has 4 lasguns.
There must be atleast 8 dozen lasguns in there.

Re: A new taser and light laser

Posted: Sat Feb 20, 2016 7:18 pm
by Zilenan91
Oh I know it's fucking glorious, I've been playing there. Was hoping someone would see where I was getting the idea from.

If there's anything that server does right is security. You just feel so very, very powerful, and then laugh as you get instantly shit on by something stronger than you despite all that. I don't remember a single bad round I've had as security on there.

Re: A new taser and light laser

Posted: Sun Feb 21, 2016 3:03 am
by kevinz000
>Removing a feature that has been in the game for god knows how long (Well I joined after it is in for sure)
>Not removing something that was added relatively recently (Defibs)
And putting it into 200/220 is not going to help if the guy who's killing you knows as they'll just beat you past the point to make you undefibbable.

Re: A new taser and light laser

Posted: Sun Feb 21, 2016 3:09 am
by Zilenan91
Wrong thread

Re: A new taser and light laser

Posted: Sun Feb 21, 2016 4:23 am
by ShadowDimentio
>People calling tasers OP

My sides

Re: A new taser and light laser

Posted: Sun Feb 21, 2016 2:10 pm
by CPTANT
I have now coded the new effect and personally it looks and feels good.

I am still a bit undecided on giving the hybrid taser the light laser or just putting back the regular taser.

Also still undecided on whether to add the stumbling or not.

Re: A new taser and light laser

Posted: Sun Feb 21, 2016 2:19 pm
by Super Aggro Crag
i like one shot tasers but as an occasional sec player i'd love to have a lethal option without having to beg the warden for it.

Re: A new taser and light laser

Posted: Sun Feb 21, 2016 2:22 pm
by Steelpoint
I do find the concept of a shitty 10 damage laser attached to the Taser to be amusing, it ain't going to do jack against a real antagonist but its empowering and amusing, at best you might crit one lowly assistant (depending on how many shots you get).

Re: A new taser and light laser

Posted: Sun Feb 21, 2016 4:42 pm
by Saegrimr
Steelpoint wrote:I do find the concept of a shitty 10 damage laser attached to the Taser to be amusing, it ain't going to do jack against a real antagonist but its empowering and amusing, at best you might crit one lowly assistant (depending on how many shots you get).
You know that actually would be useful as a personal defense weapon against carps and shit, and would make sense.

Re: A new taser and light laser

Posted: Sun Feb 21, 2016 6:10 pm
by Super Aggro Crag
Steelpoint wrote:I do find the concept of a shitty 10 damage laser attached to the Taser to be amusing, it ain't going to do jack against a real antagonist but its empowering and amusing, at best you might crit one lowly assistant (depending on how many shots you get).
It'd be a lifesafer against carps, swarmers, shitter drones, and other mobs.

Re: A new taser and light laser

Posted: Sun Feb 21, 2016 6:14 pm
by Steelpoint
Good and true points. I was more so talking about other Human opponents than NPC antagonists.

Imo most of the time a officer is going to use the stun setting on their Taser, unless the laser mode has a crap ton of shots, using it to execute someone to deal a lot of damage with a single shot or using it to kill Carp then the laser mode won't be used often for actually killing people.

This is not necessarily a bad thing and at the end of it is just me theory crafting the effects of the gun.

Re: A new taser and light laser

Posted: Sun Feb 21, 2016 6:43 pm
by imblyings
>/tg/
>light laser
>seclite

Missing out on a great meme here, give sec lites the ability to fire off the weak laser shots

Re: A new taser and light laser

Posted: Sun Feb 21, 2016 6:48 pm
by Anonmare
Please, everyone knows a lasgun doesn't have the power to harm a space carp.

Re: A new taser and light laser

Posted: Sun Feb 21, 2016 7:01 pm
by Super Aggro Crag
imblyings wrote:>/tg/
>light laser
>seclite

Missing out on a great meme here, give sec lites the ability to fire off the weak laser shots
but i already attach my seclite to my helmet.

Re: A new taser and light laser

Posted: Sun Feb 21, 2016 7:14 pm
by onleavedontatme
Why don't you go play archangel instead of demanding we change ss13 into a military game?

You're private security/mall cops on a space station not Imperial Guardsmen.

Re: A new taser and light laser

Posted: Sun Feb 21, 2016 8:31 pm
by Malkevin
Kor wrote:Why don't you go play archangel instead of demanding we change ss13 into a military game?

You're private security/mall cops on a space station not Imperial Guardsmen.
>Kor telling people off for wanting to turn ss13 into wh40k

You've changed man.

Re: A new taser and light laser

Posted: Sun Feb 21, 2016 8:43 pm
by Saegrimr
Super Aggro Crag wrote:
imblyings wrote:>/tg/
>light laser
>seclite

Missing out on a great meme here, give sec lites the ability to fire off the weak laser shots
but i already attach my seclite to my helmet.
Head lasers, jesus christ man.

Re: A new taser and light laser

Posted: Sun Feb 21, 2016 9:26 pm
by Malkevin
>Might I sugest agin, a skul-gun for my head.
>Yesterday in Batery Park, some scum we all know
>pushes smack for NSF gets jumpy and draws. I take
>2 .22's, 1 in flesh, 1 in augs, befor I can get out
>that dam asalt gun.
>
>If I could kil just by thought, it would be beter.
>Is it my job to be a human target-practis backstop?
>
>Gunther Hermann

Re: A new taser and light laser

Posted: Sun Feb 21, 2016 9:58 pm
by Xargav
We should just have an all lethals security force. They would actually be held accountable for their shittery

Re: A new taser and light laser

Posted: Sun Feb 21, 2016 10:05 pm
by CPTANT

Re: A new taser and light laser

Posted: Mon Feb 22, 2016 8:50 pm
by Lumbermancer
How am I supposed to subdue anyone right now? What am I supposed to do versus ops? Should I stand in the corner and cry?

Re: A new taser and light laser

Posted: Mon Feb 22, 2016 8:54 pm
by onleavedontatme
So these are complete trash against anyone in the tiniest amount of armour. Took four tasers to down a guy in an engineering hardsuit

Re: A new taser and light laser

Posted: Mon Feb 22, 2016 8:59 pm
by Saegrimr
Kor wrote:So these are complete trash against anyone in the tiniest amount of armour. Took four tasers to down a guy in an engineering hardsuit
Funny how we're coming back to the exact same problem disablers had, yet nobody wants to just change disablers.

Re: A new taser and light laser

Posted: Mon Feb 22, 2016 9:16 pm
by Super Aggro Crag
Kor wrote:So these are complete trash against anyone in the tiniest amount of armour. Took four tasers to down a guy in an engineering hardsuit
damn, shit.

Re: A new taser and light laser

Posted: Mon Feb 22, 2016 11:55 pm
by CPTANT
I thought stamina damage was supposed to bypass armour.

I can of course hotfix it by just giving the taser armour penetration.

edit: its a bug with the stun not triggering on people wearing armour for some reason.

Re: A new taser and light laser

Posted: Tue Feb 23, 2016 12:33 am
by Zilenan91
Stamina damage is bugged so that energy/laser protection decreases it at a FLAT rate rather than percentile like everything else.

Re: A new taser and light laser

Posted: Tue Mar 01, 2016 4:40 pm
by CPTANT
Would be nice if we could have some testing now they act as they should vs armor.

Re: A new taser and light laser

Posted: Tue Mar 01, 2016 5:09 pm
by Lumbermancer
What if you made taser more realistic instead. Make it longer range, easier to hit, but it has only one shot you need to reload, and you need to have it in your hands for the duration of the tase stun.

So it would be better against single targets, but worse against multiple targets. Just spitballin.

Re: A new taser and light laser

Posted: Tue Mar 01, 2016 5:58 pm
by TechnoAlchemist
Adv.taser is fine as is, security is suffering with two shot taser.

Re: A new taser and light laser

Posted: Tue Mar 01, 2016 10:16 pm
by CPTANT
TechnoAlchemist wrote:Adv.taser is fine as is, security is suffering with two shot taser.
A lot of people argue its a buff.

Re: A new taser and light laser

Posted: Tue Mar 01, 2016 10:22 pm
by PKPenguin321
buff or nerf, tasers don't need a rebalancing right now

Re: A new taser and light laser

Posted: Wed Mar 02, 2016 12:29 am
by Zilenan91
It's basically a whole different weapon now now that it has the lethal component.

Re: A new taser and light laser

Posted: Sun Mar 27, 2016 3:18 pm
by Ezel
Inb4 HG tests no one hit stun weapons and removes ebow and replaces tasers with disablers

Re: A new taser and light laser

Posted: Sun Mar 27, 2016 10:36 pm
by TechnoAlchemist
I don't like this change, it was unnecessary and makes taking down criminals much harder. I also miss the disabler for window take downs

Re: A new taser and light laser

Posted: Mon Mar 28, 2016 4:19 am
by callanrockslol
CPTANT wrote:
TechnoAlchemist wrote:Adv.taser is fine as is, security is suffering with two shot taser.
A lot of people argue its a buff.
A lot of people don't play sec or have robust spaceman fights.

Re: A new taser and light laser

Posted: Mon Mar 28, 2016 4:26 am
by ShadowDimentio
I like the change. Disablers were and still are a vestigial remnant of Paprika's cancer in the codebase, and phasing them out is welcome. Plus the increase in taser capacity means more perps get shot before a reload.

Re: A new taser and light laser

Posted: Mon Mar 28, 2016 5:30 am
by DemonFiren
ShadowDimentio wrote:I like the change. Disablers were and still are a vestigial remnant of Paprika's cancer in the codebase, and phasing them out is welcome. Plus the increase in taser capacity means more perps get shot before a reload.
Except that capacity is cut in half because 2 shot memes

Re: A new taser and light laser

Posted: Mon Mar 28, 2016 5:43 am
by TechnoAlchemist
New taser is garbage for taking down both single targets and EXCELSIOR garbage for taking down multiple targets.

At this point its like basically only good for disarming people, please god save me from lethal taser hell.

Also the taser point is almost never useful + disablers are fine

Re: A new taser and light laser

Posted: Mon Mar 28, 2016 5:48 am
by DemonFiren
Bring back unlimited range stun tasers when?

Re: A new taser and light laser

Posted: Mon Mar 28, 2016 2:33 pm
by Incomptinence
Well at least it isn't range limited any more I guess.