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[POLL] Beepsky 2OP4me

Posted: Mon Oct 06, 2014 11:51 pm
by Fragnostic
Beepsky is dragged around as the undefeatable bodyguard for the unrobust security guards. It is powergame supreme. There's almost no way to fight the little fucker off. In NT code, you could at least get a couple toolboxes in before you got stunned and cuffed. But there's almost no chance with a securitron hot on your tail and a sec officer firing taser shots like mad. Something will take you down. Besides, automated security is horrible, but you can't CATCH-EM-ALL so I don't think the little fuck should be removed. Maybe his stunbaton needs recharging or a cell replacement. But Beepsky has really been a greentext cockblock as much as powergamers.

Beepsky nerfs could be:
New kind of handcuffs, maybe like the zippy cuffs that are useless after you remove, and have the remove time of cable cuffs.
Beepsky must be recharged after a certain amount of arrests or stuns.
Beepsky could be a bit slower.
Beepsky could be less responsive, and therefore, more possible to fight/run away (this shouldn't include attacking Beepsky 4no raisin, that response should be lighting fast)
Beepsky stops and stays frozen for 30 seconds after EMP
Beepsky can be flashed
Beepsky can be crushed with airlocks and shutters

I'm not saying that ALL security officers that drag Beepsky are powergamers, but Beepsky is OP. Successful murderboners, maint cult raids, assaulting Sec Officers themselves, and game over arrests have been facilitated at one point or another by Beepksy. I think our little friend needs some balance.

Re: [POLL] Beepsky 2OP4me

Posted: Mon Oct 06, 2014 11:56 pm
by cedarbridge
Nah, Beepsky's fine. He's already slow as fuck and only functions via security input. The warden (and less often the detective) rely on beepsky to be where they can't be so he needs to be robust enough to do what they need where they can't be to do it.

Beepsky also dies to 1-3 shots from essentially every ranged attack in the game. A greyshirt with a toolbox should not be dunking beepsky.

Re: [POLL] Beepsky 2OP4me

Posted: Tue Oct 07, 2014 1:54 am
by Incomptinence
You want to see an overpowered bot? Try playing laser tag against a lasertag ED. Shoots you from outside sight range as often as a normal ED 209 would fire it is basically a super legged turret.

Re: [POLL] Beepsky 2OP4me

Posted: Tue Oct 07, 2014 2:04 am
by paprika
>3 top options are saying beepsky is OP

Talk about "I brigged plz nerf"

Just make projectiles hit him instead of passing over him. Then nobody can bitch about him being 2hard4u

Re: [POLL] Beepsky 2OP4me

Posted: Tue Oct 07, 2014 2:12 am
by Cipher3
paprika wrote:Just make projectiles hit him instead of passing over him. Then nobody can bitch about him being 2hard4u
Literally the one thing about Beepsky that could do with a nerf.

Notice that every single vote so far is saying that Beepsky's fine though.

Re: [POLL] Beepsky 2OP4me

Posted: Tue Oct 07, 2014 2:40 am
by Fragnostic
paprika wrote:>3 top options are saying beepsky is OP

Talk about "I brigged plz nerf"

Just make projectiles hit him instead of passing over him. Then nobody can bitch about him being 2hard4u
Well, it IS a biased poll, but I tried to be fair. Anyway, I haven't been brigged for a while, much less Beepsky'd,(unless someone wants to argue with logs) so it's mostly something I noticed from Beepsky bum rushing traitors or on the other hand, traitors using him to murderbone.
One example is that Sticky got his murderbone cut short by a wild Beepsky that came flying out of nowhere. And Blurspace went on a huge rampage where he escaped alone as HoP and won mostly because of a Beepsky. He's a bit too much, for me.

Re: [POLL] Beepsky 2OP4me

Posted: Tue Oct 07, 2014 2:48 am
by Lo6a4evskiy
paprika wrote:>3 top options are saying beepsky is OP

Talk about "I brigged plz nerf"

Just make projectiles hit him instead of passing over him. Then nobody can bitch about him being 2hard4u
Nah, that would make it too easy. Plus any gunfights in hallways would destroy him accidentally and we can't have that.

Beepsky is only ever useful 1v1. He's pretty easy to outrun, he can be destroyed in 1-2 hits with a ranged weapon (git gud) and he's absolutely useless against more than one culprit.

So yeah, don't fight near security bots, you idiots.

Re: [POLL] Beepsky 2OP4me

Posted: Tue Oct 07, 2014 3:11 am
by Gun Hog
I do not find Beepsky OP, especially given how complicated his logic is. He will be a lot more controllable under Botcall, so opinions and balancing will likely be discussed at more length once I cut down on the monstrosity that is botcode. I am obviously biased since I am working on a project involving them, but I am open to suggestions for things more complicated than simple changes to stun duration or such.

Re: [POLL] Beepsky 2OP4me

Posted: Tue Oct 07, 2014 3:53 am
by paprika
https://github.com/tgstation/-tg-station/pull/5123

Here beepsky is nerfed and less of a hassle you're welcome

Re: [POLL] Beepsky 2OP4me

Posted: Tue Oct 07, 2014 4:05 am
by Incomptinence
Sorry pep pep but it has to beep this way.

Re: [POLL] Beepsky 2OP4me

Posted: Tue Oct 07, 2014 5:36 am
by Psyentific
git gud

Re: [POLL] Beepsky 2OP4me

Posted: Tue Oct 07, 2014 6:20 am
by callanrockslol
Beepsky is supposed to be robust, get a friend and beat his ass with no problems

Re: [POLL] Beepsky 2OP4me

Posted: Tue Oct 07, 2014 6:43 am
by Psyentific
Can we put a HoS hat on beepsky?

Re: [POLL] Beepsky 2OP4me

Posted: Tue Oct 07, 2014 8:44 am
by ExplosiveCrate
Aside from making projectiles actually hit Beepsky without having to click on his tiny-ass moving sprite, I'm all for replacing Beepsky's metal cuffs with biodegradable zipties, if only to prevent Assistants from gaining free cuffs.

But yeah, Beepsky's not really overpowered. Could use some tweaks, but he's not OP.

Re: [POLL] Beepsky 2OP4me

Posted: Wed Oct 08, 2014 9:15 pm
by Cheridan
Anyone attempting to drag an activated Beepsky should result in him calling you a homo and stunning you.

Re: [POLL] Beepsky 2OP4me

Posted: Wed Oct 08, 2014 9:26 pm
by Incomptinence
Drag along beepsky is fine for single sec or last sec. If you have no human back up bots are helpful. By that reasoning the armoury gear should animate and attack officers for trying to put it on, disgusting thought process.

Also note the worse cuffs on beepers means he patrols worse, so guess you want him dragged.

Re: [POLL] Beepsky 2OP4me

Posted: Wed Oct 08, 2014 9:50 pm
by Cuboos
Emag Beepsky > Turn off Beepsky > Space Beepsky > No more Beepsky.

Re: [POLL] Beepsky 2OP4me

Posted: Thu Oct 09, 2014 4:52 am
by cedarbridge
Cuboos wrote:Emag Beepsky > Turn off Beepsky > Space Beepsky > No more Beepsky.
I watched Pingsky chase an engineer through space to stun cuff him. Securitrons don't give a fuck.

Re: [POLL] Beepsky 2OP4me

Posted: Fri Oct 10, 2014 4:15 am
by callanrockslol
Yeah, generally if they can move around a gravityless spacestation under their own power with no problems then getting into a space chase with them is your funeral

Re: [POLL] Beepsky 2OP4me

Posted: Fri Oct 10, 2014 4:20 am
by paprika
turning off gravity should make beepsky stand in place and unable to function since he has little wheels, that's a problem with mobs.

it'd also add more value to taking out the grav gen.

Re: [POLL] Beepsky 2OP4me

Posted: Sat Oct 11, 2014 8:59 pm
by Kot
Beepsky is underpowered. Buff it.

But, tbh i remember a Beepsky that once fucked up 10 badminspawned flukeops. He got so many fucking medals.

So maybe leave it as it is.

Re: [POLL] Beepsky 2OP4me

Posted: Sat Oct 11, 2014 9:16 pm
by oranges
This is a terribly designed poll.

You've cannibalised support for the nerf beepsky option by adding 3 possible choices to it.

Re: [POLL] Beepsky 2OP4me

Posted: Sun Oct 12, 2014 1:27 am
by callanrockslol
paprika wrote:turning off gravity should make beepsky stand in place and unable to function since he has little wheels, that's a problem with mobs.

it'd also add more value to taking out the grav gen.
I though securitrons flew around like eyebots from fallout

Re: [POLL] Beepsky 2OP4me

Posted: Sun Oct 12, 2014 8:51 am
by cedarbridge
oranges wrote:This is a terribly designed poll.

You've cannibalised support for the nerf beepsky option by adding 3 possible choices to it.
There are only two options that support nerfing, and neither has even vague support.

Re: [POLL] Beepsky 2OP4me

Posted: Sun Oct 12, 2014 12:07 pm
by Incomptinence
Well dodge the problem ignore actual issues about beepsky and make him worse at paroling and stay just as good for dragging as he used to be is a go go mergo.

Re: [POLL] Beepsky 2OP4me

Posted: Mon Oct 13, 2014 1:29 pm
by leibniz
cedarbridge wrote:Nah, Beepsky's fine. He's already slow as fuck and only functions via security input.
I dont think he is slow when he is chasing people. I'm not sure if the speed of securitrons was adjusted to the speednerf of humans. (borgs werent)
It would be nice if acceleration was added to that somehow so they dont start chasing you full speed right away.

Also, I dont like how the weapon check function can see into my backpack and pockets, it should only check the hands. (luckily most wardens are too lazy to turn this on)

btw these poll options are a bit retarded

Re: [POLL] Beepsky 2OP4me

Posted: Mon Oct 13, 2014 5:43 pm
by Lo6a4evskiy
I'm pretty sure it only checks for hands (will get you arrested for sure) and belt (only if you've got something else that's suspicious to beepsky)

Re: [POLL] Beepsky 2OP4me

Posted: Mon Oct 13, 2014 10:52 pm
by leibniz
Lo6a4evskiy wrote:I'm pretty sure it only checks for hands (will get you arrested for sure) and belt (only if you've got something else that's suspicious to beepsky)
I tested it now, I was wrong.
It only checks hands, not belt.

Re: [POLL] Beepsky 2OP4me

Posted: Tue Oct 14, 2014 12:03 am
by Malkevin
IIRC it does check the belt and possbily the exo-storage too, but it only gives half the threatlevel.


Also heads dont have weapon clearance on their IDs, so if they wave their bat about around beepsky or ed209s they're going to get cuffed