Good day everyone, I opened this topic in order to present my ideas on a possible security items change, also sorry if I fucked up with the grammar but English is not my first language.
First of all why am I making this topic, I noticed that a lot of people in game and outside of the game are dissatisfied on how security deals with fights, that usually goes like “security see bag guy, security hit the bad guy with baton once, bad guy is stunned, security arrest / kill the bad guy”.
My proposal is to remove almost all of the instantaneous paralyze effects and a nerf to some of the most used items and a rework to encourage the use of other, less useful items so that security will have to think on what to do and what tools to use, and the bad guys will have a little more breathing room in a fight against security.
Furthermore I have the belief that a fight against security should be considered in tiers:
• Tier 1, a normal crew member (no protection or weapon) against a security officer, the security officer should win 99% of the times;
• Tier 2, a somewhat prepared crew member (moderate protection and some kind of improvised weapon) against a security officer, The security officer should win 90% of the times;
• Tier 3, a prepared crew member (Good protection and good weapon) against a security officer, security should win 50% of the times:
• Tier 4, an Antagonist looking to fight the world against a security officer, security should win 30% of the times.
What this tier list means is that against an unprepared crew member or someone that took some basic protection and little to no weapons the security team should not have problems in fighting and detaining them, on the other hand if the crew member in question prepare themselves for the fight or are an antagonist they should have a higher chance to prevail against security.
I am open to feedback and ideas if my proposal does not sound balanced to you all, and in order to learn and get better ideas you are all encouraged to propose changes to the base game kit or my changes.
Note, if something is in Brackets it means that I am not sure about the change, if it has a Bar it means that I am undecided on which is better for the gameplay and would like your feedback.
Lets get started with a mechanic change that should affect not only the security team, but everyone on the station, a change in the stamina system.
New stamina system mechanic:
► Show Spoiler
• Maintain the current slow down once you take more that 40 stamina damage;
• Once the player reaches 80 stamina damage they get the Convulsion status effect/Disable the hands until the stamina get back under 80;
• Once the player reaches 100 stamina they still get the Paralyzed status effect;
• Maintains the upper limit of stamina damage to 130 points;
• If the player does not get additional stamina damage for 5 seconds they start regenerating stamina in a rate that is 10 stamina per second.
This change is a necessary modification for other changes that I will propose shorty.
Stun Batons:
► Show Spoiler
• Reduce the stamina damage to 28 from 60;
• Remove the knockdown form the baton;
• Reduce the cool-down between hits to 2 sec from 2.5;
• Add a guaranteed disarm 1 sec after a successful hit;
This change will make the Stun Baton a 4 Hit for the win Weapon instead of a 1 hit win against most opponents, while maintaining the intimidation that a hit can give thanks to the disarm, You will need 2 hits in order to slow down the enemy, 3 hit in order to make them unlikely to keep fighting and a 4 hit to paralyze them for good.
Telescopic Baton/Police Baton:
► Show Spoiler
• Reduce the stamina damage to 20 from 55;
• Remove Knockdown;
• Instantly Disarm the victim of the attack;
• Reduce cool-down to 2 sec from 4;
• Standardize brute damage to 10.
This change aims to reduce the use of this type of batons as a substitute to the normal baton, with the idea that these batons are more of a personal defense weapon rather than an assault weapon like the normal baton is, by making these baton deal less stamina damage I hope that it will push the heads of staff to either request a normal baton or remove themselves from the fight.
Stun Prod/(Stun Arm):
► Show Spoiler
• Make them the same item statistics wise;
• Reduce stamina damage to 20 from 55 (and instadown respectively);
• Remove knockdown;
• Increase cool-down to 3 sec;
• Add a guaranteed disarm 2 sec after a successful hit.
This change aims to make the stun prod (and Stun arm) weaker than the other types of batons, mainly because most antagonists roles have either a stun or very strong weapons in their kits, so most of the time this type of weapons is used as a homemade self defense weapon, the only antagonist that has a reason to use this weapon is a Revolutionary, but often when Revs are attaching a security officer they do so with superior numbers, do the stun prod is more often than not a nonissue.
Flash:
► Show Spoiler
Front:
► Show Spoiler
• Remove paralyze;
• Reduce stamina damage to 20/Remove stamina damage;
• Add a 5 sec of blindness like a flashbang;
• (Add 3 sec of Confusion/3 sec of blurred vision at the end of the blindness).
• (If the Victim has eye protection applies side flash/ Reduce blindness to 2 sec(Really unsure about this one))
Side:
► Show Spoiler
• Remove paralyze;
• Reduce stamina damage to 10/Remove stamina damage;
• Add a 3 sec of blindness like a flashbang;
• (Add 1 sec of Confusion/1 sec of blurred vision at the end of the blindness).
Back
► Show Spoiler
• No effect, unless the flasher is a Revhead;
• If the flasher is a Revhead applies the side flash.
This change should maintain the flash role as a secondary tool while removing the stun, thus making the flash more of tool used to set up other items rather than a permastun tool.
Disabler:
► Show Spoiler
• Increase the number if shots needed to stam-crit to 5.
Not a lot to say, I never heard anyone talk about the disabler in a bad way, so I believe its OK in the way it works right now.
Flashbangs:
► Show Spoiler
• No change
Flashbangs are one of the few tools that will still have instadown, the reason for that being that they are limited in number, there are only so many flashbangs on the station, and if more are needed they need to be bought from cargo, add in the fact that they are single use and I believe that they are useful tool to stop a fight if the officer is overwhelmed and need to retreat or are fighting a dangerous individual.
Pepperspray:
► Show Spoiler
• Reduce Knockdown to 2 seconds form 3;
• Reduce blindness to 4 seconds from 6;
• Reduce blurry eyes to 6 seconds from 10:
• Reduce confusion to 6 seconds from 10;
• Reduce slowdown to 6 seconds from 10;
• Add Mute for 6 seconds;
• (If the target has eye protection remove Knockdown and blindness, reduce blurry eyes to 3 seconds);
• (If the target has mouth protection remove confusion, slowdown and mute).
Pepperspray is one of those items that is almost never used because almost all of the crew will have some form of protection from its effects, this change aims to make it a more interesting tool and making it more geared to fight against wizards and heretics, and, if the suggestion in the bracket is accepted, still have a use against a fully protected adversary.
Energy Bola:
► Show Spoiler
• Remove Energy Bola from the vendor and the protolathe;
• Introduce the Energy bola holo-printer, a handheld tool to create E-Bolas;
• Make the Energy bola holo-printer available from the vendor and protolathe/unique in the armory;
• The Printer allows the creation of E-bolas after an interaction of 5 seconds;
• The Printer can have active only 1 E-bola at the time;
• The if an E-bola is already in existence using the printer will immediately destroy the active E-bola;
• If the E-bola is further that 9 tiles from the printer the E-bola will be destroyed.
The energy bola is an incredible useful tool and also a dangerous tool if misses, seen rarely do to its limited availability on the station and the possibility of the security officer who launched it ending up on the other end of this item, this change will make the energy bola more forgiving to use, while at the same time making it more of a chase item rather than a fire and forget, since if the target succeeds in running away the bola will break.
DRAGnet:
► Show Spoiler
• Allow the user to select the destination from the gun itself.
The DRAGnet is an interesting gun concept, but from what I can understand on the wiki it sound like a complicated gun that can easily end up aiding or straight up killing the target if the DRAGnet does not recognize the map, in addition to the fact that anyone using the teleporter control console could, without even knowing it, help the target escape, this change should make the gun easier to set up and use.
Energy gun:
► Show Spoiler
• Renamed security rifle
• Give the gun a charge of 20 energy, Lethal use 2 energy for 20 burning damage, disabler shots use 1 for 20 stamina damage.
Given a more distinct name from the laser gun and give the Energy gun his role as an advanced disabler.
Laser Gun:
► Show Spoiler
• Increase the charge to 25 energy;
• Reduce burn damage to 10 from 20;
• Make laser Hit-scan.
The idea behind this changes is to make the laser gun be the default gun when security need to kill someone/something compared to the Energy gun multi purpose design.
Shotguns:
► Show Spoiler
• Reduce Max range to 3 tiles;
• Remove All different types of ammo except the beanbag and buckshot, beanbag will deal only stamina, buckshot will deal only brute;
• From 3 tiles deals 10 damage;
• From 2 tiles deals 20 damage;
• From 1 tiles Deals 50 damage and knockback of 5 tiles;
• Add a 3 second cooldown between shots;
• Reduce Riot shotgun and combat shotgun capacity to 3 shells from 7;
• Add the necessity to hold with both hands before firing.
This changes to the shotguns aims to put the shotguns in a position of close range glass cannon, capable of doing high damage but leaving the user vulnerable if they misses, the reduction in ammo capacity, the extremely limited range and the necessity of having both hands occupied should also help in making the shotgun not as powerful as before the nerf.
Tackling Gloves:
► Show Spoiler
• Instead of activating when throw mode and an empty hand is selected, have it actionable from a button in the HUD;
• If the tackle is successful automatically aggressive grabs the target;
• If the user has a pair of handcuffs in his hands automatically start to cuff the target upon a successful tackle.
This change should make the tackling gloves more useful and reduce the number of accidental launches
Autorifle:
• No Idea, accepting suggestions.
And that is all, this is what my mind was capable of coming up with, tell me what do you think and your feedback, if its horrible and I should never try something like this ever again, if its OK, or anything really.