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Detective Revolver sidegrades

Posted: Tue Dec 22, 2015 10:50 pm
by RedMcCloud
The det revolver skins are really nice as it allows you a little bit of customization, but when I saw some of the skins, I got an idea:

Revolver sidegrades/replacements. Not everyone prefers using the revolver (I see detectives just leaving them in their office and getting tasers or eguns from the warden), so I feel that being able to choose your starting weapon from a gun case that appears in your cabinet would be interesting:

Firearms
1) Det. Revolver
+\- no difference

2) Double-tap Derringer
+ fires as fast as Stetchkin
+ fits in your pocket
+/- 25 damage, stuns for a second less
- holds only two bullets
- spawns with two two-round speed loaders, can't be made at lathe but can be reloaded with .45 ammo

3) Single-Action Revolver
+\- uses 'Peacemaker' skin
+\- uses .45 ammo
+ does 30 damage, stuns for a second more
- needs to be cocked after every shot, makes a sound effect
-if clicked again after being cocked, ejects a single round from the cylinder for reloading (no spamming Z in combat to cock it)
-can't use speed loaders, only single bullets
-spawns with a small box of .45 ammo that can be put in shoulder harness

Non-firearms
1) Rubber ball pistol
+does only 5 brute damage so relatively non lethal
+does fatigue damage equivalent to three disabler shots
+\- comes with two four round speed loaders, ammo can be made at lathe
-only four shots
-projectile is still relatively slow but faster than the taser's electricity bolt

2) Detective's Stun Revolver
+ it's a stun revolver
+ fits in shoulder holster
+ can be modified with a high capacity power cell to allow it to be recharged in exchange for no reloading and lowered 6 shot capacity
+\- requires batteries that need to be charged, comes with three (one in the gun)
- can't be recharged by itself, batteries need to be recharged

a lot of these can be given to sec anyways but having more depth is always nice

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 12:50 am
by Cheimon
With the exception of the rubber ball pistol (1 hit stamina stun, nice) everything else is a straightforward downgrade. They're interesting but none of them are better: the detective's revolver is supreme because of its superb balance of brute force, stamina damage, and stunning capacity. 1 hit will down and slow every crew member, 2 hits will down them for longer, and 6 hits will bring them to the brink of crit. It is a weapon of the gods, and a detective that refuses to use it is making a mistake.

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 1:06 am
by ShadowDimentio
Also by grace of god it hasn't been nerfed into oblivion like everything else. It's the jagged nail in the otherwise foam padded station.

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 1:16 am
by Super Aggro Crag
i'll drop 10 dollars on the rubber ball pistol if the projectile richochets off walls and can accidentally stun you if you hit yourself with it

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 1:17 am
by ThanatosRa
I just would like a 1911. Ain't detected in awhile though.

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 1:19 am
by Zilenan91
Yeah I'd like a purely lethal detective revolver for when shit's going down. Probably stechkin levels at 30 damage

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 1:56 am
by Super Aggro Crag
Zilenan91 wrote:Yeah I'd like a purely lethal detective revolver for when shit's going down. Probably stechkin levels at 30 damage
just use a screwdriver on your gun.

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 2:08 am
by PKPenguin321
jesus christ the rubber ball pistol is fucking insane

this gun's already basically the best gun on the station, does it really need all this

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 2:28 am
by RedMcCloud
Super Aggro Crag wrote:
Zilenan91 wrote:Yeah I'd like a purely lethal detective revolver for when shit's going down. Probably stechkin levels at 30 damage
just use a screwdriver on your gun.
yeah and itll explode
i've literally never seen it not explode after being screwdrivered

also all of these are SUGGESTIONS, changes can be made depending on what people think is op or not

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 2:47 am
by John_Oxford
*cough* gunsmithing when *cough*

neat.

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 3:21 am
by RedMcCloud
Revisions

Single-Action:
+ damage at 35 as to offset the extremely slow fire rate and slower reloading

Derringer:
+ instantly downs someone like det revolver
- damage is now 20

Det Stun Revolver
the same

Rubber-ball gun.
+/- projectiles have a chance to ricochet back at you if you shoot at a wall, ricocheted shots bounce twice off of walls before disappearing unless they hit someone (kinda silly)
+/- damage scales over tiles away, for example if point blank it'll do 25 brute, 2-3 away 10, and everything over that 5 cuz in real life people have been killed with these things at close range
Image

NEW ADDITION: Traumatic 1911 (here you go thanatos)
It's a 1911 that fires rubber balls

+/- balls can still ricochet but as soon as they hit a wall they are destroyed instead of being able to bounce
+/- uses magazines that have to be loaded with the same rubber ball ammo as the rubber-ball gun from the lathe, ammo needs to be loaded into magazines
+/- comes with an extra magazine and a small box of ammo
+ acts as a disabler that damages, does twice as much stun damage on hit compared to a disabler beam but no instant knockdown
+ does 15 damage
+ same firerate as Stetchkin and derringer
+ 7 round magazine
+ can be modded to fire normal .45 ammo (and .45 ammo can be loaded into mag at any time) at a risk of it exploding (aka almost all the time)

there we go

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 3:34 am
by Takeguru
Give the detective a Judge.

Takes .45 rounds and 410 shells irl

Make it cause <5 brute on the arm when fired because they kick hard, applying a rifle stock to it would turn it into a carbine, which would increase it's size but remove the self-damage.

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 3:40 am
by Wyzack
Give the detective an old style lemat revolver with a second barrel for a single shotgun shell

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 3:51 am
by RedMcCloud
Wyzack wrote:Give the detective an old style lemat revolver with a second barrel for a single shotgun shell
i fuckin wish. it'd be more stylish than a judge

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 4:15 am
by John_Oxford
Why not just give him a 1911 that starts off with 2 magazines of rubber ball 45. one magazine in the gun, and a box of rubber 45?

then if he needs to get more hardcore, he can print out normal 45 from the autolathe and ramp things up a bit.

also, autolathe hollow points and armor piercing 45s when?

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 4:16 am
by PKPenguin321
why not just give him a pulse rifle that also does 1000 stamina damage

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 4:42 am
by John_Oxford
why not just give him a pulse pistol that ert has.









problem fucking solved.

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 6:34 am
by imblyings
can we just re-add the ability for detectives to rename their revolvers

being shot with pulse destroyer 9000s was a staple tg feature

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 6:37 am
by DemonFiren
I just named mine "piece of corgi meat".

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 7:13 am
by Zilenan91
imblyings wrote:can we just re-add the ability for detectives to rename their revolvers

being shot with pulse destroyer 9000s was a staple tg feature

If they use a pen on it they can rename it

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 7:18 am
by imblyings
well fug i'm silly

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 11:38 am
by Lumbermancer
Why not make detective's revolver not explode instantly after modding for 357.

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 11:44 am
by Super Aggro Crag
I like to name mine"Friendly Fire."

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 12:59 pm
by TheNightingale
Lumbermancer wrote:Why not make detective's revolver not explode instantly after modding for 357.
It only explodes instantly if you haven't unloaded it. Taking a screwdriver to a loaded gun is just Darwin at work.
Making it not explode while you shoot it would be nice, though.

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 1:31 pm
by Steelpoint
We need more uses for the cute Pulse Pistol sprite.

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 1:44 pm
by Lumbermancer
TheNightingale wrote:Making it not explode while you shoot it would be nice, though.
That's what I was referring to.

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 3:33 pm
by FantasticFwoosh
Lumbermancer wrote:
TheNightingale wrote:Making it not explode while you shoot it would be nice, though.
That's what I was referring to.
Why not apply a plasma recoil dampener? (i know this makes no sense since its combustable but it'd probably help and make use of the material) meddling more with it to improve it should be a goal. (gold plated exterior case adding physical weight, diamond trigger firing mechanism, precision silver firing barrel etc.

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 3:36 pm
by Wyzack
I am possibly the biggest detective fanboy ever but i will be the first to tell you that the det revolver is already god tier and making it any more powerful or versatile will just draw the ire of assblasted criminals and nerf hungry coders

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 4:17 pm
by FantasticFwoosh
Wyzack wrote:I am possibly the biggest detective fanboy ever but i will be the first to tell you that the det revolver is already god tier and making it any more powerful or versatile will just draw the ire of assblasted criminals and nerf hungry coders
Traitors can buy 'handcannon's as it were with TC already and store them + whatever else they want in a military belt meaning gunslinger memes.

Plus the fact having it be so strong may attract attention to it being meaningfully balanced (as opposed to as you suggest lynched by 'nerf hungry coders')

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 4:44 pm
by TheNightingale
I don't think revolvers fit in military belts, do they? They're normal-sized items, and military belts accept anything small or tiny (like emags, crowbars, ammunition). They fit in shoulder holsters, though.

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 6:15 pm
by Lumbermancer
FantasticFwoosh wrote:
Lumbermancer wrote:
TheNightingale wrote:Making it not explode while you shoot it would be nice, though.
That's what I was referring to.
Why not apply a plasma recoil dampener? (i know this makes no sense since its combustable but it'd probably help and make use of the material) meddling more with it to improve it should be a goal. (gold plated exterior case adding physical weight, diamond trigger firing mechanism, precision silver firing barrel etc.
Because that sounds like gunsmithing, and we threw that meme out of the window a long time ago.

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 7:19 pm
by Super Aggro Crag
How is gunsmithing a meme you can't just use meme to mean "thing I don't like" you goatherd

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 7:26 pm
by Lumbermancer
Yes I can.

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 7:34 pm
by Anonmare
Yes he can.

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 9:25 pm
by FantasticFwoosh
Super Aggro Crag wrote:How is gunsmithing a meme you can't just use meme to mean "thing I don't like" you goatherd
Lumbermancer wrote:Yes I can.
Anonmare wrote:Yes he can.
Getting off topic a bit here.

Though in all honesty, putting in elements of gunsmithing would completely invalidate the means of actually adding full blown gunsmithing forever, appeasing all parties. (except John) as a arguement even if we ordered in or cooked up minor gun mods at R&D or the hacked autolathe so that they run a small amount better.

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 9:52 pm
by 1g88a
Well the det's revolver exploding when firing .357 at least makes sense (although the chance of detonation may be too high from a gameplay perspective) as the .357 magnum cartridge was developed after it became clear that the public wanted more power in their .38s (with several enthusiasts causing their .38s to explode with handloads that were too powerful). Enter the .357 magnum, with a longer case so that it can't even fit in the cylinders of .38 special revolvers.

In fact, .38 special is actually .357 in diameter as well, so you can fire .38 special from .357 magnum revolvers just fine.

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 10:08 pm
by Wyzack
Dismissing firearm modification altogether because of a suggestion John oxford made once is fucking retarded lumber

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 11:35 pm
by PKPenguin321
if this actually gets coded and merged, it will get reverted/nerfed so hard that the detective revolver will be even worse than it is now. just saying

Re: Detective Revolver sidegrades

Posted: Wed Dec 23, 2015 11:50 pm
by Takeguru
What if

That's the goal

His revolver hasn't changed much over the years

Back in the past it was okay, but nowadays it's become a powerhouse.

Re: Detective Revolver sidegrades

Posted: Thu Dec 24, 2015 2:49 am
by RedMcCloud
the whole point of this thread was ideas for weaponry that could be used alongside the revolver, not 'nerf det revolver pls coderbus'

please stay on topic

Re: Detective Revolver sidegrades

Posted: Thu Dec 24, 2015 3:12 am
by John_Oxford
Lumbermancer wrote:
FantasticFwoosh wrote:
Lumbermancer wrote:
TheNightingale wrote:Making it not explode while you shoot it would be nice, though.
That's what I was referring to.
Why not apply a plasma recoil dampener? (i know this makes no sense since its combustable but it'd probably help and make use of the material) meddling more with it to improve it should be a goal. (gold plated exterior case adding physical weight, diamond trigger firing mechanism, precision silver firing barrel etc.
Because that sounds like gunsmithing, and we threw that meme out of the window a long time ago.


Fuck didn't even jump in quick enough to see it

*cough* gunsmithing when *cough*

Jesus, it doesn't even work now, i was to late.

Also, you're a meme, gunsmithing was fantastic.

Re: Detective Revolver sidegrades

Posted: Thu Dec 24, 2015 7:15 am
by iamgoofball
Gunsmithing is on the goofsecurity todo list

Re: Detective Revolver sidegrades

Posted: Thu Dec 24, 2015 1:06 pm
by Lumbermancer
Wyzack wrote:Dismissing firearm modification altogether because of a suggestion John oxford made once is fucking retarded lumber
That was more of a joke. I dismiss stuff like this because I feel it's a gimmicky and fiddly micromanagement, and I prefer more "solid" and contained features. For example to illustrate what I mean:

Gunsmithing, changing barrels triggers, modifying gun - a shit.

Having a button that would let you bluespace mail order a different kinds of gun at round start - acceptable.

Basically the more "moving parts" the feature has, the worse. In my opinion, of course.

Re: Detective Revolver sidegrades

Posted: Thu Dec 24, 2015 7:07 pm
by John_Oxford
But why would you hate complexity if its optional?

If gunsmithing is merged, you don't -have- to modify your guns, all the guns on the station will stay the same way they are, but can be modified.

Re: Detective Revolver sidegrades

Posted: Thu Dec 24, 2015 7:32 pm
by Lumbermancer
Well it would make the gun better, right? Therefore it would be mandatory, if you want to remain robust. Meaning you would be doing it every new round, going through the motions, making your firearm superior. That's not a good design in my opinion.

Re: Detective Revolver sidegrades

Posted: Thu Dec 24, 2015 8:24 pm
by rdght91
I'm just going to point out that .45 is an automatic pistol round (used in the 1911 and all common modern models) and .45 long colt is an entirely different round for revolvers that for all intents and purposes for SS13 should basically be the same as .357.

And having a revolver drop cartridges from excessive cocking(?) makes no sense. What would make sense is a semi-auto known for poor reliability (ie, Baby Eagle or full Desert Eagle) that jams about every mag or so.

Also having the Deagle in the game as the piece of garbage it actually is instead of T3H ULTIMATE W3APON would be neat.

Re: Detective Revolver sidegrades

Posted: Thu Dec 24, 2015 10:38 pm
by RedMcCloud
rdght91 wrote:I'm just going to point out that .45 is an automatic pistol round (used in the 1911 and all common modern models) and .45 long colt is an entirely different round for revolvers that for all intents and purposes for SS13 should basically be the same as .357.

And having a revolver drop cartridges from excessive cocking(?) makes no sense. What would make sense is a semi-auto known for poor reliability (ie, Baby Eagle or full Desert Eagle) that jams about every mag or so.

Also having the Deagle in the game as the piece of garbage it actually is instead of T3H ULTIMATE W3APON would be neat.
I know all of this, I'm a firearms collector and historian. Also the Deagle isn't unreliable in the slightest, it's just bulky, and saying the Baby Eagle (Jericho 941) is unreliable is downright retarded.

Also revolvers exist in .45 ACP that are single action (Ruger Blackhawk) or double action (M1917) and having it and the 1911 fire the same ammo is more to not have another bullet type be made than historical accuracy. If I wanted to be accurate is go into more detail.

And the revolver doesn't 'drop rounds from excessive cocking', it's you ejecting a cartridge with the ejector rod. If you use the hotkey after firing it cocks it, using it again makes you eject a round, or you could right click and do either at the cost of speed. It's more to stop someone from pretty much fanning a cylinder and killing someone than ease of use.

But it could be alt-click to eject a round instead if you want it to be alternate buttons.

Re: Detective Revolver sidegrades

Posted: Fri Dec 25, 2015 3:40 pm
by John_Oxford
Lumbermancer wrote:Well it would make the gun better, right? Therefore it would be mandatory, if you want to remain robust. Meaning you would be doing it every new round, going through the motions, making your firearm superior. That's not a good design in my opinion.
No, because the attachments arent 100% "YOUR GUN IS BETTER DIMITRI, YOU HAVE ZE TACTICAL GRIP"

They have downsides and upsides, 357. barrels on a revolver, would switch to a traitor aquired caliber which is harder to come by, would do more damage, but not stun.

Polymer grips would do less damage when you hit someone with a gun, but it lowers the chance of a disarm taking the gun out of your hand.

Foregrips would require two hands, but stabilize aim and lower the chance of disarms making you drop the gun.

>tfw if you people would have actually read the 5 gunsmithing threads i made

Re: Detective Revolver sidegrades

Posted: Fri Dec 25, 2015 4:10 pm
by Lumbermancer
barrels on a revolver, would switch to a traitor aquired caliber which is harder to come by
Cargo hacks lathe within fist 2 minutes of round making .357 as easy to get as .38. Detective would also snatch taser from brig for maximum robust.
Polymer grips would do less damage when you hit someone with a gun, but it lowers the chance of a disarm taking the gun out of your hand.
No one hits people with guns. Clear cut upgrade.
stabilize aim
What does that mean?

Re: Detective Revolver sidegrades

Posted: Fri Dec 25, 2015 5:47 pm
by Wyzack
If you don't pistol whip as detective you are doing something very wrong