Security Rearmament

A place to record your ideas for the game.
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John_Oxford
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Security Rearmament

Post by John_Oxford » #143206

Removes Security officer's tasers at round start, replaces them with the AEW series

AEW-1a

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Replaces tasers, spawns on security officers backs at round start, fires 9mm rubber ball ammo, doing 60 stamina damage, spawns with a extra magazine in the backpack of the same ball ammo, 4 lethal 9mm mags spawn in armory for this. Ball mags can be reloaded with normal ammunition at round start. Two more of these loaded with lethal 9mm mags spawn in the lethal ammo locker.

AEW-2s

Research can produce these for fairly low costs, they still require a firing pin. Has charges for 10 disables, 8 kills, and 6 stun shots. Can be recharged at any recharger, Functionally the same as the HOS's gun. Warden spawns with one instead of the stock 1a's.

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AEW-3c

Essentially the same as autorifles, just order them from cargo for 5 points less. 20 round magazine capacity, fires 9mm ammo of any type. Plays the C20-r buzzing sound when it runs out of ammo.

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All of these can have flashlights attached to them, all of them do 10 brute as a melee weapon.

EDIT
you can try your hardest to combat my wave of overly thought out not balanced ideas, but i will prevail. you are fighting a losing battle young son.
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TechnoAlchemist wrote:you where always right john, you where always right
>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.
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newfren
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Re: Security Rearmament

Post by newfren » #143207

Zilenan91
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Re: Security Rearmament

Post by Zilenan91 » #143208

These are Steelpoint's guns with (no offense) worse looking sprites
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Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
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1g88a
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Re: Security Rearmament

Post by 1g88a » #143211

The AEW-3c makes me think of a fucked up Walther MPL, even though its just that pistol sprite with a stock/strap/extended mag
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Steelpoint
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Re: Security Rearmament

Post by Steelpoint » #143223

This is almost exactly what I did sans the subjectively worse sprites.

It'll also run into the same problems, mainly in that Ballistic Stamina damage is still borked last time I checked.

Your better off tossing a Auto Rifle into the Armoury, at least that action got a good level of community support at the time (50/50).
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Lumbermancer
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Re: Security Rearmament

Post by Lumbermancer » #143227

Removes Security officer's tasers at round start,
No. This weapon is your life, try not to lose it.
aka Schlomo Gaskin aka Guru Meditation aka Copyright Alright aka Topkek McHonk aka Le Rouge
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Cheimon
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Re: Security Rearmament

Post by Cheimon » #143229

Stamina damage is annoying in that it takes a second or two to kick in. A stun is instant, which means in a lot of situations it's straightforwardly better.

A second or two doesn't sound like much, but it's the difference between the person failing to do anything, or firing their revolver twice, teleporting away, activating their bomb, all sorts of things.

Where disablers are useful is in someone that's rocketing around (can be quite hard to hit) and in going through windows (which rubber balls wouldn't). Also, they tend to have a very high ammo count, while tasers are much less easy to spam.
Cik
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Re: Security Rearmament

Post by Cik » #143237

well the tradeoff is that tasers have a delay, and a pretty low range (disadvantaging you against revolvers and the like) whereas ballistics probably handle that better.

i like guns.
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Lumbermancer
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Re: Security Rearmament

Post by Lumbermancer » #143241

You're security, not military.
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DrPillzRedux
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Re: Security Rearmament

Post by DrPillzRedux » #143251

This whole thing is a joke you silly nerds.
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a correct post by pillz
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ShadowDimentio
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Re: Security Rearmament

Post by ShadowDimentio » #143259

And then John had the worst ideas ever

And we all laughed at him
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Re: Security Rearmament

Post by Drynwyn » #143284

ShadowDimentio wrote:And then John had the worst ideas ever

And we all laughed at him
*clears throat*
NYEH-HEH-HEH!
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Re: Security Rearmament

Post by Zilenan91 » #143302

I would still like to see those steelpistols that steelpoint made a long time ago, I really liked them.
Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
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Re: Security Rearmament

Post by RedMcCloud » #143319

I like how after telling John to GTFO of my 'detective sidegrade' thread, which included rubber ball guns as one of the most discussed things, cuz he kept derailing it, he steals my idea and tries to make a thread about 'hurr durr give sec lethal guns at round start'

fuck outta here
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Re: Security Rearmament

Post by John_Oxford » #143328

Wait, you said that? Fuck, i would have kept derailing.


Fuck your ideas, their my ideas now, im the idea thief motherfucker.

EDIT
RedMcCloud wrote:
John_Oxford wrote:
Lumbermancer wrote:Can you fuck off please, this isn't about you obsession with gunsmithing, it's about possible alternative detective weaponry

stop derailing the goddamn thread


There is no alternative to a gun, its a better or worse version of a gun, in this case, you added more guns.

If you where here for longer than 5 minutes, maybe you would come to know that i involve myself in quite literally every single idea thread that pops up involving customization of weapons and equipment that security or antagonists have. If i wanted to derail your thread, i'd talk about giving corgis the abilitys to use weapons, gunsmithing falls in line with weapon customization which falls in line with different weapon variants, which falls in line with different weapons of the same type, which is what your talking about.

So you fuck off for posting a idea i posted countless times before over a series of 9 threads, you aren't special motherfucker, you aren't the idea thief, that's me.

Quit stealing my ideas and my jobs

EDIT 2.0:

If you think about it, i don't know why i still bother with blatant security buff merges, because i spoiled the entire division of the playerbase that actually liked the idea by droning on it about it over 9 threads.

Since you want to be a cunt about it, i'll make it obvious, this is a meme thread, no one in their right mind would give a security force that is ment to stun and detain crime breakers lethal weapons at round start.

If you want to make a reply, and point out how im fucking stupid for making a meme thread. That's the point dumbass, the irony would be strong, so please do.

Please try to prove you're right.
Bill Rowe - Used for everything // SYS-OP - AI // SYS-USR - Cyborg
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TechnoAlchemist wrote:you where always right john, you where always right
>implying the admin conspiracy wasen't just confirmed by a admin.
see, i told you motherfuckers.
NikNakFlak wrote:this isn't a game you can't just post whenever you want
I don't even know what the fuck tg is.

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TheNightingale
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Re: Security Rearmament

Post by TheNightingale » #143331

Giving Security lethal weapons at roundstart wouldn't work. Giving them access to lethal weapons might (I think a red-alert shotgun case in the department offices was suggested once?).
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Re: Security Rearmament

Post by Cheimon » #143332

S T E E L R I F L E S
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Re: Security Rearmament

Post by TheNightingale » #143334

Reinforced cabinets in departmental security posts - like the fire axe cabinets, but more secure. When a red or delta alert is called, the plasteel shutters withdraw - from there, they can be unlocked with a Security-level ID or a silicon, or simply bashed open with the nearest blunt implement. Inside is an autorifle. (They're not even automatic, why are they called autorifles?) If the alert level is lowered, the shutters stay open.
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Re: Security Rearmament

Post by Cheimon » #143343

They're called autorifles because they were made by Mr Auto

or, because they were designed to automatically unlock

and because they're rifles
RedMcCloud
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Re: Security Rearmament

Post by RedMcCloud » #143434

autorifles originally had fire modes but like all good things those got removed so now it's semi-only

also holy assblast, John
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Steelpoint
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Re: Security Rearmament

Post by Steelpoint » #143435

I had a choice of either nerfing the weapons to deal around five damage per bullet or to remove the semi-auto function for balancing reasons. Having a 3 round burst that can deal 60 damage at round start was too much as was quickly shown during the PR trial (before it was merged).

Also Auto Rifle sounds nicer than anything else, and I ain't going to rename them to that gimmicky name of 'Steelrifle'.

Edit: If you want a Rifle I suggest putting one down in the Armoury in a tac equipment area, so just slap the rifle down with one of the Bulletproof Vests.

Hardly going to unbalance the game, and that would have been a more fair compromise than ripping them out.
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