Make Telekinesis users immune to Handcuffs.

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Helios
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Make Telekinesis users immune to Handcuffs.

Post by Helios » #147693

Not being able to use Telekinesis because you're handcuffed is stupid. There's no logic to it, you can't use your telekinesis because you are handcuffed why?
And if not having them immune, have themselves be able to unbuckle and uncuff instantly, because it makes sense
onleavedontatme
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Re: Make Telekinesis users immune to Handcuffs.

Post by onleavedontatme » #147695

Adding exceptions for TK would be snowflake code. Every time anyone clicked anything they'd have to check for TK.

It would also make TK users permavalid if security couldnt restrain them. Wouldn't be much of a buff since they'd stun/kill you instead of stun+cuff.

Also TK users have to swing their hands around in grand gestures to throw things clearly.
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Helios
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Re: Make Telekinesis users immune to Handcuffs.

Post by Helios » #147696

Kor wrote:Adding exceptions for TK would be snowflake code. Every time anyone clicked anything they'd have to check for TK.

It would also make TK users permavalid if security couldnt restrain them. Wouldn't be much of a buff since they'd stun/kill you instead of stun+cuff.

Also TK users have to swing their hands around in grand gestures to throw things clearly.
There's already an exception to Hulks when it comes to getting out of cuffs. It takes them 10 seconds.
Handcuffs being the end all be all tool, which can beat anything and anyone isn't necessarily positive, as it puts a one size fits all on human antagonists, which isn't positive
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John_Oxford
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Re: Make Telekinesis users immune to Handcuffs.

Post by John_Oxford » #147703

That doesn't invalidate the point Kor made.

Security will already shoot hulks with lasers because they can't restrain them effectively, this is going under the presumption that they are antagonists.
If you add a excemption to TK to, people with TK will be treated like they have hulk.

You say theres a end all be all of restraits, but you fail to understand there is literally no other way to restrain someone other than handcuffing or killing them. We don't have weapons that knock out people effectively.

Be it that this may be interesting, it's going to throw the non-existent balance of genetics off even more.
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Helios
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Re: Make Telekinesis users immune to Handcuffs.

Post by Helios » #147705

John_Oxford wrote: You say theres a end all be all of restraits, but you fail to understand there is literally no other way to restrain someone other than handcuffing or killing them. We don't have weapons that knock out people effectively.
Stamina Damage
Chloral
Footcuffs
onleavedontatme
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Re: Make Telekinesis users immune to Handcuffs.

Post by onleavedontatme » #147707

The cuffs arent the end all be all, the stun that preceded it is.

If security stuns a person they have 2 choices afterwards

-Kill them
-Cuff them

If you take away cuffing people with TK it will still take a single taserbolt to stop them. The only difference is security will apply a harm baton afterwards instead of handcuffs.

Hulks breaking cuffs is more or less irrelevant because they're stun immune in the first place, and wont get cuffed unless they let someone do it.

TK isnt lost on crit either so sec would more or less have a free pass to straight up kill anyone who ever bothers anyone with TK.
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Helios
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Re: Make Telekinesis users immune to Handcuffs.

Post by Helios » #147709

Kor wrote:The cuffs arent the end all be all, the stun that preceded it is.

If security stuns a person they have 2 choices afterwards

-Kill them
-Cuff them

If you take away cuffing people with TK it will still take a single taserbolt to stop them. The only difference is security will apply a harm baton afterwards instead of handcuffs.

Hulks breaking cuffs is more or less irrelevant because they're stun immune in the first place, and wont get cuffed unless they let someone do it.

TK isnt lost on crit either so sec would more or less have a free pass to straight up kill anyone who ever bothers anyone with TK.
It's the stun+cuff in conjunction that's the end all be all. Without a laser, which many people don't usually have, they have to use a melee weapon. And with knockdown/knockout rates being at where they are now, the person has a chance to fight back if they are being killed with a melee weapon. Right now, stun and cuff is a death sentence which can be escaped by a single traitor item.
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Re: Make Telekinesis users immune to Handcuffs.

Post by firecage » #147723

Helios wrote:
Kor wrote:Adding exceptions for TK would be snowflake code. Every time anyone clicked anything they'd have to check for TK.

It would also make TK users permavalid if security couldnt restrain them. Wouldn't be much of a buff since they'd stun/kill you instead of stun+cuff.

Also TK users have to swing their hands around in grand gestures to throw things clearly.
There's already an exception to Hulks when it comes to getting out of cuffs. It takes them 10 seconds.
Handcuffs being the end all be all tool, which can beat anything and anyone isn't necessarily positive, as it puts a one size fits all on human antagonists, which isn't positive
That's not the same kind of exception though. One is merely a check for how long it will take to resist out of cuffs. The other is a snowflake patch which will also check shit frequently.
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Re: Make Telekinesis users immune to Handcuffs.

Post by John_Oxford » #147749

Helios wrote:
John_Oxford wrote: You say theres a end all be all of restraits, but you fail to understand there is literally no other way to restrain someone other than handcuffing or killing them. We don't have weapons that knock out people effectively.
Stamina Damage
Chloral
Footcuffs

Knocking someone out
Knocking someone out
Handcuffs on your feet.

There is no actual melee weapon that does raw stamina damage and nothing else. Security doesn't have access to syringe guns and chem masters to make chloral.

And foot cuffs might aswell be a joke.
"OH NO! YOUR WALKING SLOW, BUT YOU CAN STILL USE YOUR ARMS, WEARREE ALLLL GONNANAA DIEEE!!!!!!!!!!!!!!!!11"

Kor is getting at that if you give someone a reason to kill anyone on this game, they are going to take that instead of trying to deal with the hassle of taking someone alive who can just resist out of cuffs every milisecond.
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J_Madison
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Re: Make Telekinesis users immune to Handcuffs.

Post by J_Madison » #147750

Technically there is and in previous renditions of tg was a usable ten called Holographic energy sword.
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invisty
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Re: Make Telekinesis users immune to Handcuffs.

Post by invisty » #147764

IMO make stun batons do stamina damage when set to non-harm intents, as well as stunning.

And of course you shouldn't be able to resist out of cuffing while stunned or unconscious so there's that.
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Cobby
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Re: Make Telekinesis users immune to Handcuffs.

Post by Cobby » #147926

Even if people don't like this idea, TK needs some love.

I don't ever recall people rushing TK like they do Hulk, unless they got TK while on the way to getting Hulk.

Maybe bring back the Camera-TK memes so people don't have to worry about getting cuffed in the first place.
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Re: Make Telekinesis users immune to Handcuffs.

Post by Zilenan91 » #147959

Hulk isn't as good as it used to be anymore ever since the stun punch is gone, so people don't rush it.
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Re: Make Telekinesis users immune to Handcuffs.

Post by PKPenguin321 » #147986

kinda off topic, but i find it hilarious how this thread seems to have the exact opposite sentiments of the TK+Xray thread in the feedback board right now.
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CPTANT
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Re: Make Telekinesis users immune to Handcuffs.

Post by CPTANT » #147988

I have no idea why anyone would want this.

You actually WANT to get lynched the moment you commit even the tiniest crime?
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Lumbermancer
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Re: Make Telekinesis users immune to Handcuffs.

Post by Lumbermancer » #147992

So you want to get harmbatoned into crit? Because that's how you'll get harmbatoned into crit.
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Re: Make Telekinesis users immune to Handcuffs.

Post by Super Aggro Crag » #147993

reason you can't use tk when cuffed is because you can't do this pose

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now fuck off
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