A new taser and light laser

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Re: A new taser and light laser

Post by MMMiracles » #155263

Bottom post of the previous page:

How is putting cloning behind a research wall that gets surpassed within 10-15 minutes, even less if someone competent is running RnD, count as 'removing'?

Cloning is suppose to be some sort of 'experimental' thing, considering apparently even central command doesn't have one themselves (this was the reasoning I got for assassination objectives counting when the body is on the shuttle so).
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Re: A new taser and light laser

Post by The Ultimate Chimera » #155265

I agree with making the taser two-shot. It is op as shit right now.
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Re: A new taser and light laser

Post by TheNightingale » #155275

The taser is good at everything but arresting people, oddly enough. The electrodes are too slow and short-ranged to work for chasing perps, but they're great for surprise attacks and close-quarter actual fights (where you won't be needing to arrest people so much as shoot them five times).
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Re: A new taser and light laser

Post by PKPenguin321 » #155278

TheNightingale wrote:The taser is good at everything but arresting people, oddly enough. The electrodes are too slow and short-ranged to work for chasing perps, but they're great for surprise attacks and close-quarter actual fights (where you won't be needing to arrest people so much as shoot them five times).
that's why you tase somebody, then follow up with a baton before you go to cuff
this is sec officer 101 man
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Re: A new taser and light laser

Post by Incomptinence » #155286

Against petty criminals it is usually a dodge fest anyway so disablers have the advantage.
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Re: A new taser and light laser

Post by Zilenan91 » #155315

SO LET'S GET BACK ON TOPIC

Security standard-issue, high-capacity lasers when?
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Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
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Re: A new taser and light laser

Post by PKPenguin321 » #155323

Zilenan91 wrote:SO LET'S GET BACK ON TOPIC

Security standard-issue, high-capacity lasers when?
colonial marines please go
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Re: A new taser and light laser

Post by Zilenan91 » #155324

Naturally there would be a lot of them that security could unfortunately "lose" or hand out to the crew should a threat arise.
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Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
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Re: A new taser and light laser

Post by PKPenguin321 » #155328

Zilenan91 wrote:Naturally there would be a lot of them that security could unfortunately "lose" or hand out to the crew should a threat arise.
or so they can have a backpack with 5 of them for infinite laser power
colonial marines p l e a s e go
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
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Re: A new taser and light laser

Post by Zilenan91 » #155329

By High-Capacity I mean retardedly high-capacity, in the hundreds. Armor would need to be buffed, so I doubt this will ever happen.
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Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
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Re: A new taser and light laser

Post by Malkevin » #155434

Zilenan91 wrote:SO LET'S GET BACK ON TOPIC

Security standard-issue, high-capacity lasers when?
When you can convince MSO to oust coderbus.

i.e. neber


Edit: Have you seen the armory on the Absolution wh40k server?
Its literally as big as the perma and prison wing on meta combined.
Its full of Lasgun racks every other tile, each rack has 4 lasguns.
There must be atleast 8 dozen lasguns in there.
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Re: A new taser and light laser

Post by Zilenan91 » #155506

Oh I know it's fucking glorious, I've been playing there. Was hoping someone would see where I was getting the idea from.

If there's anything that server does right is security. You just feel so very, very powerful, and then laugh as you get instantly shit on by something stronger than you despite all that. I don't remember a single bad round I've had as security on there.
Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
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Re: A new taser and light laser

Post by kevinz000 » #155636

>Removing a feature that has been in the game for god knows how long (Well I joined after it is in for sure)
>Not removing something that was added relatively recently (Defibs)
And putting it into 200/220 is not going to help if the guy who's killing you knows as they'll just beat you past the point to make you undefibbable.
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Re: A new taser and light laser

Post by Zilenan91 » #155639

Wrong thread
Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
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Re: A new taser and light laser

Post by ShadowDimentio » #155652

>People calling tasers OP

My sides
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Re: A new taser and light laser

Post by CPTANT » #155715

I have now coded the new effect and personally it looks and feels good.

I am still a bit undecided on giving the hybrid taser the light laser or just putting back the regular taser.

Also still undecided on whether to add the stumbling or not.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: A new taser and light laser

Post by Super Aggro Crag » #155717

i like one shot tasers but as an occasional sec player i'd love to have a lethal option without having to beg the warden for it.
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Re: A new taser and light laser

Post by Steelpoint » #155719

I do find the concept of a shitty 10 damage laser attached to the Taser to be amusing, it ain't going to do jack against a real antagonist but its empowering and amusing, at best you might crit one lowly assistant (depending on how many shots you get).
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Re: A new taser and light laser

Post by Saegrimr » #155737

Steelpoint wrote:I do find the concept of a shitty 10 damage laser attached to the Taser to be amusing, it ain't going to do jack against a real antagonist but its empowering and amusing, at best you might crit one lowly assistant (depending on how many shots you get).
You know that actually would be useful as a personal defense weapon against carps and shit, and would make sense.
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Re: A new taser and light laser

Post by Super Aggro Crag » #155762

Steelpoint wrote:I do find the concept of a shitty 10 damage laser attached to the Taser to be amusing, it ain't going to do jack against a real antagonist but its empowering and amusing, at best you might crit one lowly assistant (depending on how many shots you get).
It'd be a lifesafer against carps, swarmers, shitter drones, and other mobs.
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Re: A new taser and light laser

Post by Steelpoint » #155766

Good and true points. I was more so talking about other Human opponents than NPC antagonists.

Imo most of the time a officer is going to use the stun setting on their Taser, unless the laser mode has a crap ton of shots, using it to execute someone to deal a lot of damage with a single shot or using it to kill Carp then the laser mode won't be used often for actually killing people.

This is not necessarily a bad thing and at the end of it is just me theory crafting the effects of the gun.
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Re: A new taser and light laser

Post by imblyings » #155770

>/tg/
>light laser
>seclite

Missing out on a great meme here, give sec lites the ability to fire off the weak laser shots
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Re: A new taser and light laser

Post by Anonmare » #155773

Please, everyone knows a lasgun doesn't have the power to harm a space carp.
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Re: A new taser and light laser

Post by Super Aggro Crag » #155776

imblyings wrote:>/tg/
>light laser
>seclite

Missing out on a great meme here, give sec lites the ability to fire off the weak laser shots
but i already attach my seclite to my helmet.
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Re: A new taser and light laser

Post by onleavedontatme » #155779

Why don't you go play archangel instead of demanding we change ss13 into a military game?

You're private security/mall cops on a space station not Imperial Guardsmen.
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Re: A new taser and light laser

Post by Malkevin » #155788

Kor wrote:Why don't you go play archangel instead of demanding we change ss13 into a military game?

You're private security/mall cops on a space station not Imperial Guardsmen.
>Kor telling people off for wanting to turn ss13 into wh40k

You've changed man.
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Re: A new taser and light laser

Post by Saegrimr » #155796

Super Aggro Crag wrote:
imblyings wrote:>/tg/
>light laser
>seclite

Missing out on a great meme here, give sec lites the ability to fire off the weak laser shots
but i already attach my seclite to my helmet.
Head lasers, jesus christ man.
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Re: A new taser and light laser

Post by Malkevin » #155803

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Re: A new taser and light laser

Post by Xargav » #155805

We should just have an all lethals security force. They would actually be held accountable for their shittery
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Re: A new taser and light laser

Post by CPTANT » #155807

Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: A new taser and light laser

Post by Lumbermancer » #156089

How am I supposed to subdue anyone right now? What am I supposed to do versus ops? Should I stand in the corner and cry?
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Re: A new taser and light laser

Post by onleavedontatme » #156090

So these are complete trash against anyone in the tiniest amount of armour. Took four tasers to down a guy in an engineering hardsuit
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Re: A new taser and light laser

Post by Saegrimr » #156092

Kor wrote:So these are complete trash against anyone in the tiniest amount of armour. Took four tasers to down a guy in an engineering hardsuit
Funny how we're coming back to the exact same problem disablers had, yet nobody wants to just change disablers.
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
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Re: A new taser and light laser

Post by Super Aggro Crag » #156104

Kor wrote:So these are complete trash against anyone in the tiniest amount of armour. Took four tasers to down a guy in an engineering hardsuit
damn, shit.
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Re: A new taser and light laser

Post by CPTANT » #156173

I thought stamina damage was supposed to bypass armour.

I can of course hotfix it by just giving the taser armour penetration.

edit: its a bug with the stun not triggering on people wearing armour for some reason.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: A new taser and light laser

Post by Zilenan91 » #156187

Stamina damage is bugged so that energy/laser protection decreases it at a FLAT rate rather than percentile like everything else.
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Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
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Re: A new taser and light laser

Post by CPTANT » #158545

Would be nice if we could have some testing now they act as they should vs armor.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: A new taser and light laser

Post by Lumbermancer » #158547

What if you made taser more realistic instead. Make it longer range, easier to hit, but it has only one shot you need to reload, and you need to have it in your hands for the duration of the tase stun.

So it would be better against single targets, but worse against multiple targets. Just spitballin.
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Re: A new taser and light laser

Post by TechnoAlchemist » #158557

Adv.taser is fine as is, security is suffering with two shot taser.
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Re: A new taser and light laser

Post by CPTANT » #158615

TechnoAlchemist wrote:Adv.taser is fine as is, security is suffering with two shot taser.
A lot of people argue its a buff.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: A new taser and light laser

Post by PKPenguin321 » #158619

buff or nerf, tasers don't need a rebalancing right now
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i have three other top secret characters as well.
tell the best admin how good he is
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Re: A new taser and light laser

Post by Zilenan91 » #158650

It's basically a whole different weapon now now that it has the lethal component.
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Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
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Re: A new taser and light laser

Post by Ezel » #164788

Inb4 HG tests no one hit stun weapons and removes ebow and replaces tasers with disablers
The future is horrible!
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Re: A new taser and light laser

Post by TechnoAlchemist » #164857

I don't like this change, it was unnecessary and makes taking down criminals much harder. I also miss the disabler for window take downs
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Re: A new taser and light laser

Post by callanrockslol » #164958

CPTANT wrote:
TechnoAlchemist wrote:Adv.taser is fine as is, security is suffering with two shot taser.
A lot of people argue its a buff.
A lot of people don't play sec or have robust spaceman fights.
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Re: A new taser and light laser

Post by ShadowDimentio » #164961

I like the change. Disablers were and still are a vestigial remnant of Paprika's cancer in the codebase, and phasing them out is welcome. Plus the increase in taser capacity means more perps get shot before a reload.
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">Paying over a $1000 for a lump of silicon and plastic
Lol"
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DemonFiren
Joined: Sat Dec 13, 2014 9:15 pm
Byond Username: DemonFiren

Re: A new taser and light laser

Post by DemonFiren » #164980

ShadowDimentio wrote:I like the change. Disablers were and still are a vestigial remnant of Paprika's cancer in the codebase, and phasing them out is welcome. Plus the increase in taser capacity means more perps get shot before a reload.
Except that capacity is cut in half because 2 shot memes
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TechnoAlchemist
Joined: Fri Nov 21, 2014 2:39 am
Byond Username: TechnoAlchemist

Re: A new taser and light laser

Post by TechnoAlchemist » #164990

New taser is garbage for taking down both single targets and EXCELSIOR garbage for taking down multiple targets.

At this point its like basically only good for disarming people, please god save me from lethal taser hell.

Also the taser point is almost never useful + disablers are fine
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DemonFiren
Joined: Sat Dec 13, 2014 9:15 pm
Byond Username: DemonFiren

Re: A new taser and light laser

Post by DemonFiren » #164994

Bring back unlimited range stun tasers when?
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Incomptinence
Joined: Fri May 02, 2014 3:01 am
Byond Username: Incomptinence

Re: A new taser and light laser

Post by Incomptinence » #165033

Well at least it isn't range limited any more I guess.
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