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| |usedfor = Subjugating criminals. | | |usedfor = Subjugating criminals. |
| |strategy = Use it on the criminal (make sure he doesn't have protective eyewear) or activate it in your hand. | | |strategy = Use it on the criminal (make sure he doesn't have protective eyewear) or activate it in your hand. |
− | |description = A versatile tool! Flashes are small devices capable of producing an extremely bright light that is capable of blinding and stunning someone for as long as a baton if they are immediately adjacent to you. This light will overcome visual senses, causing them to fall like a little bitch, allowing plenty of time to <strike>beat them to death</strike> handcuff them. This is an acceptable alternative to a [[#Stun Baton|Stun Baton]] in a pinch, but is not recommended as an alternative due to it not working against anybody wearing protective eye coverings such as [[welding helmet]]s or [[Sunglasses]]. On the downside, overexposure can cause blindness, and the flash's bulb is prone to burning out after repeated usage. | + | |description = Flashes are small devices capable of producing an extremely bright light that is capable of blinding, dealing stamina damage and [[Status_Effects#Paralyze|paralyzing]] someone, if clicked directly on them from the front or side in melee range. Using the flash in hand will only blind people. Works against anybody not wearing protective eye coverings such as [[welding helmet]]s or [[Sunglasses]]. On the downside, overexposure can cause blindness, and the flash's bulb is prone to burning out after repeated usage. Handheld flashes are also effective at stunning [[Cyborg|Cyborgs]], and are one of the few ways of stunning them. |
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− | Handheld flashes are effective at stunning [[Cyborg|Cyborgs]], and are one of the few ways of stunning them. Carry it in your pocket or security belt.
| + | '''If used from front:''' |
| + | * 2.5 to 5 seconds of [[Status_Effects#Paralyze|paralyze]] and 80 to 120 stamina damage. |
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− | Some [[Game_Modes#Revolution|revolutionary]] leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear.
| + | '''If used from side:''' |
| + | * 1.25 to 2.5 seconds of [[Status_Effects#Paralyze|paralyze]] and 40 to 60 stamina damage. |
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− | '''Damage''' = N/A | + | '''If used from behind:''' |
| + | * No effect, unless the flasher is a [[Game_Modes#Revolution|revhead]] who isn't on help intent. |
| + | <br> |
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| + | Some [[Game_Modes#Revolution|revolutionary]] leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear. Revolutionary leaders must be on another intent than help to be able to flash people from behind. |
| }} | | }} |
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| |usedfor = Subjugating your staff when they feel like not taking orders. | | |usedfor = Subjugating your staff when they feel like not taking orders. |
| |strategy = Apply it in your hand to extend it, apply to person. | | |strategy = Apply it in your hand to extend it, apply to person. |
− | |description = A.K.A. Telebaton. A compact yet robust personal defense weapon. Can be concealed when folded. Every Head gets one. When not on harm intent it causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]] and 45 [[Health#Stamina|stamina]] damage, which means it will stam-[[Status_Effects#Paralyze|paralyze]] someone with 3 hits. Has a 4 second cooldown between non-harm hits. | + | |description = A.K.A. Telebaton. A compact yet robust personal defense weapon. Can be concealed when folded. Every Head of Staff except for the Head of Security gets one. When not on harm intent it causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]] and 55 [[Health#Stamina|stamina]] damage, which means it will [[Health#Stamina|stamcrit]] someone with 2 hits. Has a 4 second cooldown between non-harm hits. |
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| '''Damage''' = 10 brute damage on harm intent. | | '''Damage''' = 10 brute damage on harm intent. |
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| |usedfor = Subjugating criminals. | | |usedfor = Subjugating criminals. |
| |strategy = Apply to a person. | | |strategy = Apply to a person. |
− | |description = Works the same as a [[#Telebaton|telebaton]], except it's always extended. When not on harm intent it causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]] and 45 [[Health#Stamina|stamina]] damage, which means it will stam-[[Status_Effects#Paralyze|paralyze]] someone with 3 hits. Has a 4 second cooldown between non-harm hits. | + | |description = Works the same as a [[#Telebaton|telebaton]], except it's always extended. When not on harm intent it causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]] and 55 [[Health#Stamina|stamina]] damage, which means it will [[Health#Stamina|stamcrit]] someone with 2 hits. Has a 4 second cooldown between non-harm hits. |
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| '''Damage''' = 12 brute damage on harm intent. | | '''Damage''' = 12 brute damage on harm intent. |
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| |description = Your primary melee weapon. Standard Protocol is to wear it on your BELT or your actual Security Belt. Do not run around with your weapon brandished as you will be slipped and killed by the clown. | | |description = Your primary melee weapon. Standard Protocol is to wear it on your BELT or your actual Security Belt. Do not run around with your weapon brandished as you will be slipped and killed by the clown. |
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− | Stun batons have two modes: [[security|on]] and [[shitcurity|off]]. While on, hitting someone with it will result in 50 instant stamina damage, and then a 5 second [[Status_Effects#Knockdown|knockdown]] 2 seconds after the hit. Has a 2.5 second cooldown between [[Status_Effects#Knockdown|knockdown]] hits. Harm intent will cause you to also smash the victim, bruising the target. You'll generally be using it on a non-harm intent. Excessive use is discouraged among [[beyond the impossible|forward-thinking and sympathetic]] security forces. Recharged in a [[Security_items#Recharger|recharger]]. The [[Status_Effects#Knockdown|knockdown]] can be mitigated with [[Guide_to_chemistry#Pump-Up|Pump-Up]] and other chems. | + | Stun batons have two modes: [[security|on]] and [[shitcurity|off]]. While on, hitting someone with it will result in 60 instant [[Health#Stamina|stamina]] damage, and then a 5 second [[Status_Effects#Knockdown|knockdown]] 2 seconds after the hit. Has a 2.5 second cooldown between [[Status_Effects#Knockdown|knockdown]] hits. Harm intent will cause you to also smash the victim, bruising the target. You'll generally be using it on a non-harm intent. Excessive use is discouraged among [[beyond the impossible|forward-thinking and sympathetic]] security forces. Has a small chance to work when thrown. Recharged in a [[Security_items#Recharger|recharger]]. The [[Status_Effects#Knockdown|knockdown]] can be mitigated with [[Guide_to_chemistry#Pump-Up|Pump-Up]] and other chems. |
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| <br/> | | <br/> |
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| |usedfor = Disabling organics. | | |usedfor = Disabling organics. |
| |strategy = Shoot people with it. | | |strategy = Shoot people with it. |
− | |description = This is the primary law enforcement weapon. It only has one firing mode, which fires disabler beams. Disabler beams deal stamina damage. Dealing over 100 stamina damage to a chest or head puts the target into "stamina-crit" which paralyzes for a long time. It takes 4 shots to paralyze someone. You can also target individual limbs (arms and legs) to paralyze those with 2 shots. Paralyzing both legs will make the target unable to stand, even if stun immune. | + | |description = This is the primary law enforcement weapon. It only has one firing mode, which fires disabler beams. Disabler beams deal stamina damage. Dealing over 100 stamina damage to a chest or head puts the target into "stamina-crit" which paralyzes for a long time. It takes 4 shots to [[Health#Stamina|stamcrit]] someone. |
| }} | | }} |
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| |name = Compact Combat Shotgun | | |name = Compact Combat Shotgun |
| |image = Short_combatshotgun.png | | |image = Short_combatshotgun.png |
− | |foundin = [[Warden]]'s Locker | + | |foundin = <s>[[Warden]]'s Locker</s> |
| |usedfor = Eliminating threats. | | |usedfor = Eliminating threats. |
| |strategy = Fire at the target. | | |strategy = Fire at the target. |
− | |description = Unique shotgun that only the [[Warden]] has access to. A semi-automatic shotgun that only holds 4 rounds, but can be holstered in armor. Still a bulky item, so it can't fit in backpacks, but it's much easier to carry around than a Combat Shotgun. | + | |description = '''Removed from the game in May, 2020. ''' Unique shotgun that only the [[Warden]] has access to. A semi-automatic shotgun that only holds 4 rounds, but can be holstered in armor. Still a bulky item, so it can't fit in backpacks, but it's much easier to carry around than a Combat Shotgun. |
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| Generally superior to the Riot Shotgun, but holds less ammo, lacks the ability to be sawed off, and thus cannot fit inside a backpack. | | Generally superior to the Riot Shotgun, but holds less ammo, lacks the ability to be sawed off, and thus cannot fit inside a backpack. |
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| |name = Combat Shotgun | | |name = Combat Shotgun |
| |image = combatshotgun.png | | |image = combatshotgun.png |
− | |foundin = Cargo | + | |foundin = Cargo, random spawn in the Armoury contraband locker |
| |usedfor = Eliminating threats. | | |usedfor = Eliminating threats. |
| |strategy = Fire at the target. | | |strategy = Fire at the target. |