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New nuke loadouts suggestions/comments
#1
Since people are quite excited about the new loadouts, here's a thread so all the discord stuff doesn't get lost. Gannets has said he's open to making new loadouts/changing existing ones/other admins making new loadouts, so go nuts!

My comment on the LMG kit:  having it only fit on the back is kind of cumbersome for how inaccurate it is, I wish it would at least fit in a backpack.

Stuff various people mentioned on discord:

-nerf fartcloaking
-Give the infiltrator kit combat knife a special message when you attack someone with it/get attacked by someone with it from cloak
-New kit: syndicate assault cyborg, basically a borg version of those security robots you can see, possibly with different (randomized?) left and right weapon arms; in addition they'd only be unlockable with an agent ID so they can't just be flashed and debrained
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#2
A kit I came up with:

Breacher: less combat potential, but great support abilities. Set comes with:
  • A borg's omnitool: self-explanatory.
  • Infinite-fuel welder: also self-explanatory.
  • An emag: the usual.
  • Combat sunglasses: same tint as regular sunglasses, but protects as well as a welding helmet. Comes with a built-in flash(functions like a vampire's glare)
  • Interface implant: their most powerful tool, gives them all access and lets them interface with doors and equipment remotely like a cyborg.
  • Recharger pistol: pretty much a laser rifle but with the phaser's damage.
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#3
(11-13-2018, 03:59 PM)Lord Birb Wrote: A kit I came up with:

Breacher: less combat potential, but great support abilities. Set comes with:
  • A borg's omnitool: self-explanatory.
  • Infinite-fuel welder: also self-explanatory.
  • An emag: the usual.
  • Combat sunglasses: same tint as regular sunglasses, but protects as well as a welding helmet. Comes with a built-in flash(functions like a vampire's glare)
  • Interface implant: their most powerful tool, gives them all access and lets them interface with doors and equipment remotely like a cyborg.
  • Recharger pistol: pretty much a laser rifle but with the phaser's damage.

Split this into two kits

Wrecker Kit: 
  • Borg Omnitool
  • Infinite Welder (Maybe this should be two handed? Also could be a good burn damage melee weapon)
  • Combat Sunglasses
And a couple of my own additions
  • Power Crowbar: Can pry open a powered airlock, but must be held open by hand or by dropping the item in place
  • Rapid Deconstruction Device: An RCD with only the deconstruct option
Hacker Kit: 
  • Emag
  • Interface Implant
  • Recharger pistol
And a couple of my own additions
  • Hacker PDA: Comes with a specialized PDA cart that comes with preloaded packet commands. Start a packet program and follow along with the prompts to spoof commands. Example: Start the hack program. Get a prompt asking the nature of the hacking. Choose hacking for access. Get a prompt asking what you would like to hack access to. Choose locker. Get a prompt asking which job or person you'd like to spoof as having asked for access
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#4
(11-13-2018, 09:22 PM)Frank_Stein Wrote: Wrecker Kit: 
  • Borg Omnitool
  • Infinite Welder (Maybe this should be two handed? Also could be a good burn damage melee weapon)
  • Combat Sunglasses
And a couple of my own additions
  • Power Crowbar: Can pry open a powered airlock, but must be held open by hand or by dropping the item in place
  • Rapid Deconstruction Device: An RCD with only the deconstruct option

Honestly, I wouldn't mind reviving the original dumb version of Birb's sledgehammer idea, but slightly modified. Something like a slow but powerful hammer that wrecks both people and machinery.
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#5
Yeah. The idea is The Wrecker is the loud assault version while The Hacker is the quieter stealth type of the same team role: Being the guy that gets you in and out of places

The Mad Doctor:
  • Has A Large Medical syringe that can extract health (brute/burn/tox/oxy) from one player, and inject it into another player.
  • Specialized gas grenades and injectors that have various effects like:
    • Canceling stuns
    • Curing Poisoning
    • Healing
    • Regrowing limbs
  • A high caliber medical stapler. Fires bleeding inducing staples from a distance on harm intent, patches bleeding on help intent
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#6
Thank you for posting, friends. My week off work has drawn to a close, but i'll take a peek at these and hopefully make some tweaks/additions soon.
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#7
Medic has a syringe gun, but the only medical stuff you can load into it on the shuttle is epi and charcoal, as styptic and silver both don't heal a whole lot when injected and supposedly even does tox damage. Currently the best thing to load it with from what I can tell is the cyanide you start with. Would be pretty cool if they also got bottles of stronger medical chems, such as perf or omni. And if the syndies don't get defibs already, medic class should for sure get a defib. Maybe even give them a box of synthflesh patches? You're trading away a lot of killpower for medic so they should have fairly robust medical gear.
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#8
(11-13-2018, 10:56 PM)Studenterhue Wrote: Honestly, I wouldn't mind reviving the original dumb version of Birb's sledgehammer idea, but slightly modified. Something like a slow but powerful hammer that wrecks both people and machinery.

Oh yeah.
In hindsight giving the CE a sledgehammer was a dumb idea but it would be a good fit for a wrecker nukeop. Slow but powerful melee weapon that can also be used to demolish walls and machines.
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#9
Cloak is really powerful. Just played a nuke ops round as infiltrator and never took a point of damage that wasn't friendly fire despite fighting in crowded areas and shooting people in the back. I feel that Infiltrator will be balanced naturally overtime as people learn to wear thermals constantly if it becomes too much of a threat.

Overall, I suggest balancing these role crates by removing the sarin grenades and/or the RPG to limit AoE attacks to a specialist, though many would see this as a buff to nukies now that they don't lose a member to friendly fire every round.
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#10
(11-14-2018, 03:05 PM)MajorWX Wrote: Cloak is really powerful. Just played a nuke ops round as infiltrator and never took a point of damage that wasn't friendly fire despite fighting in crowded areas and shooting people in the back. I feel that Infiltrator will be balanced naturally overtime as people learn to wear thermals constantly if it becomes too much of a threat.

Overall, I suggest balancing these role crates by removing the sarin grenades and/or the RPG to limit AoE attacks to a specialist, though many would see this as a buff to nukies now that they don't lose a member to friendly fire every round.

The current issue with cloaks being OP mostly stems from thermals sucking too much. They used to allow you to see 2 or 3 tiles further in the dark, back when darkness meant it was completely black. But now all they do is let you see cloakers, which isn't really a reason for anyone to have them if there is no cloaker. 

Thermals needs an update more than changing the loadout.
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#11
not sure what the intention of the lmg is since it feels all round nerfed
it doesn't have enough distance to even match a taser, so not really useful for like suppressing a hallway
also due to spread this makes it really easy to friendly fire in close quarters, makes it feel like you're not supposed to use it next to teammates
the low damage output is understandable if it were more useful as a suppressing/area denial type but at this rate it's like i'm using a flamethrower having to chase mooks down
this speed disadvantage opens you up to easy taser shots too

maybe give it better range
p sure damage fall off exists as a thing?? (derringers)
point blank lmg should probably be enough to crit somebody
maybe burst option that's 4 bullets instead of 8, trade off damage output for accuracy/range

if infiltrator gets cloak and counter strike knife then lmg guy should at least get a stim if the gun itself isn't gonna get changed
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#12
Allow us to make clothes out of human skin.

I just want a human leather cowboy hat
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#13
Wrong thread? Whether or not it's so, you already can, somewhat, if somebody suicides into the nanofabricator, you can make a jumpsuit and gloves out of them.
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#14
Thermals got nerfed because they used to be the current X-ray vison plus you could see cloakers.
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#15
Someone informed be that medics were spawning with the wrong donk pockets, this has been fixed.
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