![]() |
New nuke loadouts suggestions/comments - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +--- Thread: New nuke loadouts suggestions/comments (/showthread.php?tid=11284) |
RE: New nuke loadouts suggestions/comments - Lady Birb - 11-15-2018 Another kit, this time based off of a risk of rain character: Enforcer: slow and tanky defensive loadout
RE: New nuke loadouts suggestions/comments - Green™ - 11-15-2018 My idea for a kit - Mastermind A loadout consisting of a box of deception, forced freindship and restraining type gear such as: A box filled with an implanter, implant gun and (maybe) Deluxe mindslave implants. A box of handcuffs or zip ties as well as blindfolds pherhaps maybe stright jackets. Some gear of deception such as a voice changer, DNA scrambler and a chameleon jumpsuit. And pherhaps some riot type grenades such as a crowd desperasl grenade, smoke grenades or maybe flashbangs. RE: New nuke loadouts suggestions/comments - Frank_Stein - 11-15-2018 Ranger: Lightly armored, but slightly faster
RE: New nuke loadouts suggestions/comments - SimianC - 11-15-2018 I think a fire-based kit could be fun. Flametrooper
RE: New nuke loadouts suggestions/comments - Wraithcraft - 11-15-2018 (11-15-2018, 07:54 PM)SimianC Wrote: I think a fire-based kit could be fun. there is a fire axe in the game already it is wieldable and acts as a crowbar along with a chopper maybe the syndicate version acts like a katana too? i think the flamethrower should also be able to do higher pressure streams, like big long ones RE: New nuke loadouts suggestions/comments - drymelon - 11-19-2018 here's a thing i noticed across the board with guns in general it's reloading i've been able to load/reload by having said gun in hand and then clicking on the spare ammo, which works best on shotgun, but other guns not so much personally i've had to do inventory juggling to reload two handed weapons so what if there was something like a carrying position? where a gun is held in one hand and not able to be fired; even if you were able to reload just by clicking on the ammo with gun, you'd be left with empty containers still needing to juggle your gun somewhere just to do some management. i feel the current way two handed guns are reloaded is awkward in comparison to one handed guns my original train of thought was actually about lmg balancing, since reloading could be used as a method of balance like most other games, except we wouldn't need to go into that detail... do we??? but you know, maybe lmg could take 2 seconds to reload and you have to stand still RE: New nuke loadouts suggestions/comments - drymelon - 11-19-2018 just experienced the grandness of combat medic Quote:"why the fuck do i wanna take a medkit when i can just bring a box of syndicate donk pockets" are you supposed to exchange your syndi pockets for teammates cyanide pills for your syringe gun?? i get that you're really supposed to support your team but there's not much point trying to bring someone out of crit during nuke round, also consider there's already medkits and atropine in the outpost. and you know, how many nuke ops take any of it?? the most useful thing is straight up the donk pockets and that's about it your only offensive is the syringe gun apart from a revolver, compared to any other gear you get, it seems pretty piss or sure it's supposed to be purely a support loadout but i don't think there's gonna be much healing done with anything other than the donk pockets only way to change that meta/intended feature is if there was something like donk pockets but in emergency injector form or a different gamemode involving syndies/the gear at a slower pace so really it's like 12tc for donk pockets and a cool outfit open a box and it's either chose between delaying an inevitable death or loading that syringe gun with cyanide pills imo drop the syringe gun for a proper gun, could be a pistol, could be a renammed hunting rifle to like marksman rifle and two spare mags RE: New nuke loadouts suggestions/comments - Frank_Stein - 11-19-2018 (11-19-2018, 01:46 AM)drymelon Wrote: here's a thing i noticed across the board with guns in general You should be able to directly load a gun by clicking on the ammo with the gun in hand I think the only guns that need you to use the ammo on the gun are power cell stuff like eguns and tasers RE: New nuke loadouts suggestions/comments - Gannets - 11-19-2018 Many weapons allow you to either click on the ammo or drag and drop from the ammo to the gun. RE: New nuke loadouts suggestions/comments - Lady Birb - 01-06-2019 Another loadout idea: Rail Sniper Armed with an extremely powerful but slow railgun, low ammo and weak backup weapons. Make every shot count. Railgun: Two handed. Needs both power and ammo to fire, holding 4 rounds at once and with a 400-unit self charging cell, takes 100 units of power to fire. Fires hitscan shots that inflict 80 damage evenly split between burn and brute, while also inflicting a stun, knockback, projectile embedding, and a small chance of tearing off a limb. Using in hand deploys the scope. Unscoped shots have reduced accuracy. Using the scope gives the weapon perfect accuracy and zooms out the camera, allowing you to see further, but you cannot move while scoped. Ammo dufflebag: Capacity of 13, rather than the usual 7. Holds 12 railgun rounds and a box with your backup weapons. 9mm pistol: Like the one infiltrators use, but you only get one. No dual wielding for you! Comes with 4 spare magazines. Combat knife: Also the same as the infiltrator one. Gotta go fast! RE: New nuke loadouts suggestions/comments - Lady Birb - 08-26-2019 Reviving this thread with another class idea: Chemical Terrorist: a class focused on poisoning as many people as possible. Be careful not to hit your teammates, idiot.
RE: New nuke loadouts suggestions/comments - jaydunc - 08-26-2019 A brawler-type class that only used melee and maybe drugs would be cool. give them syndicate knuckle dusters and syndicate boxing shorts/boots/helmet RE: New nuke loadouts suggestions/comments - Mouse - 08-27-2019 Wannabe - I mean, sure, maybe you technically weren't actually picked for this mission, maybe your suit is just a regular space suit with some junk stuck to it to make it look "tactical", and maybe your gear is just a bunch of random junk you found lying around syndicate HQ, but you've got pluck, damn it, and that's all you really need, right? Maybe only available on Ass Day and/or April 1st. RE: New nuke loadouts suggestions/comments - aft2001 - 08-27-2019 (08-26-2019, 02:50 AM)Lord Birb Wrote: Reviving this thread with another class idea: This is honestly a very nice suggestion, and this class seems to focus heavily on area denial and debilitating crew. Perhaps the Chem Nukie should also have some bioweapons, such as disease capsules for infecting the crew (but hopefully not your fellow nukies). I like it! Syndicate Clown Class premise: To harass, infuriate, and distract the crew, rather than kill them or sabotage the station. Absolutely not designed for stealth whatsoever. Possible features:
RE: New nuke loadouts suggestions/comments - Joefesok - 09-16-2019 Suggestions for Infiltrator: One of two things; either a disguise-oriented op, or a change to the Cloaker to make it last the entire lifespan of the round without being bullshit. Also, just as a general change, I feel like infiltrators should spawn with a sleepypen instead of pinching the free access one on the shuttle every single time. Re: Cloaker, change it from 5 charges that don't recharge to 3 or 5 charges which recharge every minute. I think this would severely diminish the bullshit factor of unlimited use cloakers, where you can just fire and become invisible, but still allow for the alpha strike single-target attack role infiltrators are good for. This would also allow the infiltrator to continue being useful past the initial stage of the round where otherwise they might have already burned most/all of their cloaker. As a disguise-oriented class I feel like the infiltrator should, instead of a cloaker, get a chameleon jumpsuit and DNA scrambler, as well as a special agent card which automatically 1. Changes its name to your displayed name/lets you change its name multiple times and 2. Attempts to match the job it displays to your current jumpsuit/chameleon jumpsuit selection. I feel like this would be a good cloaker alternative because you'd always be visible, making you far less untouchable in combat, but you'd also be able to very easily escape from situations and change your ID. Maybe this should also include a hat which changes appearance randomly? |