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Official Traitor Items Discussion Thread (Wonk) - Printable Version

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Re: Official Traitor Items Discussion Thread (Wonk) - Archenteron - 03-19-2013

Admiral jimbob Wrote:
Geo Wrote:sunglasses only offer a benefit against one item.
They let traitors see other traitors, too. Very useful for the detective, with his role and access, but the downside is that if you see a detective wearing sunglasses you can pretty much guarantee he's a traitor.

Or if he doesn't want to be blinded by the first yutz to run up to him with a flash.


Re: Official Traitor Items Discussion Thread (Wonk) - Dachshundofdoom - 03-19-2013

Nubcake Wrote:Emp Gun: 4 Crystals

Look through the vast list of traitor items, and you will find that none of these items are actually useful for disabling cyborgs!

The EMP gun is designed expressly for damaging cyborgs, electronics and the AI, although it is less dangerous to the AI.

It fires single tile pure EMP shots, and is loaded with 4 shots. Every time a cyborg, sec camera, or any electronic device is hit by an EMP shot it will be disabled temporarily. In the case of Cyborgs, every shot will deal significant burn damage due to damage of internal components.

Pointblank shots will seriously damage cyborgs. If fired at a normal crew member, it will have no effect, unless they are wearing thermals. It has a chance of damaging their radio for short while.

Syndicate combat belt: more for nuke ops than anyone else, the belt can store flash bangs, revolver ammo and revolvers, to stop you having to have three hands to actually reload your revolver while wearing a jetpack.

These two are pretty cool. EMP grenades are good for various things, but most of the time borgs will just flee and come back if you toss one. Having an EMP gun would be a good way to fry various items around the station quickly, without having to waste a bunch of slots on grenades/wrestle with the box to get them out. I guess it would work like a radbow, one shot and a recharge?

The syndiebelt sounds nice as a cheap nuke mode item as well.


Re: Official Traitor Items Discussion Thread (Wonk) - Dauntasa - 03-21-2013

I Can't Believe It's Not Hulk serum: 6-7 crystals
Geneticist traitor item. Once injected, for the duration of its effects you have super strength and can smash through walls and break things and all that shit. Grabbing someone will allow you to just beat the shit out of them until their head resembles a rotten cantaloupe that's had a brief yet passionate romance with a sledgehammer. It also makes you taserproof, but you can still be knocked out by hits to the head. You're extremely powerful, but there are 2 catches that go along with this. First one is that you're incapable of interacting with things in ways other than punching. Try to pick up a gun and you will instead crush it into tiny pieces, try to use a computer and you put your fist through the monitor, try to help up your traitor buddy and oh shit you've just reduced his head to pulp. Second drawback is that it doesn't actually make you the hulk, and after it wears off you'll find that apparently human hands are not meant to smash through metal walls and yours have basically been reduced to useless stumps with horrible bits of broken finger sticking out of them. Once the serum wears off, your hands are essentially useless and can't pick up, hold, or use anything, and if someone targets your hands and hits you you'll pass out from the pain.


Re: Official Traitor Items Discussion Thread (Wonk) - Klayboxx - 03-21-2013

Dauntasa Wrote:I Can't Believe It's Not Hulk serum: 6-7 crystals
Geneticist traitor item. Once injected, for the duration of its effects you have super strength and can smash through walls and break things and all that shit. Grabbing someone will allow you to just beat the shit out of them until their head resembles a rotten cantaloupe that's had a brief yet passionate romance with a sledgehammer. It also makes you taserproof, but you can still be knocked out by hits to the head. You're extremely powerful, but there are 2 catches that go along with this. First one is that you're incapable of interacting with things in ways other than punching. Try to pick up a gun and you will instead crush it into tiny pieces, try to use a computer and you put your fist through the monitor, try to help up your traitor buddy and oh shit you've just reduced his head to pulp. Second drawback is that it doesn't actually make you the hulk, and after it wears off you'll find that apparently human hands are not meant to smash through metal walls and yours have basically been reduced to useless stumps with horrible bits of broken finger sticking out of them. Once the serum wears off, your hands are essentially useless and can't pick up, hold, or use anything, and if someone targets your hands and hits you you'll pass out from the pain.

Why would you use something that ruins the rest of your round? Plus, geneticists already have a power injector


Re: Official Traitor Items Discussion Thread (Wonk) - Dauntasa - 03-21-2013

Klayboxx Wrote:Why would you use something that ruins the rest of your round? Plus, geneticists already have a power injector
It wouldn't necessarily ruin the rest of your round. You could get it fixed if you had an accomplice, and you'd have enough crystals left over to mindslave someone into doing it. Mostly it would make you really, really strong for a decent amount of time, maybe 10-15 minutes, which would give you enough time to rush and murder your targets or just generally break things. It'd also be good if Security was hunting you, so you'd have something that would let you take them on with minimal risk. The tradeoff is that after it wears off you need someone to help you get yourself back into action. I think it'd also be perfect for using after the shuttle has been called so that'd you could be certain of making it on even if everyone in the escape arm was trying to stop you.


Since when have geneticists actually had power injectors? I thought that was one of those things that people suggest a million times but which never actually get added.


Re: Official Traitor Items Discussion Thread (Wonk) - Klayboxx - 03-21-2013

Unless Im mistaken, Ive always been under the impression that they do.

And ok it makes sense, you can fix your hands


Re: Official Traitor Items Discussion Thread (Wonk) - MEOW POW - 03-21-2013

Traitor geneticists only have the stimulant injectors, as far as I know.


Re: Official Traitor Items Discussion Thread (Wonk) - Dauntasa - 03-21-2013

Pretty sure that Stimulants are only for Scientists and Doctors. I always thought Geneticists didn't actually have their own item.


Re: Official Traitor Items Discussion Thread (Wonk) - atomic1fire - 03-21-2013

Discount Dan's grenade cannon.

Insert flash-bang/EMP/Incendiary/Reagent Gernade

Shoot the cannon, Hope to god it doesn't jam in your hands and explode in your face right in front of security.

Potential uses: Clearing out a room, disabling cameras the fun way.


Re: Official Traitor Items Discussion Thread (Wonk) - UrsulaMejor - 03-21-2013

Geneticist traitor item

Aberrant form injector: ten telecrystals

Turn into a weaker shambling abomination mob, sans the ability to turn back, transform, head spider, etc.
Pros: become the horrific creature on the outside you that already were on the inside

Cons: there's no turning back, and no such thing as subtlety


Re: Official Traitor Items Discussion Thread (Wonk) - bladex454 - 03-22-2013

UrsulaMejor Wrote:Pros: become the horrific creature on the outside you that already were on the inside.

I think I found the items examine.

I think it should have the same sprite as a normal abomination so it is fun for changelings who get all suspicion blown onto a soon dead traitor


Re: Official Traitor Items Discussion Thread (Wonk) - MEOW POW - 03-22-2013

why does the traitor chainsaw cost more than the butcher's knife when the knife is better

you can put the knife in a backpack, and I think even a pocket, and you can afford a cloaking device with it too

also a thrown butcher's knife has a terribly long stun

also it would be nice if the janitor's trash cart didn't work on the janitor


Re: Official Traitor Items Discussion Thread (Wonk) - Klayboxx - 03-22-2013

MEOW POW Wrote:why does the traitor chainsaw cost more than the butcher's knife when the knife is better

you can put the knife in a backpack, and I think even a pocket, and you can afford a cloaking device with it too

also a thrown butcher's knife has a terribly long stun

also it would be nice if the janitor's trash cart didn't work on the janitor

Because the chainsaw is 100% knockdown on hit, without throwing kt


Re: Magnum Revolver-Traitor Detective Item - Infinite Monkeys - 03-24-2013

Dauntasa Wrote:you can't silence a revolver, they don't work that way
http://www.youtube.com/watch?v=PmDVHs-juPo


Re: Official Traitor Items Discussion Thread (Wonk) - Bobbeh - 03-25-2013

7-10 crystals, a wonder in syndicate 'green' assassination methods. "The gib gun." Could either just be big as hell or also come with a hopper that you wear on your back. Feed meat for one shot, people/whatnot for five. It'd shoot a super-compressed chunk of organs and whatnot into a small projectile, via a funnel and hydraulic magic. Upon impact it'd do some decent damage, along with a quick knockdown (also the gibs decompress and splatter all over the floor). High cost since each victim equals more ammo. It'd probably look goofy as hell, too.