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BYOND Username: Carthridge
Character Name: Barksley Dogson
01-26-2026, 06:38 PM
(This post was last modified: 01-26-2026, 06:38 PM by Nerkson.)
Simple as the title.
Infinite ammo, fires very fast, can easily kill crew even with armor because it shreds organs, if installed in a tanky pod like Security or mining, can easily kill anyone that comes near it. Turns out the Pod Launcher from the Armory can blow itself up if its next to the pod its targeting, so that's an easy enough way to deal with it.
The range is massive on its pellets, that also go THROUGH walls and glass. I saw a shotgun pod pellets go from the escape on Kondaru all the way to the barber shop through the walls.
If they decide to take out all the other pods first, then you're out of luck on dealing with pellets that can penetrate into the middle of the station. from the outside walls, that also can crit you without armor on from a single pellet hit. Worth mentioning that the pod launcher can blow itself up, so one of the few tools that is designed to kill pods can also remove itself from existence before dealing with the pod.
Pod combat isn't the most fun thing to deal with on Goon, it's often one sided and extremely tedious as specialized pod parts - grenade launcher, shotgun, whatever else - tend to obliterate crew while phasers feel like they're in an okay spot, though I haven't seen someone use the higher end phasers in a while.
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BYOND Username: Vulwin Gilran
Character Name: Sandy Desmond
I believe the range would be due to the gravity rework which changes the range of kinetic projectiles in space, so kinetic pod weapons should probably be rebalanced considering this.
I will add that someone going around and removing any way for the crew to fight back or retaliate against them by silently going around destroying all the pods on station feels like something you can ahelp, least on the RP servers.
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BYOND Username: GARGATHUGANOKTHEANNIHILATOR255
Character Name: moleman sam now and forever baby
the pod-mounted spes going past the shooting distance that regular spes have sounds like a bug. dealing enough damage to crit in 1 hit also sounds like a bug because the wiki lists their damage as 50 brute. also penetrating through walls sounds like a bug too, the only gun I've seen with wall-penetrating bullets is the marksman rifle.
hell no to a damage or ammo nerf of the pod spes though
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BYOND Username: Lord_Earthfire
Character Name: Heron Asimov
It shouldn't go through walls and not that far. That sounds bugged for sure and i feel the others are right with pointing at the geavity rework.
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BYOND Username: ikea
Character Name: Gertrude Luna
It sounds like there is a bug here but besides that the nukie shotgun weapon kind of needs to be the strongest pod weapon in the game with how vulnerable nukies can be to pods on some plant sites. Personally I'd rather buff the anti pod stuff security has (some way to slow down the speed of pods seems good) then nerf the spes weapon.
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BYOND Username: Lord_Earthfire
Character Name: Heron Asimov
01-26-2026, 11:10 PM
(This post was last modified: 01-26-2026, 11:17 PM by Lord_earthfire. Edited 2 times in total.)
Don't Pod seeker already do that? I feel in the example here security seriously skill-issued the use of the pod seekers. That said, i wouldn't mind making the pod seekers, like currently macrophasers, orderable in cargo with armory locks on them.
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How about if the guns had a certain capacity but could be refilled by mining ore or rock or whatever?
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BYOND Username: Aft2001
Yeah uh... I got hit with what seemed like a *single* pod SPES projectile at point blank and instantly got deepcrit - passed out for like 15 seconds and died within a minute even with Regeneration and Adrenaline Rush.
Perhaps we can tune back how powerful each shot is, then if it's still a problem, add a cooldown system. We can still keep infinite ammo, but give it a limited buffer that gets passively refilled with an ammo synthesizer (especially if we give the pod a HUD element that shows your ammo count). Wouldn't be opposed to a dedicated ammo fabricator secondary system that takes ingots to run though, especially as this would force players to choose between cloaking and ammo sustain.
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BYOND Username: glowbold
Character Name: radine, nikita
Yesterday, 07:04 PM
(This post was last modified: Yesterday, 07:12 PM by glowbold. Edited 1 time in total.)
kinetics phasing through walls/windows is a bug. they do need re-balancing with gravity making their effective range infinite
Edit: i can confirm there's a visual bug with some kinetics phasing through walls, but the projectiles do not appear to carry damage.
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BYOND Username: GARGATHUGANOKTHEANNIHILATOR255
Character Name: moleman sam now and forever baby
(Yesterday, 07:04 PM)glowbold Wrote: kinetics phasing through walls/windows is a bug. they do need re-balancing with gravity making their effective range infinite
Edit: i can confirm there's a visual bug with some kinetics phasing through walls, but the projectiles do not appear to carry damage.
can you just make kinetics unaffected by gravity or is that too cheap of a fix and it'd break other features
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BYOND Username: Lord_Earthfire
Character Name: Heron Asimov
7 hours ago
(This post was last modified: 7 hours ago by Lord_earthfire.)
(Yesterday, 07:04 PM)glowbold Wrote: kinetics phasing through walls/windows is a bug. they do need re-balancing with gravity making their effective range infinite
Edit: i can confirm there's a visual bug with some kinetics phasing through walls, but the projectiles do not appear to carry damage.
Do they carry special effects, like the space organ removal feature?