Posts: 1,576
Threads: 201
Joined: Aug 2019
BYOND Username: Cthucky
Right now, it's pretty hit or miss if you get a poison that would actually be useful. Loads of the possible chems are disease reagents, most of which take too long to kill or disable in a firefight. (And to add insult to injury, you can't even use all the contents of the poison bottle unless you also dissolve a cyanide pill in there - syringe guns need 15u to fire, and poison bottles have 40.) One fix would be to simply have nukeops poison bottles pull from a smaller pool, but I think a different approach might work.
It's reasonably common for the medic to be the last nukeop left alive; they've got all the meds and they're easily the least dangerous class in combat. So I suggest, instead of a poison bottle, the medic should get a 90u pill of curare. That gives them six shots of a poison that's basically guaranteed to take the target out of the fight for some time. The medic can use this to disable dangerous targets so they can be killed by someone else, the use I feel it would be best suited for would be as an emergency play when all the other nukeops are dead: shoot every attacker you can, and you might be able to keep them down long enough for the nuke to go off even if they've already killed you.
And frankly, forcing the living crew members to watch helplessly as the bomb counts down is deliciously evil.
Posts: 424
Threads: 55
Joined: Feb 2019
Silly, everyone knows that the only weapon a medic needs is the RPG launcher.
On a serious note, I wish you could choose what chem bottle of poison you got so that it wasn’t all rng, or at the very least make the bottles labelled as to their contents.
Posts: 1,032
Threads: 32
Joined: Oct 2014
Yeah, I should have done something about this ages ago
Posts: 2,648
Threads: 33
Joined: Nov 2013
BYOND Username: KikiMofo
I think the medic nuke op should come with a thing that lets you pick poisons but it costs a certain amount of....poison credits? Kinda like the traitor PDA. More dangerous poisons cost more and what not.
Posts: 1,102
Threads: 77
Joined: Feb 2017
BYOND Username: Studenterhue
I've entertained the thought of separating the poison bottle into a "disease bottle" with all the deadly disease reagents and a "poison bottle" with the regular poisons, because both are used differently as Mouse described. All the jobs that can buy poison bottles can then have a bit more leeway in getting the kind of poison they want, but that if it seems a little too powerful or whatever, perhaps we can just give Medic a special poison bottle with only regular poisons, similar to how the Infiltrator gets a limited-use cloaker.
Posts: 486
Threads: 32
Joined: Jun 2013
BYOND Username: Kovirii
Just collect all the cyanide pills
Posts: 100
Threads: 22
Joined: Apr 2019
BYOND Username: Vengarr
Nuke Op medics start with a poison bottle??? Where?
Posts: 238
Threads: 56
Joined: Apr 2019
BYOND Username: Podrick Equus
Character Name: Sergio Burkett, B.U.C.K.E.T.
It's in their supply crate, Vengarr. Typically I put the 40u poison bottle and one 50u cyanide pill into my syringe gun.
Posts: 100
Threads: 22
Joined: Apr 2019
BYOND Username: Vengarr
Oh my god.
I play medic all the time and I never noticed that. Just loaded up all the cyanide and when that ran out, focused entirely on healing.
Posts: 2,612
Threads: 147
Joined: Oct 2012
I personally love the idea of curare being the poison of choice for the combat medic, as outlined in the OP. Combined with the cyanide pills + one other chem (Maybe not random??), would be a good and devious balance
Posts: 1,032
Threads: 32
Joined: Oct 2014
When my baby gives me some free time, I'll probably add the curare at least. Also considering Juggernaut as an additional buff for medic kits.
Posts: 100
Threads: 22
Joined: Apr 2019
BYOND Username: Vengarr
Medic kit is already a bit unwieldy with how many items it comes with. I would trade a good chunk of them for another box of Donk-Pockets. Those are the real heroes.
Posts: 2,648
Threads: 33
Joined: Nov 2013
BYOND Username: KikiMofo
Posts: 685
Threads: 33
Joined: Feb 2016
BYOND Username: CyberTripping
Character Name: Casey Batts
(01-16-2020, 09:53 AM)KikiMofo Wrote: Whats Juggernaut?
Juggernaut is one of the new secret chems. It's basically the king of all analgesics, and it stops you from taking a portion of the damage you receive until it leaves your system. If you're on juggernaut, people can't hope to cripple you through damage alone unless they have something real strong up their sleeve.
Posts: 2,648
Threads: 33
Joined: Nov 2013
BYOND Username: KikiMofo
Ahh so its a Super Painkiller? Nice. Only way to kill someone with that would be with outright damage I assume?