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BYOND Username: Kira72
	
 
	
	
		I really don’t like the idea of separating spacesuits and armor. Simply because of fashion. It feels weird to give Nukies unique and cool spacesuits just to tell them “Actually you should wear the old riot helmet and default armor instead”.
	
	
	
	
	
 
 
	
	
	
		
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BYOND Username: Flappybat
	
 
	
		
		
		10-11-2020, 04:30 AM 
(This post was last modified: 10-11-2020, 04:33 AM by Katzen. Edited 2 times in total.)
	
	 
	
		Sarin should be removed, replaced or nukies get full seal armor/space suit combo. It's too much of a liability.
I'm keener on making their armor count as full seal spacesuits because they are going to get exploded and they have too much shit to carry.
Downside is sarin may be OP in that case.
	
	
	
	
	
 
 
	
	
	
		
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BYOND Username: Cthucky
	
 
	
	
		Nukie armor (at least the class armor) is already a spacesuit.  And spacesuits don't protect against sarin anyways, only biosuits do.
	
	
	
	
	
 
 
	
	
	
		
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BYOND Username: Getbrecked
Character Name: Armin Hummer
	
 
	
	
		From what I've seen, nukies are actually surprisingly balanced. Rounds can go either way, considering the crew can beat them through science/security/hordes of robust assistants, and if the nukies play their cards right or get lucky with the bomb location they can win as well. 
I do think sarin should be removed, because it's all too powerful to give to the nukies for free. Allowing them to purchase sarin would be more reasonable, because someone would have to give up buying a better kit to get it. Perhaps a chemical warfare kit, or giving the medic 2-3 sarin grenades? To be honest we shouldn't give nukies protection from it either, to make sarin a gamble to use instead of being able to pop it anywhere and run through the cloud.
	
	
	
	
	
 
 
	
	
	
		
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		How about replacing the sarin with just tear gas? Less lethal so you'd get bigger nuke fights and less deadly if there's an accident
	
	
	
	
	
 
 
	
	
	
		
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BYOND Username: Getbrecked
Character Name: Armin Hummer
	
 
	
	
		I like that idea. Although tear gas is a bit underpowered compared to sarin, keeping it free would be a fair trade-off.
	
	
	
	
	
 
 
	
	
	
		
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		 (10-11-2020, 08:10 AM)getbrecked Wrote:  Giving the medic 2-3 sarin grenades?
As an aside, I like this idea (2 seems fine). It buffs the medics offensive abilities which I feel they need, while potentially giving them a way to mitigate the self-owns, by equipping them with atropine (if they don't already).