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(04-04-2022, 05:03 AM)zjdtmkhzt Wrote: Armory lockers could just be bolted down or something so you need to smash them inside the armory. If sec doesn't notice the loud banging noises from the armory it's kind of on them.^^
Honestly all lockers should be bolted to the floor. If space osha showed up and saw how many lockers were improperly installed they would write up a fine larger than the value of the station.
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Seems like people are missing changes but any secure closet now starts bolted. HoS and armory locker are immune to melee weapons.
Just added projectile damage support. The nukie turret absolutely shreds lockers.
Energy guns do half damage, dual phasers or a single charge of an egun can't break in to a captains locker without needing a recharge.
HoS and armory lockers are energy immune, you need kinetics to break in.
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So to get the HoS or armory lockers open you would need explosions like usual or like a lethal shotgun or syndie rifles to break them open?
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04-04-2022, 12:50 PM
(This post was last modified: 04-04-2022, 12:56 PM by Katzen. Edited 2 times in total.)
Yeah, although ATM you could break in with a 9mm zipgun but the ammo requirement would be ridiculous.
Detective revolver is a concern right now, it's 35 damage so you could bust in. Could add special handling for the low power 9mm and revolver .38.
With a Predator revolver or spes (5 shots~) you are trading ammo for locker access.
With the 50% energy damage they block the AI turrets on lethal for maybe a bit too long, I might have to make a special case for their projectile.
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Well I mean a detective shouldnt be breaking into the armory or HoS as a nonantag anyway and if the detective WAS an antag well they can order AP ammo so I dunno if they really need to break into armory.
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Energy damage reduction should only apply to cardlocked lockers, unlocked lockers should take full damage
also if possible, make player-build lockers have half health(or less)
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(04-04-2022, 03:15 PM)Lady Birb Wrote: Energy damage reduction should only apply to cardlocked lockers, unlocked lockers should take full damage
also if possible, make player-build lockers have half health(or less)
Good point. A card locked locker should be considered turned on with the energy shielding but when unlocked the shielding is turned off.
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Has this change effected thermite?
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If it's not whacking with an item or hitting with a projectile it doesn't change.