Thread Rating:
  • 2 Vote(s) - 3 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[MERGED PR] Prevent RPG ammo in the zip gun
#8
Removing it entirely might step on toes seeing as it's the big gimmick of the zipgun. I think it's been exploited a bit with some .308 ammo out in space that got made harder to get.

(02-08-2021, 06:29 PM)KikiMofo Wrote: I thought using RPG ammo in a zip gun would already give it a high chance to explode
Also considering this would only affect nuke rounds I don't see the point in this PR. This would only harm the crew from stealing RPG rounds from the syndies and using it on them.

You are guaranteed one shot from a zip gun with no failure. With a 33% chance of failure on the RPG ammo there is a good chance you will get to fire two rockets.

As a one handed, belt wearable weapon it's very easy to handle and is subtle plus you can also have a cloak.

There is potential for stolen RPG but it's going to be very rare and most likely the nukie with the RPG would also have the ammo. I don't think I have ever seen the crew use zip guns against nukies as they are better off with armory weapons and chemicals. Not a lot of ammo on the station and you are more likely to get a dropped nukie gun than dropped ammo.


Messages In This Thread
RE: [PR] Prevent RPG ammo in the zip gun - by Katzen - 02-09-2021, 01:40 AM

Forum Jump:


Users browsing this thread: 1 Guest(s)