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An argument for buffing the Powergloves
#1
So, I've been playing traitor engineer lately, and I've taken a fancy to the powergloves because they are a ton of fun to use, however they have a rather serious flaw: they are completely stopped by insulated gloves.

Now, I understand every weapon needs a drawback and a counter, but the powergloves have quite a few as it stands. First and foremost there's the matter of powering them.
Getting the engine up to a level of power where they can be considered useful is hard in and of itself, but it also requires active maintenance (pressure regulation, fuel) to keep the engine at an acceptable level throughout the traitor's lifespan.
(entrusting that task to other engineers would not be a good idea as they would most likely throttle it down the moment someone screams "ppppoooowwwwweeerrrggglloovvvesss!!!" over the radio)

This brings me to my second point: the gloves themselves can be remotely disabled. Everything from the majestic AI to the lowly assistant only need to brave at most two doors before they are able to reach a way of ending the traitor's rampage without putting themselves in harm's way for a second. That is a pretty powerful counter to any weapon, in my opinion.

The third drawback is the need to place oneself on top of a live wire to use the gloves. There are areas of the station where you have one good spot to stand and blast away (looking at you, medbay), and you won't be able to dodge incoming tasers / lasers / toolboxes sent your way as easily and still remain a fighting force.

I've listed these three points, not because I have an issue with them, but because I wanted to illustrate how the gloves, even with the change I'm proposing, would still be a situational, gimmicky weapon without being completely unstoppable. However, like I mentioned up top, they have one major drawback that I can't really overlook in the insulated gloves.

Barring the fact that it doesn't make any sense for a pair of gloves to resist a lightning worthy of Zeus himself it's not a stretch to say that insulated gloves are common and easily attainable. Your worst enemies (mechanics / engineers) as a powerglove traitor start with them and there are plenty of spares in mechanics / engineering.
Having them being a hard counter is extremely crippling to a weapon that already has reliability issues, especially if we compare it to another, equally priced traitor weapon: the cloaker.

At 7 telecrystals the cloaker allows anyone complete immunity against anything that is not:
  • People equipped with thermals (hard counter)
  • Random, lucky shots with tasers
  • AI cameras
  • Slippery things
The powergloves share the last three weaknesses as well, but as I stated above, their hard counter is different and a lot more readily available.

As such, I'd like to propose to remove or significantly reduce the insulated gloves' immunity to the power gloves. I believe this would make them a lot more of a viable choice than they are today, without making them unstoppable, as described above.

Now, after such a rant, I want to say that I love the powergloves, because they are BEEFY and a whole lot of fun to use. I think they're good when I don't feel like taking an invisible toolbox to the stations' collective heads, but instead don the mantle of The Emperor, Lorde of the Shith.

My apologies for being longwinded, but I really wanted to make a proper case for this, instead of simply stating "buff pls".
What do you all think about this? Does it make sense? Anything you'd like to add or detract?

TL;DR
The powergloves are completely stopped in their tracks by insulated gloves, on top of already being situational and tricky to use properly. This is terrible, please remove this immunity.
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