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An argument for buffing the Powergloves
#5
Dauntasa Wrote:Make the power gloves disintegrate people that you punch at high power, make insulated gloves protect you from the long range shocks but not the melee ones.
If the insulated gloves have to offer some protection I'm alright with this idea.
Yodle van der Mechanic casually catches the lightning in his hand! Wow!
Darth Pubbie punches Yodle van der Mechanic in the face!
Yodle van der Mechanic explodes in a shower of sparks! Shocking!

Dauntasa Wrote:Also the powergloves should absorb taser shots because you are literally firing lightning from your hands like Mighty Zeus, king of the gods, and you getting shocked yourself is dumb. Tasers and batons should only increase your power.

On one hand, I agree with you; it really doesn't make sense, but on the other hand, I think this would actually make them overpowered, rendering the engine the only feasible way of stopping the traitor and also discouraging anyone from trying to fight said traitor ("Stop running! I want to zap you!").

I do have kind of mixed feelings towards the powergloves granting arc flash immunity, however. Personally I kind of feel like it's the risk you have to take if you're going to hotwire that infernal machine and try to harness its powers. However, you already have a device that channels massive amounts of power through your feet and out through your fingertips. If anything, getting arc flashed should give the powergloves a charge to use on the go (that would be a lot weaker than what you'd get from a live wire).

When all's said and done, however, I don't think the gloves need anything other than being able to zap people wearing insulated gloves to be an amazing weapon. Giving it any sort of immunity to sec weapons would make it a long-distance artistic toolbox, and I don't think it would be too much fun trying to fight such a thing.
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