Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Slight changes to security stuns
#3
(01-12-2023, 04:54 PM)UrsulaMejor Wrote: You are not meant to be able to beat security in a straight on fight easily.

Traitors have the benefit of looking like normal crew. Security is highly identifiable by their gear. This means security is nearly always surprised in a confrontation, and traitors have first-move advantage.

If security and traitor gear were "even", then traitors would literally always win a fight of even skill.

To add, antagonists can PREPARE things before a fight.
Traps, areas, routes, medicine, buffs, mutations, weapons.

Antags control the FLOW of the shift as many people say.
Security can prevent, but they gotta FIND something to prevent, but 90% of the time Security REACTS to antagonists.

Security can never prepare for a fight unless the ANTAGONIST declares it or SHOWS IT SELF.

A prepared Antag vs a unprepared Sec member... the sec member will most likely lose.
Antags like traitors are suppose to GET IN AND GET OUT. If security swarms you, you taken too long.

These are all things you can do.

Security isn't running around with mutations you secured as a genecist, Security is running around with the triple meth you got to reduce stuning, Security has no way of countering your freedom chips, security has a hard time deal with rogued AI's and Borgs and you. Security doesn't know if you wire tap em either.

There are bountless strategies to use against security and trust me... as someone who mains detective.. TRAITOR DETECTIVES are the BANE of security. They are the most dangerous of the traitors due to their standard kit being MORE DEADLY then a normal sec officer.
And also their gadgets gives A traitor detective more advantage over a security member.
And their Det-Net goggles allows them to access security's secmate from any location AND work faster then security setting people off and on arrest. (Wich means it's nexxt to impossible to stop a detective turning themselves off arrest and turning all of security ON ARREST, they are just faster and not stuck in a remote location)
And that's just the Detective's standard kit. The gun, goggles, det-net's make the det a formidable foe.
BUT then add any traitor kit ONTOP of the det's... and suddenly... the detective can truely rampage and cause more problems for security then any antagonist can be himself.
A good Traitor Det, can shut down all of security to the point if there is No HoS or NTSO... Security needs to be ontop of the det asap or be overwhelmed with problems.

Anyhow... this nerf is pointless. Traitors thrive in chaos and some traitors are better then others, but if you know your tools and routes, security will have a hard time deaing with your shennigans, but mostly TRAITORS ARE STEALTH ANTAGONISTS! NOT RAMPAGE ONES!
Reply


Messages In This Thread
Slight changes to security stuns - by Cheffie - 01-12-2023, 04:48 PM
RE: Reduce security gear stam damage by a bit - by Kotlol - 01-12-2023, 06:51 PM
RE: Slight changes to security stuns - by Cheffie - 01-13-2023, 07:55 AM

Forum Jump:


Users browsing this thread: 1 Guest(s)