12-07-2024, 07:42 PM
(This post was last modified: 12-07-2024, 07:42 PM by TDHooligan.)
from the same conversation i gathered 3 key things, alongside what i'd do to change them:
Tasers:
-> Disoriented is triggered instantly on even the slightest taser SMG hit, which can make escape nearly impossible even when you have the upper hand, for a low amount of effort on sec's side.
---> Limit when disoriented can apply.
Stuns/Cuffs:
-> Stun reduction on BRUTE worked, but now antagonists are using cuffs or are spacing people
---> Cuffs should probs be easier for sec to use, harder for antagonists to use
---> Same for spacing, perhaps dragging stunned people lowers stuns over time to limit the edgecases
-> Being cuffed is too restrictive, a traitor that manages to escape has functionally no chance of escaping, even after they have truly swindled security. doors being the main issue
---> uncuffing while walking maybe? idk. you can just hide in disposals units.
---> opening airlocks with an action bar to rub your upper torso all over the ID scanner. sounds fun
Tasers:
-> Disoriented is triggered instantly on even the slightest taser SMG hit, which can make escape nearly impossible even when you have the upper hand, for a low amount of effort on sec's side.
---> Limit when disoriented can apply.
Stuns/Cuffs:
-> Stun reduction on BRUTE worked, but now antagonists are using cuffs or are spacing people
---> Cuffs should probs be easier for sec to use, harder for antagonists to use
---> Same for spacing, perhaps dragging stunned people lowers stuns over time to limit the edgecases
-> Being cuffed is too restrictive, a traitor that manages to escape has functionally no chance of escaping, even after they have truly swindled security. doors being the main issue
---> uncuffing while walking maybe? idk. you can just hide in disposals units.
---> opening airlocks with an action bar to rub your upper torso all over the ID scanner. sounds fun