12-07-2024, 10:29 PM
(This post was last modified: 12-07-2024, 10:38 PM by le mon. Edited 1 time in total.)
Some really good points made here, especially about the instant disorient trigger of taser SMG bolts, the laughable spread and PU cost of the taser shotgun, and the stun cap itself.
I too would like to highlight some other passive benefits that are far too good for being round-start items:
1) Night Vision SecHUDs: Pretty popular accessory, but it completely nullifies the benefits of our already limited maintenance area. Luring a secoff into maints or setting up a modest trap becomes pointless because the officer can likely see your trap better than you can. Not to mention, disabling "View Tints" removes one of its primary downsides. Some visual examples - imgur.com/a/yaU5D0C
2) Healing Donuts: Donuts already provide slight passive healing to seoffs, but now they have more bites and include a variety of healing chemicals (salb, epi, saline, synaptizine, and sugar), all spread across just two donuts for a single requisition point.
3) Round-Start Armor: Free round-start armor with -6 melee resist is quite decent. Against a sec officer, an extinguisher (which hits for 10 damage) only does 4, a revolver (which hits for 60 non-AP damage) only does 30 (50 if AP), and a Csaber (which hits for 60) only does 54-55.
4) Barrier (too cool for a change tho): The only decent protection against the awful disorient effect. It provides -9 melee resist, 1.5 ranged resist, 65% disorient insulation, and the special reflective barrier effect, all for just one hand and a slight movement delay. Blocking with it further increases disorient resistance and adds explosive resistance too.
5) Power Cells: Dodging taser bolts or baton hits is almost useless because the secoff can simply retreat for a moment and recharge their gun or baton with a new cell in a single click (uninterrupted while moving). Two baton hits are usually enough, so equipping it with a disruptor cell means you rarely have to recharge, covering 90% of situations, and get an extra baton’s default 200u cell.
6) Some other points:
- SecHUDs instantly identifying revs.
- Anti-rev implants being an instant action, while re-revving is locked behind a time gate.
- Round-start health implants reporting the locations of dead sec officers.
- Round-start cloning data disks
Apologies for my rambling, but here are some more stuff I’ve noticed. I don’t wish to express all of them very strongly because I’m not very aware of our maintainer’s POVs regarding them:
ARMORY:
- This is a very confusing place for me. By the name, I’d assume it’s simply a storage place for lethal weapons where non lethals fail. But, (to me) it feels like a bloated mess, as if someone went through 10–20 rounds on observer mode and added countermeasures for most of the dominant antagonistic activity. Thermals for cloakers, NVGs for power sinks, mutadone darts for hulks, tranqs for stimulants, pod missiles for rogue pods, pulse rifles (a cool concept, honestly) for rogue borgs, flamethrowers for blobs, and so on. The only bread and butter lethal equipment seems to be shotguns, phasers, heavy armors, and grenades. Maybe.... we could ease some of this bloat to cargo??
HOS:
I know I know this is a controversial opinion, and our whitelist is the only reason this position isn’t the big bad of the station like in other codebases. But still, for a department that (in my opinion) needs a head in majority of situations, it’s frustrating to see it often left empty, leading to unnecessary conflicts which wouldn't have surfaced if we had one (specially frustrating on mid to low pop).
Weak Antags and Certain Syndie Items:
This is beyond the scope of this thread (I apologize for that), but I think our humble traitor is too weak. Many job specific and surplus only items (thermals, sacrificial dagger, syndie armor) could easily fit the normal buy list or we can have some TC changes too but don’t because some items behave as if they’re stuck in 2012 (wrestle belt’s instant no-aim stun, cloaker lacking ANY movement or visual downsides, shotgun itself). Meanwhile, other items feel like filler (chameleon outfit, chameleon projector, duct tape, moustache, floor closet, holographic disguiser, signal implant, trick cigies). Probably a reason why special ability antags are so popular and dominating too.
I too would like to highlight some other passive benefits that are far too good for being round-start items:
1) Night Vision SecHUDs: Pretty popular accessory, but it completely nullifies the benefits of our already limited maintenance area. Luring a secoff into maints or setting up a modest trap becomes pointless because the officer can likely see your trap better than you can. Not to mention, disabling "View Tints" removes one of its primary downsides. Some visual examples - imgur.com/a/yaU5D0C
2) Healing Donuts: Donuts already provide slight passive healing to seoffs, but now they have more bites and include a variety of healing chemicals (salb, epi, saline, synaptizine, and sugar), all spread across just two donuts for a single requisition point.
3) Round-Start Armor: Free round-start armor with -6 melee resist is quite decent. Against a sec officer, an extinguisher (which hits for 10 damage) only does 4, a revolver (which hits for 60 non-AP damage) only does 30 (50 if AP), and a Csaber (which hits for 60) only does 54-55.
4) Barrier (too cool for a change tho): The only decent protection against the awful disorient effect. It provides -9 melee resist, 1.5 ranged resist, 65% disorient insulation, and the special reflective barrier effect, all for just one hand and a slight movement delay. Blocking with it further increases disorient resistance and adds explosive resistance too.
5) Power Cells: Dodging taser bolts or baton hits is almost useless because the secoff can simply retreat for a moment and recharge their gun or baton with a new cell in a single click (uninterrupted while moving). Two baton hits are usually enough, so equipping it with a disruptor cell means you rarely have to recharge, covering 90% of situations, and get an extra baton’s default 200u cell.
6) Some other points:
- SecHUDs instantly identifying revs.
- Anti-rev implants being an instant action, while re-revving is locked behind a time gate.
- Round-start health implants reporting the locations of dead sec officers.
- Round-start cloning data disks
Apologies for my rambling, but here are some more stuff I’ve noticed. I don’t wish to express all of them very strongly because I’m not very aware of our maintainer’s POVs regarding them:
ARMORY:
- This is a very confusing place for me. By the name, I’d assume it’s simply a storage place for lethal weapons where non lethals fail. But, (to me) it feels like a bloated mess, as if someone went through 10–20 rounds on observer mode and added countermeasures for most of the dominant antagonistic activity. Thermals for cloakers, NVGs for power sinks, mutadone darts for hulks, tranqs for stimulants, pod missiles for rogue pods, pulse rifles (a cool concept, honestly) for rogue borgs, flamethrowers for blobs, and so on. The only bread and butter lethal equipment seems to be shotguns, phasers, heavy armors, and grenades. Maybe.... we could ease some of this bloat to cargo??
HOS:
I know I know this is a controversial opinion, and our whitelist is the only reason this position isn’t the big bad of the station like in other codebases. But still, for a department that (in my opinion) needs a head in majority of situations, it’s frustrating to see it often left empty, leading to unnecessary conflicts which wouldn't have surfaced if we had one (specially frustrating on mid to low pop).
Weak Antags and Certain Syndie Items:
This is beyond the scope of this thread (I apologize for that), but I think our humble traitor is too weak. Many job specific and surplus only items (thermals, sacrificial dagger, syndie armor) could easily fit the normal buy list or we can have some TC changes too but don’t because some items behave as if they’re stuck in 2012 (wrestle belt’s instant no-aim stun, cloaker lacking ANY movement or visual downsides, shotgun itself). Meanwhile, other items feel like filler (chameleon outfit, chameleon projector, duct tape, moustache, floor closet, holographic disguiser, signal implant, trick cigies). Probably a reason why special ability antags are so popular and dominating too.