12-08-2024, 10:29 AM
I do want some small nerf's from security.. but I do not want 1 antag to be able to BODY SECUIRTY from minute 1.
I think traitors can easily go kill happy from the moment they can get their tools. They don't build up either. They just get em and it's done.
And I am fine with them being like that.. but I believe most security complaints comes from TRAITOR players.
But... Most other antags build up power and security ABSOLUTELY hates dealing with them.
Arcfiends especially since all they do is drain energy, stun and run.
Vampires can get out of stun with abit of health sacrifice and can still fight back most of the time when stunned.
Changelings can freely sting and get out of cuffs. Making most of securities way of handling them: "Stun them over and over till their dead or in a port-a-brig."
Spiefs can nicely build up tools but are fighting eachother too.
Wizards can also easily ramp up killing like traitors, but unlike traitors... they can easily teleport to safety without sec doing much. Or simply get arrested, teleport back to base and get a new supply.
Blob and Flock do not care... they are fighting the whole crew.
Wraith's are excellent escalators but Sec hates fighting them...
Werewolves once they rampage... they are unstoppable beasts and gotta be killed.
Then we got gangs.. wich security is always outnumbered against.. but since they are also fighting eachother.. the best way for sec to deal with em is finding their leaders and taking them out insted.
And of course Salvagers.. but again.. that's more station vs antags.
Same with Nukies.
So who do we nerf sec for.. since if we nerf sec for traitors to be able to 2 on 1 em. You are essentially making all antags more dangerous by default.
As much as I hate the stun meta. Without the stun meta... security will start beating people to death.
So while I am fine with some stun resistances. I think nerfing stun abit is fine... but at the same time.
I think we need to add 1 mechanic to the game if we are nerfing stuns.
Security gear like batons and tazers can be turned off and NOT turned on until the right DNA code is on them.
This will have the next effects:
1: People cannot just "swipe" security gear and use it unless it's turned on in advance. If it turns off/runs out... you cannot turn it on.
2: A certain mutation will become MORE USEFUL for antagonists (The polymorph one). Since now you got the DNA profile of the security officer and can use it unlimitedly.
3: Forcing security officer to "Lose" their DNA profile will also become more useful since if their gear is off. They can't turn it on until they are changed back/cloned.
4: Changeling gameplay will fully have a new avenue of annoying security with a certain sting. (So a changeling buff for a silly sting that had barely any use)
Anyway.. I said myself enough on this.
The problem security is.. "if they aren't scary, there won't be any decieving just fighting."
But "they are too strong so now I can't interact with them at all."
A balance has to be met... and I think the better part would be for traitors / spiefs to get buffs to their kits to resist security then just freedom implant and syndicate pocket donks.
I think traitors need the option to "reveal themselves" fully but by doing so can be more combat effecient against security. How they would o it? Maybe by doing some sort of objective too?
I think traitors can easily go kill happy from the moment they can get their tools. They don't build up either. They just get em and it's done.
And I am fine with them being like that.. but I believe most security complaints comes from TRAITOR players.
But... Most other antags build up power and security ABSOLUTELY hates dealing with them.
Arcfiends especially since all they do is drain energy, stun and run.
Vampires can get out of stun with abit of health sacrifice and can still fight back most of the time when stunned.
Changelings can freely sting and get out of cuffs. Making most of securities way of handling them: "Stun them over and over till their dead or in a port-a-brig."
Spiefs can nicely build up tools but are fighting eachother too.
Wizards can also easily ramp up killing like traitors, but unlike traitors... they can easily teleport to safety without sec doing much. Or simply get arrested, teleport back to base and get a new supply.
Blob and Flock do not care... they are fighting the whole crew.
Wraith's are excellent escalators but Sec hates fighting them...
Werewolves once they rampage... they are unstoppable beasts and gotta be killed.
Then we got gangs.. wich security is always outnumbered against.. but since they are also fighting eachother.. the best way for sec to deal with em is finding their leaders and taking them out insted.
And of course Salvagers.. but again.. that's more station vs antags.
Same with Nukies.
So who do we nerf sec for.. since if we nerf sec for traitors to be able to 2 on 1 em. You are essentially making all antags more dangerous by default.
As much as I hate the stun meta. Without the stun meta... security will start beating people to death.
So while I am fine with some stun resistances. I think nerfing stun abit is fine... but at the same time.
I think we need to add 1 mechanic to the game if we are nerfing stuns.
Security gear like batons and tazers can be turned off and NOT turned on until the right DNA code is on them.
This will have the next effects:
1: People cannot just "swipe" security gear and use it unless it's turned on in advance. If it turns off/runs out... you cannot turn it on.
2: A certain mutation will become MORE USEFUL for antagonists (The polymorph one). Since now you got the DNA profile of the security officer and can use it unlimitedly.
3: Forcing security officer to "Lose" their DNA profile will also become more useful since if their gear is off. They can't turn it on until they are changed back/cloned.
4: Changeling gameplay will fully have a new avenue of annoying security with a certain sting. (So a changeling buff for a silly sting that had barely any use)
Anyway.. I said myself enough on this.
The problem security is.. "if they aren't scary, there won't be any decieving just fighting."
But "they are too strong so now I can't interact with them at all."
A balance has to be met... and I think the better part would be for traitors / spiefs to get buffs to their kits to resist security then just freedom implant and syndicate pocket donks.
I think traitors need the option to "reveal themselves" fully but by doing so can be more combat effecient against security. How they would o it? Maybe by doing some sort of objective too?