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Teleman needs a thirty second delay
#13
Unless you're playing VERY lowpop, chances are *someone* is gonna know how to counter a packetnerding telesci spamming antag. Security can absolutely deputize someone who has the specialized skills/knowledge to countering the specific threat you're up against (chaplain is a great example), especially with the announcement computer.

This isn't to downplay the impact that nerding, especially telesci nerding, can have. It can be VERY frustrating to go up against someone who's leveraging mechanics you're not familiar with. This is when you can leverage your greatest strength: Bribery Prayer Asking people to help. Not everyone will notice your Security announcement asking if anyone knows how to shut down telesci, but SOMEONE will. Meta-knowledge can also be useful here for recognizing knowledgeable players if that fails. Really, Security isn't just about whacking people with batons - it's about knowing how to play at a disadvantage, and how and when to leverage every resource at your disposal. (Also tracking implants exist.)

*Admittedly* I do think we should curtail the raw power of off-station telesci builds, but I'm honestly not sure how to go about that. Require an actual APC so you can't build in perma-powered areas? Cooldown on teleports going across z-levels and not to a designated pad like you see in azones? I dunno. However... yeah no please do not give a lengthy cooldown for ALL telepad teleports, that would suck so bad.

Another option that I like and have seen suggested by both myself and others is giving Security a couple teleblockers. These already exist in a few places, and it wouldn't be unreasonable to give Security access to them. It would also mean escaping with a hand tele is now more counterable, which is nice.
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RE: Teleman needs a thirty second delay - by aft2001 - Yesterday, 08:02 AM

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