01-02-2014, 10:33 AM
Clarks Wrote:A traitor is a dangerous guy with license to kill. Taking him on alone is a bad idea that is not guaranteed to succeed.
You want to raise your odds? Get help from bystanders, use flashbangs (try not to stun yourselves, eh). There's more to playing cop that shooting pew pew with a taser.
Traitors, on the other hands, are going to be fighting against a mob most of the time; the last thing they need is a mob with better guns.
Maybe raising the taser's clip won't be catastrophic. But complaining that it isn't efficient at stopping traitors is failing to understand that: A, the taser is not your only weapon. B, if you go alone against a traitor you shouldn't have the upper hand.
On a separate issue, if you think people don't play security because the crew is hostile and the weaponry insufficient; think of all the dull rounds you played when there were no overt traitors, or when the crew mobbed them before you got your chance.
Patrolling the station is a boring occupation compared to most other jobs, and if you want to beat up a traitor you can just go vigilante.
I've been playing sec a lot lately, and honestly I have yet to find the changes to stunning to be all that bad. (Now, when i play the AI, thats a different story, and the problem with the AI turrets is a totally different subject.) Clark's is completely right. If you are going into a dangerous situation, you ask for back up, you use other tools that are available to you, and you try and approach the situation tactically. And, I also agree with the fact that patrolling the station at 45 minutes with NOTHING happening, can really convince you to toss yourself into the crusher. But at that point I try and start some shitty ticket giving gimmick or something to entertain myself till the shuttle is called.