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Make Glass Doors + Lockers Hackable
#15
procitizen Wrote:emags aren't consumed on use though, and there's an inherent risk of using an explosive to open something (ie: explosions). How does this one function of pipe bombs somehow invalidate emags, which have a ridiculous amount of utility already?

Because pipe bombs are super easy to make. An assistant can go into tool storage and make enough of them to blow up every locked locker on the station and then still have more. A pipe bomb explosion isn't even dangerous, standing three tiles away from one when it explodes leaves you perfectly fine unless you get unlucky and get shrapnel in you, and it's not hard to toss one down and then go around a corner until it explodes.

KikiMofo Wrote:Also I meant the .38 AP ammo the traitor detective gets and the EX shotgun ammo CARL sells. You would need alot of money and to spend your crystals on shotgun box and an agent card or an agent card and an emag but getting the emag would defeat the purpose in the first place(or you can just steal the barman's shotgun) and I don't see traitor detective coming up often enough that we have to worry about him every round blasting open the armory. I admit the revolver box AP ammo busting open locked lockers would be too much but why not have it limited like this? I mean can you imagine someone shooting explosive shotgun shells at a locker? I would say that should open that thing.

It wouldn't even have to be a traitor detective. If a regular detective wanted a shotgun he'd just have to hack open the armory doors and then shoot out the locks and take what he wanted. It being a function of unique ammo like the traitor detective ammo would be a neat thing however.
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