05-20-2015, 03:01 PM
At present a single styptic patch heals 200 brute damage, if Convair's figures are accurate. High levels of brute and burn damage, short of triggering instant death, are very easily healed by anyone carrying a medkit. With brute/burn so ephemeral, in order to be effective a derringer needs to guarantee a kill. If a traitor wants to spend 2TC for a shot at a certain, nearly quiet kill, that sounds fine to me. Permitting the victim the chance to survive even after a derringer is successfully employed breaks the purpose of the item.
As for the ridiculousness of "AP Proof Armor," I think realism can take a long walk off a short pier in a setting like SS13 when it gets in the way of gameplay. When a captain loses the disk to a derringer attack in maintenance, it's not fun or engaging for the rest of the crew, or even for the syndicate team, hence my suggestion.
Finally, radbows are nasty items and perhaps a touch too lethal. There was recently a topic on them. I think they're fine as is, but if a change has to be made I think lowering their payload is more fun than just making them cost more. More easily survivable at 15Gy (keep 30Gy for pointblanks), or apply damage falloff as other shots do. I'm not sure where the breakpoints for where the really nasty rad effects set in, but 20Gy very clearly keeps a subject in the red zone for a long time even with a constant potassium iodide drip.
All of this assumes that whatever the hell AP ammo is supposed to do is fixed. Those damage formulas have had me squinting and quizzically tilting my head for fifteen minutes now as I tried to fathom how someone thought it was a good idea.
As for the ridiculousness of "AP Proof Armor," I think realism can take a long walk off a short pier in a setting like SS13 when it gets in the way of gameplay. When a captain loses the disk to a derringer attack in maintenance, it's not fun or engaging for the rest of the crew, or even for the syndicate team, hence my suggestion.
Finally, radbows are nasty items and perhaps a touch too lethal. There was recently a topic on them. I think they're fine as is, but if a change has to be made I think lowering their payload is more fun than just making them cost more. More easily survivable at 15Gy (keep 30Gy for pointblanks), or apply damage falloff as other shots do. I'm not sure where the breakpoints for where the really nasty rad effects set in, but 20Gy very clearly keeps a subject in the red zone for a long time even with a constant potassium iodide drip.
All of this assumes that whatever the hell AP ammo is supposed to do is fixed. Those damage formulas have had me squinting and quizzically tilting my head for fifteen minutes now as I tried to fathom how someone thought it was a good idea.