08-18-2017, 04:11 AM
Oh, nah, the brobocop is fine, it's a glorified assistant. I was referring more to the circumstances that would be needed for full on weapon-wielding borgs to return.
Any chance of Securi-borgs making a return?
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08-18-2017, 04:11 AM
Oh, nah, the brobocop is fine, it's a glorified assistant. I was referring more to the circumstances that would be needed for full on weapon-wielding borgs to return.
08-18-2017, 04:13 AM
I was thinking something more that can arrest using an upgraded, self-recharging taser that has a long cooldown between shots (long enough for someone to get back up and run away), but the Brobocop seems pretty good. Though, it doesn't have any real way to murder people it looks like. The Hydroponics has a Chainsaw, Medical has Scalpels and Chems, Chem has Chems, Construction has Wirecutters, and I don't think the FUN Baton is enough to really murder someone considering it doesn't do damage (which is good, helps the borg's job). Perhaps give it a wrench as well for the portable flashes.
08-18-2017, 04:15 AM
(This post was last modified: 08-18-2017, 04:28 AM by Sundance. Edited 2 times in total.)
(08-18-2017, 04:11 AM)Roomba Wrote: Oh, nah, the brobocop is fine, it's a glorified assistant. I was referring more to the circumstances that would be needed for full on weapon-wielding borgs to return. Oh ok. God no, I'd hate any form of weaponised borg and would share your concern. It just wouldn't work, the borg rework that Marq did back yonder showed that borgs with flashes are outright cunts. I'd like to see 1-2 strange modules out in space/for sale that might have some form of arbitrary stun weapon, but that's it. No replicating, and you'd gotta work to get it. Youkcat Wrote:I was thinking something more that can arrest using an upgraded, self-recharging taser that has a long cooldown between shots (long enough for someone to get back up and run away), but the Brobocop seems pretty good. Though, it doesn't have any real way to murder people it looks like. The Hydroponics has a Chainsaw, Medical has Scalpels and Chems, Chem has Chems, Construction has Wirecutters, and I don't think the FUN Baton is enough to really murder someone considering it doesn't do damage (which is good, helps the borg's job). Perhaps give it a wrench as well for the portable flashes. The other modules actually have a lot more nefarious tools than what you're mentioning. Check the thread link again, you'll notice what's what. Also the omnitool has a wrench. The funbaton [...wifflebat ....] purpose is to disarm, not kill. It's more of an annoying cardboard tube.
08-18-2017, 04:15 AM
I am so excited for the brobocop. Sounds really awesome and Security has been in dire need of something new. Can't wait for it to be finished.
08-18-2017, 09:13 AM
(08-18-2017, 01:09 AM)Technature Wrote: The other modules still give a fighting chance though. med/chemborg have access to chemistry and can just sarinbomb/mix up some kind of poison to quickly murder you construction borgs can depressurize areas quickly which is a death sentence unless you have internals/a space suit and can quickly beat you to death botany borgs can just chainsaw you to death so that's 4 out of 7-8 borg modules that have a way ruin your day with little to no effort mining, standard, engineering are rarely ever used due to them being useless so im unfamiliar with their toolkit
08-18-2017, 10:24 AM
(This post was last modified: 08-18-2017, 10:34 AM by Frank_Stein. Edited 3 times in total.)
What kinda arsenal do you guys think would be acceptable for a more traditional Secborg, unlike the Brobocop?
I've been thinking about that and had a few ideas, in no particular order or combination
I do think linking them to a separate law network in Sec and sticking the module in the HoS locker is also a good idea. EDIT: Actually, maybe put both in the armory and call it something like Riot Module (08-18-2017, 09:13 AM)babayetu83 Wrote:(08-18-2017, 01:09 AM)Technature Wrote: The other modules still give a fighting chance though. Engineering borgs can pickup and place entire gas tanks, and they have welders so you can easily create plasma fires as well as repair yourself and other borgs.
08-18-2017, 10:52 AM
Secborgs should spawn a counterfeit beepsky if they get gibbed
08-18-2017, 11:01 AM
(08-18-2017, 04:07 AM)Sundance Wrote:(08-18-2017, 01:09 AM)Technature Wrote: The other modules still give a fighting chance though. I thought we were on the full fledged securibot. If we're not, then just disregard my opinion. Brobocop seems fine since he has to rely on luck to kill something for the most part.
08-19-2017, 12:09 AM
The only "weaponised" as in gun wielding borg I wouldnt mind seeing would be a syndicate borg for the nuke ops to use. They start with an operating table and cyborg limbs so I was dissapointed when I discovered they couldn't borg me.
Any kind of secborg stun module would have to be extremely limited, as in if you were to take the worst parts of the taser/baton and combine them, like a limited charge melee weapon that deals stamina damage and needs multiple hits to stop someone.
08-23-2017, 11:22 AM
Does sec really need the extra firepower? Borgs have a lot of abilities that normal sec officers don't, so I'm a little wary of giving them such powerful helpers. Brobocop sounds great, though. If sec sucks for some reason, that should be tackled directly, rather than just adding a better sec that's not equipped to do anything but be sec.
08-23-2017, 11:55 AM
Since the sprinting feature was added, which allows people to outrun and dodge taser shots easier (along with projectile lag), sec has been a little underpowered but it's not a problem that needs to be addressed with secborgs.
08-23-2017, 03:42 PM
terrible idea: debris field contains a single secborg module hidden somewhere
08-23-2017, 07:02 PM
Im down for a syndicate borg module
08-23-2017, 07:31 PM
I am completely against the return of Security borgs for what should be obvious reasons at this point. But I am completely for Brobocop since it's a player controlled tool for Security. Seriously can't wait for that.
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