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Give the CE a sledgehammer (also aurora belt buff I guess)
#16
I don't think they need something to defend themselves, but an exclusive tool that sets them apart from other people in their department? Something that falls into the purview of their duties? That's something valuable
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#17
The entirety of engineering, including the CE, probably has easiest access to explosives, including can bombs.

Just figure out how the hell you actually make a canbomb Pipebomb the ever loving shit out of the place if you wanna murder. Unless it's a low pop round, there aren't enough easily findable air tanks and space suits to guarantee survival.
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#18
Yeah, now I am thinking we could nerf the hammer's combat abilities and instead focus on the demolition/percussive maintenance aspects. Change it from a CE-exclusive weapon to a CE-exclusive tool that also has a bit of combat capability.
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#19
Put a space pole on the CE's RCD, give it magic fix-stuff powers and reduced RCD-Ammo usage, and there you go, CE Sledge.

And the CE's special class-weapon should be some kind of wrench, anyway. Hammers break shit, wrenches fix shit (even though in this game wrenches disassemble things for the most part).
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#20
(05-18-2018, 08:44 PM)Mordent Wrote: Decidedly against this. The whole "but the other heads have access to them" is a non-argument.

The barman has a shotgun, should we give botanists and chefs one too? (Anyone taking this as anything but sarcasm will be mocked).

The MD doesn't even have a weapon license, so they can't carry theirs without setting off scanners every twenty steps, and if Beepsky's around they're in for trouble.

The CE also has access to QM, mining crates, ready access to stun gloves and cells (mock them if you want, they still work on people with sunglasses) and can make himself a spear or power-hammer (one of the most powerful non-antag weapons) in no time flat. He has no need for another weapon. Heck, in my experience the CE is the most well-armed of the bunch after the first five minutes or so. As you say, after the engine's going he can happily spend his time equipping himself with his great access to places/insulated gloves to hack in to anywhere he doesn't have access for/RCD down a wall if things are really silly.

I am strongly against the CE getting any exclusive "construction" items. Any new stuff in that regard should be accessible to all, or at the very least mechanics/engineers.

If the argument is "well, after he's set up the engine he needs something to do to feel special", firstly: no. Secondly: go repair the gaping holes the antags are putting in the station. Your job's not to combat antags, it's to mitigate their damage.

What's your stance on the aurora proposal, then?
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#21
I have mixed feelings on this. On one hand the CE is VERY well armed already if you consider his access, on the other hand I WANT A MOTHER FUCKIN SLEDGEHAMMER (Traitor CE Weapon? Being able to slowly smack down walls would be awesome AND scary, perhaps have it cost 6-8 TC and act similarly to as stated above, taking a solid 8-10 swings to bring down a wall, double if re-enforced )

P.S. Tranq rifle needs to be more disorienting for the target (Perhaps ad rainbow puke screen and other confusing drug things)

P.P.S. Chef gets gibber and a bunch of sharp things + chemistry, Botany has 3-6 chainsaws available at roundstart. I get (And agree with) your point but your examples are a bit off

P.P.S.h. Unrelated but whilst we're on the topic of adding engineer stuff and hammers, why haven't we gotten a Russian accent trait yet? Id be so much easier to play Igor Engineer without having to account for an accent (And no, alchoholic doesn't count as Russian accent, that's Irish)
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#22
Horrid (but fun) idea: Give the hammer a battery compartment so that it can shoot lightning at APCs to charge them.
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#23
(05-19-2018, 10:24 AM)atomic1fire Wrote: Horrid (but fun) idea: Give the hammer a battery compartment so that it can shoot lightning at APCs to charge them.

Considering the belt protects you from cold and heat, the hammer could protect you from shock damage by absorbing it into itself, building a charge.

Once fully charged, the hammer loses it's defensive capability until the built up energy is discharged.

Couple of ideas for what that could mean
  • Aforementioned charging of APCS and probably other power dependent items (This would work really well with the belt if the belt was no longer self recharging but relied on the hammer to recharge
  • General combat. The charge level of the hammer determines how effective it is. So an uncharged hammer does basically nothing but a fully charged one could be decent
  • Pseudoscience bullshit that let's you clean atmosphere and/or put out fires by ionizing the air

Honestly, I really like the idea of a lightning hammer for the Thor connections. Tossing the hammer and recalling it would also be hecka rad if unbalanced and unnecessary
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#24
I forgot the belt thing. It's gettin' to the point where my thoughts aren't just dumb, but irrelevant too.

Eh.
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#25
I am gonna edit the OP to reflect what has been brought up here. Make the sledgehammer into a tool rather than a weapon.
Edit: Done
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