04-20-2022, 09:27 AM
This was mainly discussed in the discord, but I figured the forums would be better suited for this discussion. Are traitors in a good place as they are? Or could they be buffed? Antagonists such as wizards, vampires, werewolves, and arcfiends all have some sort of resistance to security weapons. Should traitors be buffed to be on par with these other antagonists?
Combatting Mall Cops
Most traitors can attest that stunning your opponent makes them easier to deal with, and it gives them a better chance at fighting security. It is a lot easier to subdue a group of people than it is to kill them all. I have heard players say that they use stolen security weapons to stun their opponent, and then use something like a csaber to finish them off. Wizards engage in similar behaviors, like using magic missile and following up with shocking touch.
Solution 1: Should traitors be given access to more stun weapons?
- Traitors have a fighting chance against large groups. Weapons such as the wrestling belt and csaber are best suited for 1v1’s which are difficult at higher populations.
- Traitors have a better chance combatting security. The stun baton is a weapon capable of defeating a csaber user, and when multiple security officers are rushing the traitor with multiple stun batons, it makes the battle an almost guaranteed loss. This can be countered by isolating and killing seccies, but they have health alerts and the AI on their side.
Cons:
- Could make traitors too powerful.
- Encourages combat based around stun weapons.
Solution 2: Should security weapons be toned down?
- Traitors have a better chance to take on groups of officers at once.
- Encourages security teamwork by requiring the department to attack as a team to tackle a formidable opponent.
Cons:
- May detract players from sec by making the job harder.
- Gives further advantages to most non-traitor antagonists, who can easily counter sec as is.
Solution 3: Should traitors get more resistance to stuns?
- Makes traitors defensive capabilities more on par with antagonists such as wizards, werewolves, vampires, and arcfiends.
- Encourages security teamwork by requiring the department to attack as a team to tackle a formidable opponent.
- A more balanced alternative to nerfing sec weapons- Nerfing sec weapons could make revs too powerful.
Cons:
- Traitors could stack this buff with drugs, potentially making them overpowered.
Solution 4: Should traitors be able to identify each other?
- Makes traitors more formidable and on par with other team antags, like wizards.
- Encourages trading TC which helps with gimmicks and clever/funny uses of traitor gear.
Cons:
- Grouped up traitors that are all taken down at once could end the fun for the remainder of the round.
- Traitors who are “friendly” or angry that they rolled traitor could purposely reveal their allies to the crew.(From what I’ve heard, people actually did this, which is the scummiest thing I think someone could do with such knowledge)
Solution 5: Give traitors more ranged alternatives
- Energy weapons could be a solution to the lack of ammunition offered by the expensive kinetic weapons, which often cannot wrangle a crowd with low ammunition counts.
- Ranged weapons are good counters to security officers, who are the traitor’s biggest threat in terms of ranged attackers.
Cons:
- Could overshadow kinetic ranged weapons such as the revolver or shotgun.
- Could prove to be too powerful of a counter to security, as officers who are shot at with and run away from ranged energy weapons could be pursued by the traitor with powerful melee weapons.
Conclusion
In my opinion, the change that makes the most sense would be giving traitors a way to up their stamina without using drugs. The only downside I see to this change would be traitors using drugs in tandem with this stamina boost.
Combatting Mall Cops
Most traitors can attest that stunning your opponent makes them easier to deal with, and it gives them a better chance at fighting security. It is a lot easier to subdue a group of people than it is to kill them all. I have heard players say that they use stolen security weapons to stun their opponent, and then use something like a csaber to finish them off. Wizards engage in similar behaviors, like using magic missile and following up with shocking touch.
Solution 1: Should traitors be given access to more stun weapons?
- Stun weapons could be an option in traitor uplinks
- Stun weapons could be sold by CARL
- Traitors have a fighting chance against large groups. Weapons such as the wrestling belt and csaber are best suited for 1v1’s which are difficult at higher populations.
- Traitors have a better chance combatting security. The stun baton is a weapon capable of defeating a csaber user, and when multiple security officers are rushing the traitor with multiple stun batons, it makes the battle an almost guaranteed loss. This can be countered by isolating and killing seccies, but they have health alerts and the AI on their side.
Cons:
- Could make traitors too powerful.
- Encourages combat based around stun weapons.
Solution 2: Should security weapons be toned down?
- Stun batons could require more hits to drain a target’s stamina
- Traitors have a better chance to take on groups of officers at once.
- Encourages security teamwork by requiring the department to attack as a team to tackle a formidable opponent.
Cons:
- May detract players from sec by making the job harder.
- Gives further advantages to most non-traitor antagonists, who can easily counter sec as is.
Solution 3: Should traitors get more resistance to stuns?
- Traitors could have a trait that gives an increase in stamina and/or health
- Traitors could purchase an implant that does this from an uplink or CARL
- Makes traitors defensive capabilities more on par with antagonists such as wizards, werewolves, vampires, and arcfiends.
- Encourages security teamwork by requiring the department to attack as a team to tackle a formidable opponent.
- A more balanced alternative to nerfing sec weapons- Nerfing sec weapons could make revs too powerful.
Cons:
- Traitors could stack this buff with drugs, potentially making them overpowered.
Solution 4: Should traitors be able to identify each other?
- Code words and responses can be said over the radio to help traitors team up. Code words would only be available on the Traitor gamemode, as a traitor with a cloaker and wrestling belt along with other mixed antags could be too much for the crew.
- Makes traitors more formidable and on par with other team antags, like wizards.
- Encourages trading TC which helps with gimmicks and clever/funny uses of traitor gear.
Cons:
- Grouped up traitors that are all taken down at once could end the fun for the remainder of the round.
- Traitors who are “friendly” or angry that they rolled traitor could purposely reveal their allies to the crew.(From what I’ve heard, people actually did this, which is the scummiest thing I think someone could do with such knowledge)
Solution 5: Give traitors more ranged alternatives
- Ranged energy weapons could be available on uplinks to traitors
- Energy weapons could be a solution to the lack of ammunition offered by the expensive kinetic weapons, which often cannot wrangle a crowd with low ammunition counts.
- Ranged weapons are good counters to security officers, who are the traitor’s biggest threat in terms of ranged attackers.
Cons:
- Could overshadow kinetic ranged weapons such as the revolver or shotgun.
- Could prove to be too powerful of a counter to security, as officers who are shot at with and run away from ranged energy weapons could be pursued by the traitor with powerful melee weapons.
Conclusion
In my opinion, the change that makes the most sense would be giving traitors a way to up their stamina without using drugs. The only downside I see to this change would be traitors using drugs in tandem with this stamina boost.