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Why do cyborgs have that bizarre no hand thing?
#1
I genuinely don't get it. If it's an attempt to nerf borgs to prevent abuse, it's pretty moot. Bare hands don't do jack shit, and there's TONS of damage a single engie borg can do with tools. Deconstruct walls and floors, weld open pipes, fuck with doors, spread plasma everywhere, slice someone's arms off, etc. In my ENTIRE TIME PLAYING GOONSTATION, not ONCE has the no hand thing ever prevented me from doing harm. When murder lawed or something, I can buzzsaw, deconstruct, chainsaw, or poison someone just fine. But I feel the no hands thing all the time when trying to do productive, helpful stuff like make food for the crew or set up the reactor on lowpop. It's been nothing but a hinderance. Why does it exist?!
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#2
Bare hands
(04-30-2025, 10:22 AM)JohnnyJohn Wrote: it's pretty moot. Bare hands don't do jack shit![/i]

Bare hands can hold items. the single handily most powerfull function something can have in this game. This allows normal crewmember to do any job.

Not having hands forces borgs into their module's specialized jobs.

You could say that the modules are far too broad and a civilian borg can do too many jobs, e.g. botany, chef, bartender. You could also say that click-dragging allows many interactions that go beyond a borgs module. And these things would be correct. There should be something done to further split it up. But that is a different discussion.
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#3
(04-30-2025, 10:22 AM)JohnnyJohn Wrote: I genuinely don't get it. If it's an attempt to nerf borgs to prevent abuse, it's pretty moot.

Counterpoint: borg with a gun

Give borgs the ability to wield guns and you have an unstoppable menace, cause now they can hit you from a distance and speed away. Can't run FROM them either cause borgs with treads/speed upgrade are stupid quick.

They also will have access to explosives they can throw. Pull the pin, yeet, disappear. Maybe bolt the poor shmuck in for good measure.

Borgs can be dangerous sure, extremely even with their wide tool selection, speed, and durability. But they have one fatal flaw: they have to be in melee range to hurt you, making them super susceptible to stuns which are their bane. Even a simple flash which anyone can get their hands on is capable of locking down a borg long enough to bash their head in.
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#4
When it comes to borgs vs humans... Humans are the more resourceful ones and can easily shut down borgs with a flash.
BUT... Borgs control the full station remotely. They have modules that allow them to several things and are technically faster at every job then a human.
They have no stamina either so if they move... they are moving fast.. give em teleport module and you ain't ever catching them.

You can't cut the power easily since they can turn it on easily. You have to take special approaches to it.
They are immune to being electrified, do not get lit on fire, cannot be poisoned ior need to breath.

by taking away Borg hand functionality... you are basically avoiding a borg from going ham on the station. Imagine a speedy borg able to make and pick up any tool like a slam gun? Now you have a huge problem.
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#5
Okay, point taken. Still, it's frustrating how LIMITED borgs are at their specific tasks. I really think it'd help if modules were... well, more modular, and could be interchanged by the borg, and could handle interactions like nuclear reactors and in-hand food items like sausages. Playing borg just feels like a worse human, with the only perk of having most of the tools you need.

Addendum: You can't set the power in the geothermal stuff as an engie borg either, making that module nigh useless on any map that isn't using a TEG or singularity.
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#6
The relative power of borgs to their job can vary a lot. A medical borg for example has practically unlimited supply of brute and burn automenders and literally automatically generates 25 units of most popular healing chems while being able to keep 260 units of anything else they want (split between 2 beakers. 2 syringes and a hypospray. I've seen a AI switch modules to engineering and repair reasonably sized breaches before I can convince anybody to get me access as a engineer (not to mention I didn't have all the resources I needed so I would of had to go back to engineering to get a cart anyway).

They drag people at full speed, they have all access, they can say "Birdwell". There's a few situations that borgs not being able to hold things is frustrating and maybe need to be addressed separately but I don't think a freehand is the option.
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#7
borgs havent had hands since they were first added, theyve always been like that. there was no nerfing that was done in response to anything. if borgs had hands, theyd just be people except theyre immune to heat and cold and dont have to breathe but also get hard countered by flashes. not very interesting imo.

anyway the core concept of borgs is that theyre hyper-specialized. they cant do much outside of their one task, but theyre SUPPOSED TO do that one task really well. unless its a joke module. i feel like civillian is borderline a joke module and doesnt really mesh well with the concept of borgs cuz it does a little bit of everything poorly so i understand the frustration with that module in specific.

not being able to put plasma in the collectors is kinda a pain seeing as borgs can setup the TEG solo. id be cool if a dev added a clickdrag function so that borgs could actually do that.
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#8
The only thing I think borgs should get... but more ROBOTCISTS should get.
Is customizable modules.

I suggested it before, but i'd be fun for robotcists and cyborgs to have custom modules. Not by giving them every tool on it, but having a point system for each tool.
The specialized modules will always be higher cost effectiveness, but I'd just be fun to have some customisation.
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