Posts: 115
Threads: 8
Joined: Jan 2013
why is this
seriously why is this it's a lot of bullshit
I tried earlier to deactivate them on the little panel thing only to be slapped with ACCESS DENIED
Posts: 238
Threads: 13
Joined: Sep 2012
...Because if they could, for 5 telecrystals you could basically shock every door on the station, get an all-seeing eye watching out for you, and a swarm of cyborgs that kill at your command? Corrupting the AI shouldn't be easy, a corrupt AI can murder everyone except for the few people with stun gloves, call the shuttle/stop it from being called, and generally make life easy for the traitor and hell for everyone else.
Posts: 115
Threads: 8
Joined: Jan 2013
If Security is competant, they'll come as soon as the AI goes "HELLO THERE IS A PERSON IN MY UPLOAD, PLEASE STOP THEM.
The "YOU CAN DO LOTS OF STUFF WITH AN EMAG" thing isn't really an excuse, I mean for 7 crystals you can get an e-sword and 1-shot everything, then take the IDs.
Posts: 1,358
Threads: 160
Joined: Sep 2012
Yeah, I agree with Dachshundofdoom. and I think I'd disagree with you when you say:
"YOU CAN DO LOTS OF STUFF WITH AN EMAG"
I think that's a perfectly good excuse. It's all about balancing the items. You can open every single fucking door, open any locker (Riot Gear), and already fuck up borgs and bots. I don't know how you could expect any more from a relatively cheap traitor item.
Logically it should be able to unlock the Turret Panel, but this is space station 13; where is the logic behind eating a burger that turns you into a robot or farting on a bible and exploding?
Posts: 2,612
Threads: 147
Joined: Oct 2012
Taking out a turret is easy.
Throw a pipebomb at it.
or 2.
Throwing pipebombs at things has been my solution for everything lately
Posts: 45
Threads: 3
Joined: Sep 2012
Emagging turrets should by default set them to lethal, with no way to turn them off. That makes much more sense.
Posts: 757
Threads: 28
Joined: Sep 2012
Dachshundofdoom Wrote:...Because if they could, for 5 telecrystals you could basically shock every door on the station, get an all-seeing eye watching out for you, and a swarm of cyborgs that kill at your command? Corrupting the AI shouldn't be easy, a corrupt AI can murder everyone except for the few people with stun gloves, call the shuttle/stop it from being called, and generally make life easy for the traitor and hell for everyone else.
Yeah
instead you can do it for free if you've got a mechanical toolbox and about 5 minutes.
Posts: 311
Threads: 4
Joined: Dec 2012
Or access to Chem and know how to make Harvey Wallbusters.
Niars Wrote:Emagging turrets should by default set them to lethal, with no way to turn them off. That makes much more sense.
I like this idea. Especially since it's pretty hard to dodge the lasers with the new AI core setup.
Posts: 200
Threads: 7
Joined: Jan 2013
Unhackable turrets are one of the main reasons that EMP grenades are worth ordering on your traitor PDA.
Posts: 1,450
Threads: 31
Joined: Sep 2012
what if we make it so emagging that turret console just sets them to lasers and on FOREVER
Posts: 772
Threads: 16
Joined: Sep 2012
Cogwerks Wrote:what if we make it so emagging that turret console just sets them to lasers and on FOREVER
DEAD: Dumb Traitor exclaims, "WTF I JUST EMAGGED THE CONSOLE AND IT KILLED WHAT B.S!!!!!!!!!!!"
Posts: 45
Threads: 3
Joined: Sep 2012
Cogwerks Wrote:what if we make it so emagging that turret console just sets them to lasers and on FOREVER
Totally what I said
Except lasers instead of lethal. But yeah, I think it'd be a good idea. Makes turning the AI into a shit a little bit more complex. A little.
Posts: 1,450
Threads: 31
Joined: Sep 2012
whoops i skimmed the thread. i agree with your post niars.
Posts: 501
Threads: 4
Joined: Nov 2012
Emags already do a whole ton of shit as it is. Conflicted about this.
Posts: 757
Threads: 28
Joined: Sep 2012
Emag should short out the controller so it turns on and off at random