Closed MacHac closed 8 years ago
How can agenI fire his radpistol then
This removes the radpistol as well.
compensation buff where
Sounds good, Can i merge this without getting a shitstorm of salt?
whats a radpistol
removing the radiation pistol from abductors
what the FUCK, Mac. Now they're completely defenseless if they lose their baton since they can't use their radpistol to get anyone else and their baton is gone and if they don't have a subject they're fucked.
No. That's a lazy-ass way to do it. Just flag other guns to blacklist abductors except for the radpistol.
Adam, they can buy a new baton from their console thing. They just put together a standard memebaton + cablecuffs, grab someone the normal way, and use the point to buy a new baton.
Radpistol basically acts like a disabler because of its stam damage, but it does real damage as well. An abductor with any modicum of cleverness can charge it whenever it needs charging, so there's basically no reason to use the baton's stun over the radpistol except that the subject wakes up with a fuckton of rad damage.
Frankly, the pistol has always been a bit obnoxious, and the only reason I didn't remove it when I first started touching abductors is that I wanted to see how it would play in a public match. Having seen it in action, I seriously don't think the mode would suffer much from its removal.
I am serious this is a huge nerf, you remove the armory meta (that's good) while giving nothing in return.
What would you propose I give abductors instead? They're a reasonably simple antag concept. Ambush people, put them down with your baton, warp them up, operate, and send them back.
Your cult PR added bolas, did it not? Give agent an energy bolas launcher, so that it'll slow people down enough for the agent to catch them in persuit.
That, or give agent an agent ID so he no longer has to steal ID's to be able to move around and can scan abductee ID's.
People love to camp portals. Currently, you can defend yourself/kill people that disrupt you with guns if someone's around. With this change you are basically fucked unless you abduct the AFK viro.
I really dunno. Anyway, abductor is an uninteractive and really boring gamemode (for the non antags) hence the need for a rework.
A better way to do this is to add an object called "Bluespace Disruptor Beacon"
Disruptor beacons can be constructed by R&D once they get to a point in research (Combat 3, Bluespace 5?), Their function would be to disrupt teleportation from things such as telescience, abductors, etc in specific areas.
2 Would spawn in the station at round start, one in the AI core(Not the upload) and one in the armoury.
Bluespace disruptor beacons would be fun, but there would need to be an update to the 'BIG LIST OF THINGS THAT ARE METAGAMING' precluding the HOS from mass-producing them within 10 minutes of roundstart and teledisrupting the entire station.
precluding the HOS from mass-producing them within 10 minutes of roundstart and teledisrupting the entire station.
Not going to happen.
Alright, give abductors thermal vision, it should be a fair enough compensation buff and would make sense thematically.
Added thermal vision at the suggestion of Fluffy.
Abductors with thermal vision is stupid btw
Refer to literally any abductor round.
Intent of Pull Request
-Adds NOGUNS to abductor. Yeah, it stretches MUH IMMERSIONS a little bit, but right now abductors have no need for their fancy batons since they can port into the armory at roundstart and load up on ranged stuns.
Changelog
:cl: tweak: While studying an abductor corpse, centcom scientists came to the realization that abductors don't actually have fingers. Since this revelation, abductors all over the galaxy have returned to using their batons and no longer seem to be capable of operating guns. /:cl:
high-effort out of 5