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Sorokin7

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  1. +1 Rounds tend to get stale quick if wiz,ling,vamp are caught this might make it a bit more interesting that being said.. dociler implant sounds like a bad idea at all cos it more than likely might get overused and just become irritating
  2. his thread is probably going to attract a lot of ss13 philosophers as well as people who are going to use every logical fallacy in the book to nerf sec. In all honesty security had maint acces for a good reason since any sort of terrorist attack can (and usually do) happen from maint taking away the acces basically takes away secs ability chase criminals into maint as well as responding to suspicious things since most of the time thats where criminals take victims commit crimes etc. [common] Tom from Marketing "Please help some guy took me into a maintenance tunnel and he says his going to kill me!" [common] Officer Tim "please wait 10-15 minutes for us to go will someone to follow us through most of the stations dark tunnels, it might take even longer since our entire team has to follow him but if youre lucky someone might wake up and unlock the tunnels as they lack access but dont worry im sure youll be fine,sorry kid" Really? is this the point weve reached that taking away secs ability to deal with the most basic threat is considered a good idea? If you want to nerf secs abilities lessen the sec slots and enforce strict rules against off duty officers being able to get weapons but doing this just takes away so much out of the role (inb4 sec with maint acces takes away a lot out of MY favorite role). This is probably the single worst change ive ever seen in all my time playing ss13. Somehow were to believe on a server where gameplay and behavior are tirelessly scrutinized to adhere to believable standards of even have realistic maint acces restrictions? doing all sorts of mental gymnastics about why its a small thing and somehow better is not going to help anyone so im not going to read your copypasta reply where you qoute a sentence out of context and write a whole paragraph about why you feel you are right, just re ad the access.
  3. This thread is probably going to attract a lot of ss13 philosophers as well as people who are going to use every logical fallacy in the book to nerf sec. In all honesty security had maint acces for a good reason since any sort of terrorist attack can (and usually do) happen from maint taking away the acces basically takes away secs ability chase criminals into maint as well as responding to suspicious things since most of the time thats where criminals take victims commit crimes etc. [common] Tom from Marketing "Please help some guy took me into a maintenance tunnel and he says his going to kill me!" [common] Officer Tim "please wait 10-15 minutes for us to go will someone to follow us through most of the stations dark tunnels, it might take even longer since our entire team has to follow him but if youre lucky someone might wake up and unlock the tunnels as they lack access but dont worry im sure youll be fine,sorry kid" Really? is this the point weve reached that taking away secs ability to deal with the most basic threat is considered a good idea? If you want to nerf secs abilities lessen the sec slots and enforce strict rules against off duty officers being able to get weapons but doing this just takes away so much out of the role (inb4 sec with maint acces takes away a lot out of MY favorite role) doing all sorts of mental gymnastics about why its a small thing and somehow better is not going to help anyone, just re ad the access. please
  4. Speaking as someone who plays sec a bit I have to say I wish there was more of a risk of death. When dealing with antags officers rarely fear getting into direct confrontations because the chance of getting killed is slim and so doing agressive play as apposed to tactical will always yield better results. The risk reward is just too much in favour of an officer than it is for the antag. Awhile back it was a ninja round and he wanted to kill the hos. Per chance I came across them in a hallway during a tense confrontation. I pulled my .45 with rubber bullets on him trying to bluff him into leaving but forgot to set one of the aim things and my gun fired reflexively the rubber bullet dinked harmlessly of his ninja suit and he cleaved me in the head 4 times with an axe, the hos shotgunned him and cuffed him while he was distracted. I was still well enough to walk half way to medical and i probably could've made it all the way despite collapsing if i didint come across the ninja again later. It would ad a lot to the gameplay if there was more a risk of death, it would make people think twice about dealing with all sorts of trouble as well as giving secret a lot more weight and risk.
  5. More fragility would ad a lot more, ill tipe my reason below.
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