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Move the atmos fireaxe into main engineering


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3 hours ago, furrycactus said:

Engineers already have a bit of a tendency to arm up at the first sign of conflict. The idea of making the axe that bit easier to get to makes me a little worried really.

 

3 hours ago, TheSleepyCatmom said:

You act like two doors stop engineers, they start the rounds doing wire surveys anyway. It takes four seconds to open these doors. It also makes it easier for antagonists to get the item, which is a positive if you think about it. I like it, Iunno.

Basically summed up with these two. Engineering militias are already a meme and frankly you're not going to stop an engineer who wants to get the axe with two airlocks. 

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Atmospheric Technicians are the designated firefighters. There are never any, so engineering does the firefighting. To your suggestion - doesn't make much sense. a), what Sleepy said, b) it's for firefighting purposes (hence the name, hue) so it should be where the...well, firefighters of the station are.

Edited by KingOfThePing
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As a CE main, my first thought was. "Oh god, oh fuck. Oh no, please don't." But, on further inspection:

It's only one airlock between you and the axe, and that isn't secure at all. There are always never atmos techs on, so usually the normal engies just take it. Who uses the firefighting axe to actually handle fires? When's the last time you saw a fire? Did someone have the axe, or were they pulling two scrubbers along?

The axe is useful for three things. Getting rid of vines, opening unpowered blastdoors, and hitting your allies due to cleaving. I definitely back this suggestion, for these reasons alone. If I really want a weapon and I'm forming a militia, I'm absolutely never taking the axe, I'd make a spear or a pike.

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Yeah, keep it there. Even if it's just two airlocks, that's still a skill-barrier, and if it takes too long, they (people who shouldn't have fire-axes/aren't authorized for it) can be detected and stopped. Keep shit how it is. Don't let engineering become a combat militia department... or atleast easier to become.

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2 hours ago, Mogelix said:

Yeah, keep it there. Even if it's just two airlocks, that's still a skill-barrier, and if it takes too long, they (people who shouldn't have fire-axes/aren't authorized for it) can be detected and stopped. Keep shit how it is. Don't let engineering become a combat militia department... or atleast easier to become.

Its a singular airlock (The first one is to engi equipment storage), and by unauthorized people, you mean engineers, right? As no access = Not authorized. And Im pretty sure if more light is shed on this particular subject, many a sec officers will start to grab engineers trying to fix shit and brig them with three fun charges of trespassing, theft and contraband.

As for the point of combat militia department, spears and pikes are so much better and easily craftable. They have long range and they dont kill your allies by accident.

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Geeves is right. We DON'T use it to fight fires. To use the excuse "Well it's a fire fighting thing, so atmos gets it" is pointless when the item in question isn't used to fight fires.

We mainly use it for vines and that is something all of Engineering has to handle.

Hacking one door isn't a "skill set" for anyone determined enough. Hell, opening the fireaxe cabinet is more of a skill set than hacking a ss13 door.

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It's not intended for fighting vines, though. At that point, give Engineering a set of machetes that can't cleave or open doors/firelocks then. Having one of the strongest melee weapons in the game freely available (and encouraged to be taken by having it out there) by virtue of a random event that is the only point where it's used semi-legally, and even then not for it's intended purpose is stupid.

If you want an anti-vine tool readily available? Have machetes implemented, or ask hydroponics or xenobotany for their tools made for dealing with plants instead of leaving them out of the only event where they're remotely relevant.

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