Carver Posted March 4, 2021 Posted March 4, 2021 (edited) Or in other words, allow it so you can use a Cryptographic Sequencer on a Disruptor to bypass the user registration (and various alert/brig-enabled locks on it's [mode-switching] functionality). Edited March 4, 2021 by Carver
Cnaym Posted March 4, 2021 Posted March 4, 2021 Or remove the lock completly. The gun is so useless that officers will pass it to cadets to go play lasertag with them. It's been the departments joke since it was implemented.
Carver Posted March 4, 2021 Author Posted March 4, 2021 (edited) 3 hours ago, Cnaym said: Or remove the lock completly. The gun is so useless that officers will pass it to cadets to go play lasertag with them. It's been the departments joke since it was implemented. Funnily, the disruptor has a particular niche - it's lethals are better vs the default syndicate voidsuit than the laser rifle in the current armour system. I'll make a thread showing some weapon/armour test results once I've finalized all the materials. On that note, I've made a thread addressing this issue so hopefully they can return to not being curiously more lethal than Laser Rifles in some cases. Edited March 4, 2021 by Carver
Arrow768 Posted March 4, 2021 Posted March 4, 2021 Voting for dismissal. Not everything needs to / should be emag-able, especially if there are already ways for antags to bypass the systems in place. In this case it would be as simple as replacing the pin. (Replacement pins are available via the uplink, cargo and around security)
Carver Posted March 5, 2021 Author Posted March 5, 2021 Yet is there not an inconsistency when an item designed to be the uplink-paid method to get around the more slow and painful methods (as for that example, there are already ways to get around the locks on stationbounds, hardsuits, doors and more without an e-mag), by in this case defeating every single other lock, does not function in a case where you'd especially expect it given how low-tech disruptors are?
Butterrobber202 Posted March 5, 2021 Posted March 5, 2021 Agreeing with Carver. The E-Mag is the "fuck you" to the long-way, and is an item you use when you are in a rush and don't have the time to handle the more time consuming path. It's the same argument between hacking an airlock open versus emaging it open.
Carpe Venenum Posted March 5, 2021 Posted March 5, 2021 (edited) If pins can be purchased from the uplink, isn't replacing a gun pin very quick? You just use a screwdriver, if I recall correctly. I am not for or against the idea, just curious. Edited March 5, 2021 by Carpe Venenum
Carver Posted March 5, 2021 Author Posted March 5, 2021 2 hours ago, Carpe Venenum said: If pins can be purchased from the uplink, isn't replacing a gun pin very quick? You just use a screwdriver, if I recall correctly. I am not for or against the idea, just curious. While that is fair, it does somewhat pale in value to spend 2 whole telecrystals on a firing pin versus the 5 for a cryptographic sequencer with multiple uses (doors, hardsuits, consoles, even more frivolous or niche things like hailers and prosthetic limbs), no need for extra tools in most cases (bar hacking cyborgs and I think the comms console), and just generally a whole lot more bang for your buck. The magic of the e-mag is in most cases it'll get your job done immediately without extra fuss, usually at the cost of some notable damage or trail. A firing pin is a somewhat awkward purchase given that it doesn't even come with a screwdriver and you won't find many other weapons to use it for, outside of Research-produced articles (and if you can access those you're wasting a pin on a disruptor). It's a very feels-bad buy, even with the fairly decent argument that you're paying 2 TCs to 'permanently' unlock a lesser e-pistol.
Carpe Venenum Posted March 5, 2021 Posted March 5, 2021 1 hour ago, Carver said: While that is fair, it does somewhat pale in value to spend 2 whole telecrystals on a firing pin versus the 5 for a cryptographic sequencer with multiple uses (doors, hardsuits, consoles, even more frivolous or niche things like hailers and prosthetic limbs), no need for extra tools in most cases (bar hacking cyborgs and I think the comms console), and just generally a whole lot more bang for your buck. The magic of the e-mag is in most cases it'll get your job done immediately without extra fuss, usually at the cost of some notable damage or trail. A firing pin is a somewhat awkward purchase given that it doesn't even come with a screwdriver and you won't find many other weapons to use it for, outside of Research-produced articles (and if you can access those you're wasting a pin on a disruptor). It's a very feels-bad buy, even with the fairly decent argument that you're paying 2 TCs to 'permanently' unlock a lesser e-pistol. I feel that purchasing firing pins would then have more merit with the (possibly) upcoming TC rebalance PR. Regarding screwdrivers, I think this isn't really a good argument - finding them is extremely easy and they take little to no space in inventory.
Carver Posted March 6, 2021 Author Posted March 6, 2021 7 hours ago, Carpe Venenum said: I feel that purchasing firing pins would then have more merit with the (possibly) upcoming TC rebalance PR. Regarding screwdrivers, I think this isn't really a good argument - finding them is extremely easy and they take little to no space in inventory. Another argument that hadn't occurred to me until a little bit ago; the Disruptor's systems are managed by an ID registering the user, given that the e-mag's entire flavour is 'a hacking tool in the form of an altered ID card that exploits NanoTrasen's love of swiping cards' it's a bit standout for it to not apply here. Most of my previously listed examples of where an e-mag has use are items/devices that are accessed by ID cards in some way. I hadn't entirely realized that it stood out to me at first to make this suggestion because the reason I tried an e-mag was, per the consistent design and behaviour of the game otherwise, ID-toggled locks are what the e-mag was made to defeat.
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