Guest Posted October 15, 2014 Posted October 15, 2014 (edited) First off, during a traitor round, getting the revolver first thing is one of the most powergamey things you can do at round start. Firstly, it deals 60 brute per shot, and decapitates with the second shot if aiming for the head. This is a tool of the murderbonerer bastard that we all have come to love. So, to begin. Sixty brute damage for a ranged weapon? And considering is a ballistic weapon, the revolver is extremely powerful against anyone not wearing a bulletproof vest, in which it still does considerable damage. Outside of the bulletproof vest, no crew member on station has a chance against this little bastard. This is a nono. A weapon you can fit in your pocket shouldn't work like a cannon. For the sake of fair gameplay for anyone who is not a traitor and to prevent immediate and uncounterable ganking, I suggest we either nerf the revolver or rework it to a silenced pistol with much less damage but perhaps a mechanic if you shoot someone point-blank. Ideas other than what I suggested? Edited October 15, 2014 by Guest
Frances Posted October 15, 2014 Posted October 15, 2014 to prevent immediate and uncounterable ganking I find player bans to already be an efficient and direct counter to ganking.
duck Posted October 15, 2014 Posted October 15, 2014 I think the revolver is fine. It's a tool for killing, and it's good at what it does-- killing. Quite frankly, being good at killing isn't particularly unique. You could pull out a taser and pointblank someone and make them just as dead just the same. They'd never even get a chance to cry for help. Same thing with a lasergun. Or a stunning melee weapon. The fact that it kills fast up close isn't really special. Now, range. Revolvers can kill people in two headshots from a distance. It's true. Do you know what kills people with revolvers in two shots at a distance and has significantly better accuracy and is very, very common. Tasers. Know what's nearly as good at killing people in general and not just traitors but contains significantly increased projectile capacity and even greater accuracy. Lasers. Carbines shoot faster, too. If you are worried about gank potential, most other guns perform comparably. If you are worried about kill potential, then remember that the station has many friends and the traitor has none. Two lasers are a death sentence. The traitor will walk around a bit. Maybe even land the two shots needed to blow your head off if it gets lucky. But after two lasershots, there's no-one to pull 'em out of paincrit. And once they drop, they stay dropped. If you've got revolver problems, I suggest: Making a full-tile glass window and keeping your laser close. Drag that transparent cover with you everywhere you go. when you sleep. when you eat. in the darkness of maint. glass window has your back. When you see revolverguy. Get behind the glass and start shooting. The glass will eat up one shot, reinforced or no. If you know someone has a revolver, then that generally means they've already expended at least two shots. Left with four. Scare someone enough and they're going to miss. And if they bought a revolver, they probably don't know how to aim anyway. Taking down people with known revolvers is a trivial task. Its strength is in the gank-- the point blank double headshot. And, quite frankly, there are a lot of other things that gank just as well. An experienced player can make the revolver do wonderful things, of course, but that's more in knowing how to shoot stuff than because the revolver is ridiculously powerful. It's a good weapon. But it's a weapon. And there are many weapons. The smart traitor purchases for versatility to supplement the deadliness they can get without paying for. If someone buys a revolver, theeeeey probably aren't going to be a lasting problem. also, listen to frances
Susan Posted October 15, 2014 Posted October 15, 2014 Duck, you forget one very important thing that makes revolvers stupid. Internal bleeding. You only need to get shot once. Just once.
enkas Posted October 15, 2014 Posted October 15, 2014 I find player bans to already be an efficient and direct counter to ganking. These things only happen after the damage was done
duck Posted October 15, 2014 Posted October 15, 2014 oh, right. internal bleeding. That wasn't a thing way back okay so. They're still going to shoot you twice. Traitors don't have time to wait for you to bleed out. And in a firefight, they're probably not going to shoot you once and run away. The station has everyone else on the station as a potential ally. Traitors have no one. You can easily play the attrition game. And you play sec. You know how bad the average player's aim is. They shoot to scare and don't really know much more than to keep shooting. It's a good gun. I'd put it at second most powerful, just under the sniper. which you can order at round start from cargo. and does 60 damage and stuns. from two screens away. Internal bleeding. Okay. I estimate it'll take between 4-5 shots for an average player to kill someone in sec during a firefight, accounting for inaccuracy. Current accuracy is default 130 - 15% per tile for projectileguns. Accuracy is 130-10% per tile for energyguns. Hardcoded 75% chance to miss at 7 tiles. 60% at 6. 45 at 5. Most gunfights take place somewhere in that range. An energy weapon is a hardcoded 40% chance to miss at 7 tiles. 30% at 6. 20% at 5. You have seven shots. If someone's pointing a gun at you and you are pointing a gun at them, odds are good that over half your shots will hardcodemiss even if you manage to land the hit in the first place. Revolver can kill in one shot. Okay. If the traitor can only land one shot, he's dead.
Guest Posted October 15, 2014 Posted October 15, 2014 oh, right. internal bleeding. That wasn't a thing way back okay so. They're still going to shoot you twice. Traitors don't have time to wait for you to bleed out. And in a firefight, they're probably not going to shoot you once and run away. The station has everyone else on the station as a potential ally. Traitors have no one. You can easily play the attrition game. And you play sec. You know how bad the average player's aim is. They shoot to scare and don't really know much more than to keep shooting. It's a good gun. I'd put it at second most powerful, just under the sniper. which you can order at round start from cargo. and does 60 damage and stuns. from two screens away. But the LWAP is completely shit CQC in the middle of a maintenance tunnel. You should never put yourself in a position where you're going to be close up and personal with the LWAP. The revolver does well at short to medium range, which is usually 1 to 4-5 tiles. The problem that makes the LWAP weaker is that one, it's very hard to hide and use as it's a bulky weapon, and that it's very easy to bait out a shot and then outrobust them once they miss. Accuracy is extremely huge for the goit with the LWAP, if they miss, they most likely lose unless they're in decent cover. With a revolver, you can shoot up to six times within a few seconds and outgun just about everyone in medium range, unless you get flashbanged. Internal bleeding. Okay. I estimate it'll take between 4-5 shots for an average player to kill someone in sec during a firefight, accounting for inaccuracy. Current accuracy is default 130 - 15% per tile for projectileguns. Accuracy is 130-10% per tile for energyguns. Hardcoded 75% chance to miss at 7 tiles. 60% at 6. 45 at 5. Most gunfights take place somewhere in that range. An energy weapon is a hardcoded 40% chance to miss at 7 tiles. 30% at 6. 20% at 5. You have seven shots. If someone's pointing a gun at you and you are pointing a gun at them, odds are good that over half your shots will hardcodemiss even if you manage to land the hit in the first place. Revolver can kill in one shot. Okay. If the traitor can only land one shot, he's dead. And I have to agree with some of your first post regarding whether or not you can counter the revolver, but by constructing a full glass window it seems very strange that someone would build a glass pane out of nowhere just for the plausibility that a random shit antag will decide to murderbone with the revolver.
duck Posted October 15, 2014 Posted October 15, 2014 No. Noo. Nooo. A maint tunnel is the best place for an lwap. There's no space to dodge. It's bulky and it has four shots and it shoots slowly. But its shots are instant. Fire it at someone right after they move so they're ticklocked and can't move again and it's over. Easy to hit. Just don't shoot when you don't know if you can land the shot. Or use the bay autoaim thing and fire as soon as you lock on. Bad aim doesn't make a weapon baaaaad. also, you can hide the lwap offscreen. by sniping people. http://i.imgur.com/Emxcupy.png is the sniper accuracy code. It doesn't hardcode-miss unless they're farther than 10 tiles. Loses 10% accuracy per tile. You can't spam shots with it. People who spam shots with things don't tend to hit very often regardless of weapon. Alsoalso, ideally, you'd carry a computerframe instead of a glass window because that can stop way more bullets. you shouldn't actually take my advice unless you want to be a terrible powergamer though.
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