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Balancing Da Nukies


Skull132

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Okay, so all nukie rounds that I've observed kinda sorta roll the same route:

  • Launch raid into sec;
  • See what happens after that.

 

Which, usually fails to evolve into something good and ends in a wargarble of uneventful combat. A good deal of this may have resulted from the fact that Nukies have received a good deal of equipment, while sec is kinda left in the dust.


Here are my ideas:

  • add consistent energy armaments to the armoury (e-guns, at least 3-5, maybe lasers) - you know, something that sec can actually use to fight against the nuke ops;
  • remove the silly, "You always get 6 operatives" deal, a better balance can probably be found;
  • maybe fuck with the spawning of the syndie RIG. My idea was to make it into an asset worth protecting, sort of how like tanks are treated in the military. They need logistics and other forces around them to work. But this is kind of a point for later consideration.

 

Thoughts?

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Guest Marlon Phoenix

Isn't the point of bombing sec to eliminate the security threat and allow greater safety in doing something more creative? Granted security always just orders more weapons anyway (sometimes even before any nukies are spotted) but the nuke op team has to eliminate the threats to it. Just making security stronger would make the nuke ops more hesitant and even more aggressive.

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RNG Armoury probably won't be on the next map, and for the population thing, 1 nukie per 4 crewmembers (Basically 1 out of 5 readied players) seems like a fine balancing point.


As for fucking with the spawn of the hardsuit/power armour, doing so basically fucks with a good deal of their combat options (There's an entire category in traitor gear dedicated to things you can put on that one suit) whilst also removing (arguably) half the fun of being an op. It's their best chance to stand on even ground against ERT who /all/ get hardsuits, with mounted laser cannons.


And Jackboot's got it nailed, the reason they hit the armoury is to give them the best chance of doing anything else without having to turn it all into a massive shootout where they /have/ to kill the entirety of Security. Back when the nuke ops were quite weaker on oldcode, they had to blitz Security's options to hope to stand any chance of surviving. This often meant surgical bombings of key points, such as Cargo and the Armoury.

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Also, doubleposting but fuck it. The issue is, once the armoury and cargo are nuked, the single RIG they have is pretty much unstoppable, outside of the odd brilliance of having chemistry make EMP grenades. The general idea would be to also keep ERT removed from the round for as long as possible, as ERT is pretty much endgame. And once they're called, the entire round will focus on their efforts, and little else. Once they mop up, it's usually round end.

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Nerfing them past the point where they were in old code would completely remove the point of nuke ops.


Being a heavy roleplay server does not mean that we have to play around with god damned squirt guns like we're a twelve year old sitting in a pool, because we don't know any better. Our community can handle big boy toys. That is a fact proven by us having stayed afloat for as long as we have, and by the age of the present core community. Yes, we complain about eachother, but it works out at the end of the day, as long as the playfield is level. (Hint: the entire point of Aurora is heavy roleplay, but with antags. This is best accomplished by keeping both sides equally as deadly.)


In the old code. It was. Which is why I'm going to disregard any suggestions to nerf it past the point of oldcode.

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RNG Armoury probably won't be on the next map, and for the population thing, 1 nukie per 4 crewmembers (Basically 1 out of 5 readied players) seems like a fine balancing point.


As for fucking with the spawn of the hardsuit/power armour, doing so basically fucks with a good deal of their combat options (There's an entire category in traitor gear dedicated to things you can put on that one suit) whilst also removing (arguably) half the fun of being an op. It's their best chance to stand on even ground against ERT who /all/ get hardsuits, with mounted laser cannons.


And Jackboot's got it nailed, the reason they hit the armoury is to give them the best chance of doing anything else without having to turn it all into a massive shootout where they /have/ to kill the entirety of Security. Back when the nuke ops were quite weaker on oldcode, they had to blitz Security's options to hope to stand any chance of surviving. This often meant surgical bombings of key points, such as Cargo and the Armoury.

 

Those ERT hardsuits are not as good as you think. It took 1 EMP to completely shut me down and make me useless; ERT also doesn't get access to any extra ammunition so we're stuck with the single clip in whatever gun we're carrying. Honestly felt like ERT was severely underpowered compared to what we were coming up against int he round earlier today.

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"ERT is underpowered" is #4 on the list of things I thought I'd never hear.

 

ERT is really strong with the new code, they have access to several hardsuits, which can be equipped with a lot of strong modules, like mounted laser cannons, combat chems and etc, besides offering a lot of armor. The engineer hardsuits gives full immunity to shocks and tasers, by the way. Also, there is plenty of ammunition, besides energy weapons and smgs/assault carbines. Also, they have access to some utility exosuits.


The best option to balance the new cops is to remove the 6 operatives always and return to how it did work before, based on the number of crew members.

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