It’s been a while since they’ve been testmerged and I hear a lot of people complain, so I guess this is the official complaint thread. Here are my issues with energy pistols:
The energy pistol now on red alert deals 30 BURN. For comparison, a energy rifle deals 15 BURN, and a laser/HoS laser deals 20 BURN. This is obviously an oversight that has NOT been removed yet and it throws the balance out the window.
On top of that, you can double wield them, have ridiculous ammo capacity and you can carry 6 of them (without BoH). The fact that laser guns were made clunky so that one cannot carry the entire armory on their back is now obsolete.
Xenomorphs, for example, aren’t even a threat anymore. Their innate fire weakness means they are laughable against these guns. 5-6 shots can down even a queen.
Are you a changeling? A single energy pistol can husk you and render your powers useless.
Not even reinforced vault doors don’t hold against a single energy pistol.
So what do you need to get this overpowered item? That’s the best part, you don’t! Every SO gets one. HoS and Warden can just swipe red together and turn every pistol into a pulse weapon, with no consequences whatsoever, IC or OOC.
Red gets called every round that is not greenshift. As soon as a flash is heard/rune is seen, code red is called, rendering group antags almost powerless.
Mindshield firing pins existed, and they were lategame technology. DNA firing pins did not need to be implemented… Not roundstart.
Disablers were already overpowered ranged weapons, especially when dual wielded. They did not need a ‘lethal’ mode.
Officers were not losing their disablers as often, and if they were, they could easily replace them.
Security did not need a ‘lethal alternative’, that is what armory is for.
Antagonists, especially group antagonists, already had trouble fending off 8 security members. They were not a problem that needed to be addressed.