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Addition or Replacement for Detective
#6
(08-16-2019, 02:53 PM)Nicol Bolas Wrote: It does seem like it could be exploitable, more so then the peace sentry, but it could always be tested on the test server, so I don't see why not

Testing would be be nice, couldn't do so in Sandbox.  Couldn't even find it but that might just be me.  As stated though there are configs for damage, damage type and health.  Current turrets shoot people off damaging the detective, but also other players, so this version won't kill innocents who killed a traitor in range then.

Been testing other things in sandbox that could be fun, but might be OP as well such as a Boomstick version of Double Barrel that shoots 8 shots all at once and is louder than an AWP, only 2 shots unless ammo is adjusted otherwise.  Corpses explode as well.

(08-16-2019, 03:07 PM)killerZoreo Wrote: I do think that this is a cool concept, but I can see a few problems it could cause:
1. The detective could use it as a helper for mass rdming
2. It could kill an inno for crossfiring the detective.
3. A traitor could get the remote and destroy everyone
4. If it shoots missiles, it could easily become a problem of multiple cases of accidental mass

1. Mods can ban or slay midround already though for current mass rdm or hackers, no different really than tools already available.
2. RDM turret does that too, but we still have it.
3. If a player is running around unproven with a robot following him, he's unproven with D/T tool and already kos at that point.
4. Missiles are only enabled if Admins think they are needed, most likely they won't be due to AOE damage, mass potential.
[Image: ?imw=5000&imh=5000&ima=fit&impolicy=Lett...rbox=false]

Groovy


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RE: Addition or Replacement for Detective - by Cosmic Tortoise - 08-16-2019, 04:12 PM

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