tranquilizer effect and switching weapons.

dxka39

Well-known Member
Aug 25, 2025
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0
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What does this suggestion change/add/remove:<br>[Change either the server rule or add a function when being hit by tranq you cannot switch weapons at all. I also talked to a Gensec right now he gave me a really good idea (Alfie) I really appreciate you coming to talk to me. He also thought it was unfair for shield being able to do that and said to add more time when pulling out a shield.]

Has something similar been suggested before? If so, why is your suggestion different?:<br>[I'm not sure but it should be looked into.]

Possible Positives of the suggestion (At least 2):<br>[It makes more sense and make Gensec more precautions with tactical training going into D-block.]

Possible Negatives of the suggestion:<br>[There's really no negative I can think about since the effect itself immobilise you and pulling out a shield wouldn't make any sense. ]

Based on the Positives &amp; Negatives, why should this suggestion be accepted:<br>[This suggestion make sense why you can't switch weapons during tranq since it slows you down making you slower in every aspect. When you're cuffed and someone tranqs you, you can't even continue to break out of the cuffs since it stops you. I don't understand why it will let you pull out a big shield to protect yourself from bullets.]
 
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Suggestions should be made for 1 feature or 'rework' (a rework can be e.g. a collection of suggestions about a single department or MTF), please do not group up multiple features or reworks into one thread. You may post one suggestion thread every 24 hours.


please follow the above guideline. you have 24 hours to either make a good rework suggestion or focus on a single topic.
 
Mega -support d class have major advantages in numbers and respawn distance. Just playing as a cm can be infuriating trying to help d block. That and there is more to d class than trying to escape or cause problems.
 
Mega -support d class have major advantages in numbers and respawn distance. Just playing as a cm can be infuriating trying to help d block. That and there is more to d class than trying to escape or cause problems.
Major advantage in numbers lmao all you do is stay in medbay with 2-4 different combative (MTF A-1, MTF NU7, Security, ISD, Combat medic) 70% of dclass are there to do testing/applying for job. the other 30%. during peak hour there's 14 dclass which means 4 is actively trying to cause chaos or even get to surface to join CI or act like civis.

Everytime a Dclass leaves and enters medbay there's a combative everywhere just sitting either afk or talking oocly only to come back to shoot a dclass.

You're so vague in your comment and its completely invalid. I saw your post about CI, you just have bias against people who are against foundation.
 
-Support.

It already goes through 100 armour, adding more buffs to tranquiliser pistols would just unfairly advantage DClass' now standard strategy to fighting GSD (I.E. tranquiliser the GSD and then shoot them).

GENSEC's own equivalent, the beanbag shotgun, cannot go through armour.

Frankly I find the reverse - as in that the tranquiliser should be nerfed since I find it slightly ridiculous it can go through 100 armour all together.
 
because beanbag aren't meant for combative issue?? Don't you understand tranq makes you immobolise why would it allow you to switch guns?
 
because beanbag aren't meant for combative issue?? Don't you understand tranq makes you immobolise why would it allow you to switch guns?
So this actually is why I have issues with this whole suggestion as it's working off a false premise. I have two primary issues with this, one relying on how tranquilisers outright work and the other on how this would just affect the gameplay in what - to me - would be utterly boring.

Tranquilisers can & do immobilise people but only with extraordinarily potent substances like carfentanil, etorphine, thiafentanil, or other opioid analogues. Unless we're assuming somehow DBlock is manufacturing these types of substances, it's generally more proper to believe that the tranquilisers are probably using anxiolytics, antipsychotics, or anesthetics. All these drugs do not reliably and rapidly immobilise people, more falling in line with making them sluggish - which the current tranquiliser pistol does.

Also the gameplay loop would be utterly boring if this suggestion was put in place. You'd have to avoid being shot by a tranquilser or be forced to essentially be capable of doing nothing. It's just not a fun dynamic to what a lot of guards & cadets already call 'generally not very fun to play around'.

The idea of this forcing tactics is also just odd, since it's not really a tactical thing to 'avoid being shot by very small object'. It's more just an a moment of luck and someone shooting first., This would also result in most dealings with a tranquiliser pistol be 'send 5 guys, kill him, he'll regain a tranquiliser dart - repeat'.
 
So this actually is why I have issues with this whole suggestion as it's working off a false premise. I have two primary issues with this, one relying on how tranquilisers outright work and the other on how this would just affect the gameplay in what - to me - would be utterly boring.

Please, you have no clue what you're saying you don't play as D-class. I was just speaking to a Gensec captain he said the same exact thing he finds this unfair but his amazing idea was instead of being able to pull the shield 1 second why not pull the shield 3 seconds slower than regular as being tranq. This seems fair on both sides.

Tranquilisers can & do immobilise people but only with extraordinarily potent substances like carfentanil, etorphine, thiafentanil, or other opioid analogues. Unless we're assuming somehow DBlock is manufacturing these types of substances, it's generally more proper to believe that the tranquilisers are probably using anxiolytics, antipsychotics, or anesthetics. All these drugs do not reliably and rapidly immobilise people, more falling in line with making them sluggish - which the current tranquiliser pistol does.

Also the gameplay loop would be utterly boring if this suggestion was put in place. You'd have to avoid being shot by a tranquilser or be forced to essentially be capable of doing nothing. It's just not a fun dynamic to what a lot of guards & cadets already call 'generally not very fun to play around'.

The idea of this forcing tactics is also just odd, since it's not really a tactical thing to 'avoid being shot by very small object'. It's more just an a moment of luck and someone shooting first., This would also result in most dealings with a tranquiliser pistol be 'send 5 guys, kill him, he'll regain a tranquiliser dart - repeat'.