Increase EMP Stun to Borgs.
Created by: Sailol
As the description says, it increases the stun that borgs recive when they get hit with an EMP to 15-20 for the strong part of the wave and to 10-15 for the weak part of the wave. My reasoning for the change is as follows:
- EMP is a rare damage type whose sources are more often than not wasted after one shot, i.e granades, supermatter, admin intervention, etc. Hence, I belive it's nonsensical that a weapon that can be recharged over and over again, and is furthermore common such as the stun batton to do more stun damage than an EMP, even to a squishy carbon
- RP-wise I do not find any sense on flashes and flashbangs doing more to disable a borg than an electrical overload, considering that one only overloads the sensors on the borg and the other overloads the sensors, the servos, the components, basically everything that has circuitry on it.
I understand fully that borgs need to be stronger than carbons, and that a competent crew can stop a machine rebellion, but this fix is mostly for the other users of EMPs, chiefly traitors, raiders, and wizards. Considering that traitors do not necesarilly have acces to the console nor do they always have acces to flashes (which, if you are not security or robotics, already implies stealing the one on the checkpoint, and you are not the only traitor and/or graytider around), they need some way to fight borgs with lawsets that allow them to kill the antag in question (all of the default lawsets allow for the birds to get valided by borgs). Oh, and don't forget that EMPs burns flashes up. In essence, I belive an increase in stun time allows for someone to either better gauge the situation and consider retreat if overwhelemed by borgs or wreck a managable number without wasting a lot of granades or shots on their ions, both of which will be on short supply in a prolonged fight.
I am ready to get memed now.
- tweak: Changed EMP stun to borgs to 15-20 for strong EMP, 10-15 for weak EMP.