Prison Architect

Prison Architect

Rifle Armed Guards
24 Comments
Zeph 11 Oct, 2015 @ 9:53am 
An awesome future thing would be having some of these weapons available in the armoury
Killerschlumpf 20 Apr, 2015 @ 10:48am 
ya, seems so. I tried to add the baton as equipment and it happend as you said. I just thought you have an idea to make them use both.
maibee  [author] 20 Apr, 2015 @ 10:28am 
I could add a mod that equips guards with both, but I'm not sure if they would differenciate between when to use each one. I've got a feeling they would JUST use the Baton and totally ignore the gun (or vice versa)
And thanks for the support!
Killerschlumpf 20 Apr, 2015 @ 9:16am 
@ Begkna,
great mods you created here. Bur one question: Is there a way to create a mod were the normal guards have (and use) both, a gun and the baton?
maibee  [author] 17 Apr, 2015 @ 7:33pm 
It has about as much range and damage as a sniper rifle.
rsnfrigate 17 Apr, 2015 @ 7:29pm 
guys listen the rife is acutually a sinper rife right?
maibee  [author] 16 Apr, 2015 @ 8:24am 
Yup, you cannot. I've been using the Rifle Dog Handlers for a long time, and theres only been one incident when they had to shoot someone. That one shot was an instant kill, however.
maibee  [author] 16 Apr, 2015 @ 8:23am 
Indeed. Personally the Mac10 is one of my favorites, as it does weaker damage and makes people surrender quicker. It can deal a maximum of 20 damage a second, and most of the times people surrender before the seconds over.
Vincent 16 Apr, 2015 @ 8:22am 
And I forgot that you can't set the 'permission to fire' for Dog Handlers hehe. (correct?)
So I might actually just stick with Revolver Armed Guards.
Vincent 16 Apr, 2015 @ 8:21am 
Wow.. that IS fast hehe.
maibee  [author] 16 Apr, 2015 @ 8:18am 
Yup. The revolver shoots twice a second, but most of the times if an armed guard is the wielder they may surrender by the first shot.
Vincent 16 Apr, 2015 @ 8:17am 
Maybe if you put a small cooldown on the revolver? haha.
Sorry to 'intrude' with my suggestions haha.
But it would sorta be like the guard has to 'take aim' again?
I'm not sure how 'fast' the Revolver shoots though.
maibee  [author] 16 Apr, 2015 @ 8:16am 
For the most part I keep it balanced, but I dont like the baton considering as a fork can do more damage
maibee  [author] 16 Apr, 2015 @ 8:15am 
Pistols are a lot more dangerous then people give em credit for. In one second they CAN deal more damage then a shotgun, but most of the times it doesnt.
Vincent 16 Apr, 2015 @ 8:13am 
Because the thing is I don't want to 'cheat' with too powerful weapons haha.
I still want to keep the game balanced.
Vincent 16 Apr, 2015 @ 8:12am 
OH .. for some reason I read your description wrong "Not compatible with other Armed Guard weapon swaps" .. I was thinking you could only use one weapon swap entirely.. didn't realize you could use one for dogs, one for guards, one for armed guards..

(Though personally I like the regular guards having batons lol)

Maybe I should do rifles to dogs, and pistols to armed guards. Hmm.
maibee  [author] 16 Apr, 2015 @ 8:09am 
My personal prison loadout (mods that I use) are AR Armed Guards, Knife Guards, and Rifle Dog Handlers. I use doghandlers as border patrol and in the corners of large corridors as snipers and Armed Guards to supress prisoners in areas like the canteen.
maibee  [author] 16 Apr, 2015 @ 8:07am 
Oh yes, I totally could. Infact, one mod I've been wanting to make for a while is a tazer rifle (buffs range and changes sprite).

The rifle isnt quite an insta kill all the time, but its pretty likely to be. It deals 50 damage - more damage then any gun in the game. The shotgun deals 25. Of course, its reload time is literately as slow as a taser last time I remembered.

If I cant make a tazer weapon, I'll make a weaker rifle.
Vincent 16 Apr, 2015 @ 8:03am 
Well I was planning on mostly using it on the outskirts of my prison, however I will probably have several armed guards inside as well..

Well if you think it's too powerful would you consider reducing it's damage possibly?
I mean it could count theoretically as grazing shots, non-lethal shots to the legs/arms, etc, if a prisoner is hit with the rifle and survives.

I haven't tested in game a prisoner actually getting hit with a shot, so i don't know if it's an instant kill every time, but in my opinion that would be a bit overpowered lol. :/
maibee  [author] 16 Apr, 2015 @ 7:57am 
Hmm.. the rifle is very powerful. I would recommend it if you need lethal solutions quickly (Ex. Dog Patrols patrolling perimeter).

I could mod the shotgun to make it much less powerful, but I dont think removing lethality is possible. A very effective tool if you dont want the lethal aspect is the Mac10 ; After about three two-power shots most people surrender.
Vincent 16 Apr, 2015 @ 7:49am 
Sorry to double post.. but a friend of mine mentioned that in real prisons they'd use beanbag shotguns or rubber balls, actually.
Any way to someone mod that into the game?
For example maybe make the shotgun/other guns not kill but make prisoners unconscious instead? or something?
Vincent 16 Apr, 2015 @ 7:31am 
Personally I'm not a fan of armed guards wielding shotguns haha.
So the ability to swap it out for a rifle is much appreciated.
Gonna try it out now.
maibee  [author] 13 Apr, 2015 @ 2:48pm 
They really need to make a sniper in the game. Funny, theres a sprite for it in the files so we may see it soon.

Also thank you! Im thinking about making some guns to add to the game (desert eagle, awp, M249)
Katavasis 13 Apr, 2015 @ 1:47pm 
@Begkna
They should make a Sniper Guard,actually. (Armed ones look nice with the shotgun and all,but all your weapon swaps are amazing ^^)