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You might want to check that. I suspect your training room was full of dropped pistols from minions training into MAs, but I'd be _very_ surprised to see any clubs. I've sat there and watched armed Guards train and they never go back to the 'getting a weapon' job when they finish.
Yes, they don't change or upgrade weapons. It's just one of many oversights/cut-corners in the game.
I did search. One of the topics is mine, because no-one had actually answered what was happening. Once I'd figured it out, I posted it here for that exact reason, and because it seems the devs are actually reading the forum now.
It's not strictly technical- you could argue that this is intentional design, and it's not a 'bug' in the classical sense. But it is a design flaw.
This is incredibly disappointing and also makes complete sense. One more thing that should be addressed in a quality of life update soon.
I've mentioned wanting (poisoned) bladed weapons and flame weapons in another thread... these weapons would be DoT applying versions of Stun and Studded weapons. However, you could also have "entertaining" weapons as well. These would improve a guards ability to distract on the Casino floor by making them look like performers.
I still think Stun (or capture focused weapons) should do resolve damage instead of split "skill" damage since the Lethal does Skill damage too... there is no difference in the order it happens. Stun weapons would be better for capture if they lowered the targets resolve.
However, this makes the Cover Operation more important for lowering the skill of Agents. In this way, "entertaining" weapons could give guards a legitimate appearance on the Cover Operation floor. These weapons would have an appearance that matches the theme of the cover operation. If the guard is forced into combat, the entertaining weapon is better than being unarmed, but not as effective as more dedicated weapons.