04-26-2015, 10:19 AM
Radiation hurts, a lot. There seems to be a recent surge of radbow usage, possibly due to the whole swappable batteries thing, and I've noticed that, for their cost, radbows seem tremendously powerful. Getting hit with 20 units of radiation is basically a death sentence without immediate medical attention (or even WITH immediate medical attention) due to the rate at which the damage starts accumulating. This on its own, however, isn't what bothers me about the radbow. It's meant to be a single-target, powerful weapon that's good for picking out single targets but not for much else, and it does that well.
No, my problem with it is threefold:
1. It's not "eventually lethal", it's pretty much immediately lethal. The radiation damage puts you in crit in about a minute or so, and you rack up about three different (and usually nasty) mutations in between getting shot and being dead. Just today, I was radbowed while inside of the medical booth next to the bar and was absolutely powerless to stop the radiation's effects no matter how much medicine I ingested, not to mention that constantly falling unconscious made getting the meds in me difficult anyways.
2. It it's too powerful for its measly 3-telecrystal cost. For the above reasons, getting hit by a radbow in nine out of ten circumstances means death or at the very least the inability to function due to insane amounts of damage and debilitating mutations. The fact that a traitor could conceivably have FOUR of these things at once does not strike me as a good idea. If the power doesn't change, it might be worth bumping up the cost by a few telecrystals at the least.
3. Its recharge rate. If neither of the above three things are changed, at least decrease the amount of time in between shots. Limiting radbows to 100 PU cells helps, but radbows have had an alarming habit of becoming weapons of mass destruction as opposed to the effectively-oneshot stealth items that they're intended to be. I've been radbowed and then radbowed again while trying to heal from the same radbow, and I'm pretty sure the same person radbowed another guy who was also trying to heal.
Limiting any of these three factors will help balance the radbow out, though others are free to share their suggestions and thoughts on how to better tweak this.
No, my problem with it is threefold:
1. It's not "eventually lethal", it's pretty much immediately lethal. The radiation damage puts you in crit in about a minute or so, and you rack up about three different (and usually nasty) mutations in between getting shot and being dead. Just today, I was radbowed while inside of the medical booth next to the bar and was absolutely powerless to stop the radiation's effects no matter how much medicine I ingested, not to mention that constantly falling unconscious made getting the meds in me difficult anyways.
2. It it's too powerful for its measly 3-telecrystal cost. For the above reasons, getting hit by a radbow in nine out of ten circumstances means death or at the very least the inability to function due to insane amounts of damage and debilitating mutations. The fact that a traitor could conceivably have FOUR of these things at once does not strike me as a good idea. If the power doesn't change, it might be worth bumping up the cost by a few telecrystals at the least.
3. Its recharge rate. If neither of the above three things are changed, at least decrease the amount of time in between shots. Limiting radbows to 100 PU cells helps, but radbows have had an alarming habit of becoming weapons of mass destruction as opposed to the effectively-oneshot stealth items that they're intended to be. I've been radbowed and then radbowed again while trying to heal from the same radbow, and I'm pretty sure the same person radbowed another guy who was also trying to heal.
Limiting any of these three factors will help balance the radbow out, though others are free to share their suggestions and thoughts on how to better tweak this.