04-29-2020, 04:25 AM
No change to the cyborg arm trait, that'd cause balance issues. Here's a suggestion I offered last time this arised:
Quote:
Honestly, I'd like to see some balance in Cyborg Arms as a whole that aren't just "break cuffs" - this ability should be solely for the Heavy Arms as it's a fucking great ability that needs come with some caveats. (additional note: overshadows freedom implant)
Here's my suggestions with reasoning:
Light arms:
No change. As it's a perk, any change to these may cause some balancing issues. But also it being a neutral, cost efficient replacement to organic arms is a bonus in itself.
Normal arms:
Pros: Increased punching damage (ala big bruiser trait) and have them function as crowbars when used freehand.
Cons: Removed cuff breaking. Electrical charge (tasing/apc arcs/door shocking/defib/etc) causes the arms to malfunction*.
Heavy Arms:
Pros: Increased punching damage, function as crowbars when used freehand. Heavy arms however can also do damage to the environment (such as breaking windows, hurting borgs, basically things that punches can't). They can also break cuffs.
Cons: Electrical charge causes the arms to malfunction*. Minor delay between usage and/or minor increase in stamina cost (you'll effectively be a little slower in using things and/or it will be a little bit more taxing).
*Malfunction really depends on how you'd like to see it balanced. Personally I think instead of the arms being completely disabled, which tasers already pretty much do anyway, I'd much prefer the malfunction to cause the arms to attack its user temporarily - throwing in a few punches on average, in a similar manner to the Berserk disease.