10-19-2020, 03:44 AM
Not sure if I can support this.
I mean it does tackle the issue of this thread where stacked securitrons can be pretty crazy, but it does so by throwing the baby out with the bathwater.
This would be nerfing securitrons into the ground whereby they'll stay still before attacking and when they do, you could literally dance around them while hitting them and they'll just take the abuse because they'll need to charge their baton.
That's your perspective.. If you've been caught by a securiton (again, not counting stacks or swarms of em' here) then it's fair game imo. It takes two swings of a secutirons baton to actually down you.
I like the siren addition though, that can stay.
If you want to nerf it securitrons, firstly, I think what the main issue was the fact that they can be mass produced too easily. My suggestion would be to remove them from the robotics manufacturer and instead:
A) Put security helmets in the security dispenser (3-4 thereabouts) as they're not exactly in high supply. This would create a barrier where you'd need sec access and then actually make the bots instead of just printing them EZ-PZ.
B) Remove the securitron from the QM Robotics crate. Instead, put one in a security locked crate at the same/higher price.
Secondly (and this might be controversial) I wouldn't be against nerfing their pathing system. I feel securitrons should be a bit lazy in terms of chasing criminals; they'll instantly chase them if in sight, but will give up and continue to patrol after a certain period of chasing (but will chase them instantly again once in sight).
I mean it does tackle the issue of this thread where stacked securitrons can be pretty crazy, but it does so by throwing the baby out with the bathwater.
This would be nerfing securitrons into the ground whereby they'll stay still before attacking and when they do, you could literally dance around them while hitting them and they'll just take the abuse because they'll need to charge their baton.
Quote:Secbots were awful to fight, and I think that their role should be to force badguys to keep moving, as opposed to outright catching them.
That's your perspective.. If you've been caught by a securiton (again, not counting stacks or swarms of em' here) then it's fair game imo. It takes two swings of a secutirons baton to actually down you.
I like the siren addition though, that can stay.
If you want to nerf it securitrons, firstly, I think what the main issue was the fact that they can be mass produced too easily. My suggestion would be to remove them from the robotics manufacturer and instead:
A) Put security helmets in the security dispenser (3-4 thereabouts) as they're not exactly in high supply. This would create a barrier where you'd need sec access and then actually make the bots instead of just printing them EZ-PZ.
B) Remove the securitron from the QM Robotics crate. Instead, put one in a security locked crate at the same/higher price.
Secondly (and this might be controversial) I wouldn't be against nerfing their pathing system. I feel securitrons should be a bit lazy in terms of chasing criminals; they'll instantly chase them if in sight, but will give up and continue to patrol after a certain period of chasing (but will chase them instantly again once in sight).