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[CLOSED PR] Construction Worker rebalance
#11
Re: the above, I should note that construction workers don't have to get bulbs in different colors and sizes anymore. My (relatively) recent PR gave them a human version of the lamp maker/replacer that engineering cyborgs have. It uses metal sheets for fuel. Also, if I can say? I feel like even with these changes, the construction worker would still spawn with plenty of "abusable" gear. I mean, even with this nerf, they spawn with a full toolbelt, a breathmask and an o2 tank in their box, a better RCD and ammo for it, the floor/wall planner, and the lamp manufacturer.

If you wanted to try and police construction workers out of doing questionable shit by removing/nerfing their starting gear, you haven't done it. Because you can't. You can't really stop someone with engineering access from getting most of the stuff construction worker already spawns with- much less just the stuff they spawn with with your nerf in place. A functional nerf to construction workers would have to remove their engineering access, or nerf the entire engineering department.

I do approve of altering the starting gear anyway, to give construction workers a more focused impression of their job and make them interact with the station at large just a bit more. But coming at this from a balance point of view, I don't think it'd really do much.
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Messages In This Thread
RE: [PR] Construction Worker rebalance - by GORE - 11-09-2020, 04:27 AM
RE: [PR] Construction Worker rebalance - by Caro - 11-09-2020, 05:45 AM
RE: [PR] Construction Worker rebalance - by mbc - 11-09-2020, 11:32 AM
RE: [PR] Construction Worker rebalance - by GORE - 11-09-2020, 11:54 AM
RE: [PR] Construction Worker rebalance - by GORE - 11-09-2020, 04:31 PM
RE: [PR] Construction Worker rebalance - by Monochromatism - 11-09-2020, 09:15 PM
RE: [PR] Construction Worker rebalance - by GORE - 12-06-2020, 04:51 PM
RE: [PR] Construction Worker rebalance - by Caro - 12-08-2020, 02:08 AM

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