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[MERGED PR] Makes Securitrons unable to see through cloaks.
#8
Cloakers do cost 6 TC, so I think it is fine for them to be strong, they can also be countered by flashes, unless the cloaker has sunglasses or other types of eye protection I could add thermals to the utility options sec officers get to make them more common if balance Is a big concern, I could also raise it's cost to 7 TC, but, imo, it isn't as strong as a c saber or katana and is fine costing what it costs right now, wich is the same as an EMAG or predator revolver.

Should the balancing changes ( if needed) extend to wizards too? I am pretty sure it hitting them while they are in phase shift/doppelganger is unintended, but if you think that it will make those abilities too strong I could raise the cooldown on them, the vampire cloak is pretty bad already and requires a big ammount of blood so I think it is fine, on the cloak gene I am not sure as I have never used it or seen it used to escape someone or something, maybe it will get used more after this.

(03-11-2021, 05:31 PM)aft2001 Wrote: As a potential tweak, perhaps just limit a bot's detection range to maybe half a screen, about 3 to 5 tiles?

Yeah, could probably also balance it that way, if you walk really close to them makes sense that they can sort of feel you near or something. Only concern is it hitting wizards that are close to it while in phase shift/doppelganger but I guess the wizard could just run away since it makes them faster.


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RE: [PR] Makes Securitrons unable to see trough cloaks. - by THISISANICEGAME - 03-11-2021, 05:36 PM

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