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Loyalty Implant Nerf (add a cast time)
#6
I think another solution that keeps loyalties the same as they currently are would be allowing Revheads to see who has a loyalty implant, like sechuds do, and like Mongoose suggested, having some kind of counter-implant or simply removing the cast-time of de-loyalty-ing someone. 

I know Revs has had a lot of revisions over the years, and it used to be balanced a lot more in favor of revs, but I can't help but feel that Security actively hunting down every crewmember, stunning them in the hallways, forcibly implanting them (and if they're revs) beating them to death to make sure it takes doesn't reflect the intended play. 

It mostly results in demoralised former revs just AFKing or going back to their duties, not really participating in the round, since their likelihood of being de-loyalled by a revhead is so slim.
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RE: Loyalty Implant Nerf (add a cast time) - by SlothJustice - 04-21-2021, 05:19 AM

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