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[PR] changes nanomed access to medlocker access
#22
(03-24-2022, 12:23 PM)Lady Birb Wrote:
(03-24-2022, 12:17 PM)RGBDeadSilent Wrote: So besides just saying this takes it away from Security and Janitors, please tell me WHY you need to or want to take it away from Security and Janitors.

so antagonists can actually have a chance to kill lone officers without them pulling 12 different healing items out of their belt and tanking everything you can throw at them.

Most antag abilities kill or disable officers in less than 5s. I think the big issue instead is the fact that crit doesn't inset fast enough. Cardiac arrest takes forever to build up into stuns and players still move too fast in crit. Worse, 100 health or -200 health, when you stand up that punch you swing still does full damage. If you hurt someone you'd hope they can't stand up and heal themselves, thats the issue.
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RE: [PR] changes nanomed access to medlocker access - by RGBDeadSilent - 03-24-2022, 02:39 PM

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