03-15-2023, 06:15 AM
(This post was last modified: 03-15-2023, 06:28 AM by Ikea. Edited 2 times in total.)
(03-14-2023, 09:35 PM)DummySian Wrote: Implanter remover makes it harder to combo a person with traitor gear and a secoff with stuns, since you have to remove officer's implant first (And you already know how powerful traitor gear and sec gear are together).Fighting an already powerful traitor and a person that can help them any time and that has stuns is already hard enough.
This is confusing because it sounds like its written from the secoffs perspective? Like this doesn't make removing mindhacks from people any harder, it wont really effect going against a traitor with a mindhacked secoff nor is it meant to? Also this pr makes it overall harder to mindhack a sec off as now you need to chip away 70 health instead of just stunning them.
(03-15-2023, 12:01 AM)Wisemonster Wrote: My issue with this pr is that making the implants work based on current health is both unintuitive, and if it's a number that isn't crit, it'll appear to be arbitrary.
I dont think this pr is unintuitive, you need to weaken there will in order for it to work. It's important to note that mindhacks will refuse to inject themselves if a person is anti mindhacked and high hp, and it will tell you that you need to weaken them in order for it to work
That being said I think the concern around the attacker not knowing when a person is below 30 hp is fair, currently you can use the mindhack implant to check but this feels eh. See my first comment for more details but I'd like to make it crit and make people give off an indicator when they enter crit, however that'll mean the sec health alert goes off which I dont like
(03-15-2023, 01:56 AM)Lord_earthfire Wrote: Besides, once you attack a sec member they will call sec on your ass. And once they see their alive companion they will just know they were mindhacked due to metagaming.
I think the calling sec on you isnt that big of a concern on classic, as honestly its rare for secoffs to reply and also theres many ways to stealthily take down a secoff (things like radbows). However the concern of seeing a secoff fine after sending off a crit indicator is fair, its something I was worried about as well. Currently there's 30 hp of wiggle room for them being mindhackable and them sending off an auto alert so currently I think its fineish, but further changes would need changes to the health alert