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[PR] Removes the ability to emag cyberogans with damage
#21
(07-28-2023, 03:52 AM)Lord_earthfire Wrote:
(07-27-2023, 11:55 PM)DummySian Wrote: Imo crew shouldnt be able to emag organs without emag at all
Why buy emag to emag organs if you can do it without it saving 6 tc and then rampage because it acts like mini stims (and there is basically almost no counter if you get rid of pulse rifles)
I also see most of roboticists just powergame emagged organs instead of doing their job on classic
Its really becoming a problem, id rather have it fully removed

I think mamy people voice the opinion that emagged organs should not be tied to the emag at all and the emag creating this effect is just an upside of the emag.

Means that people would rather see the organs detached from the emag and instead be an upgrade option for cyberorgans in general, with some new downsides attached to it or requiring additional work. Like genetics was brought under control.

And surprise, surprise, people powergame any upgrade they can get their hands upon. This just means we need to make it harder to get/add downsides... which is exactly what we are talking about.

Powergamers can always find loopholes... Indysuit slowdown or light engi suit requiring additional materials didnt become a problem for them after all...
Unless you nerf it to the ground or fully remove it, it will still continue to be a problem imo
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RE: [PR] Removes the ability to emag cyberogans with damage - by DummySian - 07-28-2023, 04:52 PM

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