01-06-2024, 02:45 AM
I can agree too that light borgs are a bit too fast, but as mentioned above I feel 3.2 to 2.5 / 30% is very harsh.
I'd love the other options than treads to be more viable, but having to go everywhere slowly is just no fun - the main reason that I tend to play with light parts is that running anything that either has no threads or is standard moves around significantly slower than a human, and it just feels like a pain to move about in. You can't even keep up with a normal human at a running pace, let alone someone who's going as fast as they can (for which I feel you should take dash-spamming into account, not just sprint speed). A speed module is faster, but should be considered a 'sprint' if you ask me, and is both clunky to use and drains significant power.
I'd still agree treads could use a bit of a nerf on light borgs, but gauging a lot of the borgs I play roboticist for regularly, I think the solution to the 'stale' meta lies a lot more in making the standard or heavier parts feel more viable, especially without treads, than nerfing treads outright. There's loads of borgs that use legs - its just always light because anything standard and up makes you painfully slow.
I feel it should also be noted a light borg is incredibly fragile, having limbs taken off in a few hits from anything vaguely blunt you have lying around, and having nothing to buffer them like crit on humans. Speed is one of the only way a rogued/antag borgs can stay out of the hands of a crew with incredibly powerful flashes around, and being able to at least keep pace with a dash-spamming human is a big part of that.
Maybe a cap to the max speed could be an interesting thought? Also, closely related to this issue is a long-standing bug that gives borgs a permanent speed-module boost when you using a harmspec (maybe only the multitool works?), for whatever reason - I think fixing that would also help with the worst of the speedyborg cases.
I'd love the other options than treads to be more viable, but having to go everywhere slowly is just no fun - the main reason that I tend to play with light parts is that running anything that either has no threads or is standard moves around significantly slower than a human, and it just feels like a pain to move about in. You can't even keep up with a normal human at a running pace, let alone someone who's going as fast as they can (for which I feel you should take dash-spamming into account, not just sprint speed). A speed module is faster, but should be considered a 'sprint' if you ask me, and is both clunky to use and drains significant power.
I'd still agree treads could use a bit of a nerf on light borgs, but gauging a lot of the borgs I play roboticist for regularly, I think the solution to the 'stale' meta lies a lot more in making the standard or heavier parts feel more viable, especially without treads, than nerfing treads outright. There's loads of borgs that use legs - its just always light because anything standard and up makes you painfully slow.
I feel it should also be noted a light borg is incredibly fragile, having limbs taken off in a few hits from anything vaguely blunt you have lying around, and having nothing to buffer them like crit on humans. Speed is one of the only way a rogued/antag borgs can stay out of the hands of a crew with incredibly powerful flashes around, and being able to at least keep pace with a dash-spamming human is a big part of that.
Maybe a cap to the max speed could be an interesting thought? Also, closely related to this issue is a long-standing bug that gives borgs a permanent speed-module boost when you using a harmspec (maybe only the multitool works?), for whatever reason - I think fixing that would also help with the worst of the speedyborg cases.