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[MERGED PR] Syndicate Robot Conversion Chamber has a 1 second action bar when clic...
#6
The only times the clickdrag is a problem IMO is when someone has just been ejected and you can shove the ejectee right back in as if nothing happened.

The closest thing I can relate the conversion chamber to is the portapuke and that both only needs a passive grab and can be paired with the slip and sign at one end of the corridor and the lights out at the other end for a much faster and more effective way of killing everyone, while also ACTUALLY killing people to ghost and not letting them play the part of evil robot. The portapuke also has an infinite capacity and is blatantly obvious unlike the chamber.

The fun part of the conversion chamber for me is luring people to it then shoving them in and laughing maniacally as I twirl my signal jammer while they scream for help, the conversion chamber is fun BECAUSE it gets people quick if you lure them into your trap.

I think clickdrag should remain but if you really want to nerf the conversion chamber then clickdrag should get a cooldown if a carbon has just been ejected or it has just been anchored
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RE: [PR] Syndicate Robot Conversion Chamber requires grabs to put people inside - by JORJ949 - 02-26-2025, 03:03 AM

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