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Traitor item cost/balance chat
#6
There's something to note: The cheaper the items, the more likely it is to be bought with leftover telecrystals. Just because it is bought often, doesn't necessarily make it a wonderful traitor item. The exception to this is the trick cig's and syndicate card (recently the ability to choose color is a great buff), which at 1 telecrystals is almost essential. At 1 telecrystal a microbomb is a cheap fuck you and satisfying to boot.

Sonic grenades are moot because most of the time people know how to make sonic powder, which can be put in grenade kits, which when mixed right can not only deafen someone but probably melt their face too. Same with fake cleaner grenades, if you know your shit you could easily make a beaker assembly and do the same thing. Now even more likely now that the bar has a chem dispenser.

The advanced lasergun is rather underwhelming. I'm not sure if this is true, but does it not pierce armor? If so I would suggest that it should. Otherwise, could probably be brought down a price to 4

Donk pockets and moonshine, thing is, although they heal you, the thing about ss13 is that it's the stun that kills you. Could probably use more beneficial effects. Perhaps moonshine stops a person from talking altogether like that chem I forget the name of?

I can see the syringe gun getting used more now that chem's secrets are out. Same with syndicate sauce now that there's more reason to eat.

Artistic toolbox isn't used because most peeps are tired of rampaging because it's either boring or they get their asses handed to them and wasted a round

Also I agree with p. much shoddy says.
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