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Teleman needs a thirty second delay
#27
(10 hours ago)Lord_earthfire Wrote:
(10 hours ago)Ikea Wrote: More points of failure is negligible when how to counter it is obscure.

I mean, "using lethals" is not obscure. That's how you deal with most slippery antags, e.g. ones that can easily flee from being stunned/cuffed.

Splashing skinpen poisons also isn't obscure. Or talking to people and get crewmembers involved.

Effective lethals that actually do something meaningful in a few seconds or knowing how to make skinpen mixes are also pretty obscure. It's also hard to attrition something that can get away to anywhere. I haven't played enough with it in a round to say if it needs a nerf or even how, but if I were to suggest something, maybe have using teleportation leave a remnant portal for a few seconds that can be entered to go where the teleporter went to/recieved from (albeit with an increassed risk of something going wrong). Allows you to directly follow them but with increased risks
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RE: Teleman needs a thirty second delay - by Ikea - 9 hours ago

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