03-04-2015, 02:18 PM
Lynch me all you want but I really think the sleepy pen should be made to cost something like 5 or 6 telecrystals. If you can get access to a chemical dispenser it's incredibly easy to kill people without raising any suspicion or them being able to survive, even if you have 0 chem knowledge.
Mining charge hacker should either be dropped a lot in price, or the mining charges buffed so they actually do something aside from break windows. It has been awhile since I actually used it but the charges didn't really impress me for how much it costs.
Trick cigarettes could possibly do with a price increase to two telecrystals per pack, or made so they can still blow off limbs but not breach the station and keep them at one per pack.
I don't know about lowering the cost of the emag for the amount of stuff it does. It basically allows you get to get anywhere, make rogue cyborgs and send the shuttle almost instantly.
Syndicate pipe bombs should be lowered to 3 or 4 due to how useless people see them, or keep it at 5 and make the explosion more powerful.
Tactical Grenades should definitely be raised in cost, just for the sheer amount you get and the power that the incendiary grenade packs.
Shotgun should definitely stay at costing 8 telecrystals, it can do some serious damage and used in combination with the syndicate device analyzer could make a real deadly combination at 6 telecrystals.
Macrobomb should still cost 10, it causes a huge explosion and can gib people right around the person. It's not something you'd buy if you weren't planning on using any other syndicate items.
I'm not familiar at all with the chemicompiler, but dropping it so much seems like trouble.
Mining charge hacker should either be dropped a lot in price, or the mining charges buffed so they actually do something aside from break windows. It has been awhile since I actually used it but the charges didn't really impress me for how much it costs.
Trick cigarettes could possibly do with a price increase to two telecrystals per pack, or made so they can still blow off limbs but not breach the station and keep them at one per pack.
I don't know about lowering the cost of the emag for the amount of stuff it does. It basically allows you get to get anywhere, make rogue cyborgs and send the shuttle almost instantly.
Syndicate pipe bombs should be lowered to 3 or 4 due to how useless people see them, or keep it at 5 and make the explosion more powerful.
Tactical Grenades should definitely be raised in cost, just for the sheer amount you get and the power that the incendiary grenade packs.
Shotgun should definitely stay at costing 8 telecrystals, it can do some serious damage and used in combination with the syndicate device analyzer could make a real deadly combination at 6 telecrystals.
Macrobomb should still cost 10, it causes a huge explosion and can gib people right around the person. It's not something you'd buy if you weren't planning on using any other syndicate items.
I'm not familiar at all with the chemicompiler, but dropping it so much seems like trouble.