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Traitor Telecrystal Rework\Buffs
#8
Freedom Implant (agreed)
Syndicate Donk Pockets (agreed)
Voice Changer (agreed)
Butcher's Knife (agreed)
Wrestling belt (agreed)
Revolver Box (keep same)
Stealth Container (keep same)
Agent Card (keep same)
Radbow (keep same)
Signal Jammer (keep same)
Cargo transporter (keep same)
Syringe gun keep same
Electromagnetic Card i'd say keep this at 5, it has so very many uses that 4 crystals undervalues it
Super mindslave 6 > 5 tc
Syndicate pipebomb 5 > 4 tc
Chameleon Projector 3 > 2
Stimulants 4 > 3 tc
Prototype Cloaking Device 3 > 2 tc maybe, not sure
Sleepy Pen 4 > 3 tc
Power Sink 4 > 3 tc
Amp Vuvuzela 3 > 4, tc I think it's underpriced at present
Signal Jammer (same)
RedChainsaw 7 > 6 tc
Bowling ball 6 > 5 tc (now they don't knock people out instantly anymore)
TrashCart 5 > 4 tc, considering you never see it
GeologicalScanner 9 > 7, tc (charges are very weak now)
Shotgun 8 >7 tc, (6 seems a bit cheap)
Power Gloves 7 > 6 (you need a decent helburn to use these to their full potential
.22 box 4 >3 tc, (the bullets are piddling weak and you can't currently make .22 bullets, when you can make them again put to 4 again i think)
Safari Kit 7 > 5 tc, if it spawns with a rifle then back to 7

thats all i got for now
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