12-02-2020, 07:42 AM
At first, the Cairngorm was filled with various odds and ends designed to make a nukie's life easier (or more painful, in the case of the sarin). Many of these have been removed due to various balance or game design decisions, and the Cairngorm is starting to feel a bit anemic. The tactical fanny packs were removed when the tokens were introduced. Most of the (thoroughly excessive number of) medkits were recently removed. The sarin crate and the atropine syringes were removed when sarin nades became a utility item. The sleepy pen seems to have vanished somewhere at some point. I feel like I'm forgetting a few although I'm not quite sure what they are. (The SWAT masks and the donk pockets never made it to the Cairngorm, and apparently the former was just readded anyways?)
I figured I'd make some suggestions for more stuff to put on the Cairngorm for thematic, QoL, or customization options.
- The tactical fanny packs, removing them as a utility purchase. The additional inventory space is such a major bonus that it's hard to justify taking any other utility item, especially if you chose heavy, marksman, or god forbid firebrand and either have to do obnoxious juggling to use your backpack or (in the case of the firebrand) just straight up be required to leave it behind. (Alternately, you could ditch the sidearm belts and have the sidearms and their ammo spawn in a tactical fanny pack. That honestly might be the better solution, particularly for newbies who try to wear the sidearm belt as if it's at all useful)
- Fire extinguishers. IIRC the Cairngorm doesn't have any, meaning that if you get set on fire you better hope someone picked medic. Give the medic a special high-capacity extinguisher or just ditch it entirely if you do this. Medic inventory management hurts.
- More landmines, and varied types of such. There's stun and radiation already in the game, and they make defending more fun, at least in my opinion. This would require landmines to be fixed, since they're currently bugged.
- More NVGs. Apparently there's only three of them? Give us enough for the whole squad.
- A power sink. Quite possibly the most commonly used item if you don't buy a loadout. Lets the team use a power sink without someone having to give up on having a sweet gun and suit. Alternately, this could be a utility purchase.
- A few more medkits. The number that the Cairngorm used to have was clearly excessive, but as near as I can tell there's only like, two regular medkits left. That's barely enough for surgery. I don't like feeling pressured to take medic because that's the only way anyone is going to get healed and I don't know if I can trust whoever took medic to not space themselves by accident or run off and get killed.
- Bring back the atropine syringes. Making the sarin grenade a utility item only doesn't really seem to have toned down much on its use, and now there's no defense short of having a medic. They're also useful for staying up when everything's been overrun and you're in crit. You almost certainly won't be able to change the outcome, but someone being up and fighting as the nuke gets smashed makes things more fun for both sides IMO.
- Table parts. They're an integral part of nukie strategy, and having some loose table parts will save a bit of time when preparing and I figure newbies are more likely to figure tables out of their own if there's loose parts in the Cairngorm. You could also reflavor and resprite them. Why use boring old tables when you can use sandbags or hedgehogs?
- Another syndicate omnitool or two. Saves on inventory space, especially with the engineer.
- A box of mousetraps. DIY landmines when combined with grenades!
- A heavy duty crowbar that can pry open powered (but not bolted) doors or flip over vending machines etc. for makeshift barricades. Might work better in a kit or as a utility item, however.
- Tactical burritos. It's still funny, and people still take the burrito for no apparent reason, so why not enshrine it?
I figured I'd make some suggestions for more stuff to put on the Cairngorm for thematic, QoL, or customization options.
- The tactical fanny packs, removing them as a utility purchase. The additional inventory space is such a major bonus that it's hard to justify taking any other utility item, especially if you chose heavy, marksman, or god forbid firebrand and either have to do obnoxious juggling to use your backpack or (in the case of the firebrand) just straight up be required to leave it behind. (Alternately, you could ditch the sidearm belts and have the sidearms and their ammo spawn in a tactical fanny pack. That honestly might be the better solution, particularly for newbies who try to wear the sidearm belt as if it's at all useful)
- Fire extinguishers. IIRC the Cairngorm doesn't have any, meaning that if you get set on fire you better hope someone picked medic. Give the medic a special high-capacity extinguisher or just ditch it entirely if you do this. Medic inventory management hurts.
- More landmines, and varied types of such. There's stun and radiation already in the game, and they make defending more fun, at least in my opinion. This would require landmines to be fixed, since they're currently bugged.
- More NVGs. Apparently there's only three of them? Give us enough for the whole squad.
- A power sink. Quite possibly the most commonly used item if you don't buy a loadout. Lets the team use a power sink without someone having to give up on having a sweet gun and suit. Alternately, this could be a utility purchase.
- A few more medkits. The number that the Cairngorm used to have was clearly excessive, but as near as I can tell there's only like, two regular medkits left. That's barely enough for surgery. I don't like feeling pressured to take medic because that's the only way anyone is going to get healed and I don't know if I can trust whoever took medic to not space themselves by accident or run off and get killed.
- Bring back the atropine syringes. Making the sarin grenade a utility item only doesn't really seem to have toned down much on its use, and now there's no defense short of having a medic. They're also useful for staying up when everything's been overrun and you're in crit. You almost certainly won't be able to change the outcome, but someone being up and fighting as the nuke gets smashed makes things more fun for both sides IMO.
- Table parts. They're an integral part of nukie strategy, and having some loose table parts will save a bit of time when preparing and I figure newbies are more likely to figure tables out of their own if there's loose parts in the Cairngorm. You could also reflavor and resprite them. Why use boring old tables when you can use sandbags or hedgehogs?
- Another syndicate omnitool or two. Saves on inventory space, especially with the engineer.
- A box of mousetraps. DIY landmines when combined with grenades!
- A heavy duty crowbar that can pry open powered (but not bolted) doors or flip over vending machines etc. for makeshift barricades. Might work better in a kit or as a utility item, however.
- Tactical burritos. It's still funny, and people still take the burrito for no apparent reason, so why not enshrine it?