Snakebittenn Posted March 13, 2018 Posted March 13, 2018 Two of them, neither of which I think are very controversial. One, the removal of hyperzine from the ERT. It is simply too powerful for the team of validhunters to be able to ignore the RIG slowdown considering all the equipment they get. Two, disabling ERT on Rev. It prevents revolutionaries from ever having something approaching victory when loyalists still have their 'win the round' button.
Butterrobber202 Posted March 13, 2018 Posted March 13, 2018 support. if command is ever losing a round they just call ERT, and as it stands there is no way to disable their keycard devices without removing the power cell from their APCS
Faris Posted March 13, 2018 Posted March 13, 2018 One, the removal of hyperzine from the ERT. It is simply too powerful for the team of validhunters to be able to ignore the RIG slowdown considering all the equipment they get. Seems like a band aid fix for balance. Getting chemicals isn't hard. The hardsuit supply itself requires the troopers to manage, they can't just keep it on all the time because they'll run out. Two, disabling ERT on Rev. It prevents revolutionaries from ever having something approaching victory when loyalists still have their 'win the round' button. I've always believed the notion that with enough preparation and work, you can get this done. Furthermore, there's a rework being worked on making it easier to disable ERT from station side. Voting for dismissal.
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