Itanimulli Posted April 25, 2018 Posted April 25, 2018 Syndicate Cyborgs. IMO, and in what I think are the opinions of many others, they aren't very.....good. They have all the tools to do things right, but, when you run out of ammo, and then get flash memed, it's not really....going to get you anywhere. Playing as one, you'd be pretty much....an expendable asset. Which isn't worth the 2 player's worth of items it takes to actually make one function. IMO, they need a rework. A very comprehensive rework. Not really, I'm kind of hyperbolizing here. Currently, they posess: Flash Thermal vision Energy sword Mounted SMG Net gun Grenade launcher Crowbar Cryptographic sequencer Jetpack Good and all, but I'd like them to be a bit more.......viable? Not something that robusts everyone and their mother, but something that more competently aids the team. Not a kill machine. More like an intelligent tool for the aspiring insurgent/assault task-force. Also why would someone make a black market borg and have it stand out from others in look only to pick the same shitty chassis that NT has *wheeze*. I propose to add a few things: 1: Meson Vision. This may not seem as important, but it's as close to night-vision as a borg should get. 2: RCD. This can be used to make impromptu cover. It's a truly invaluable tool to have on a machine. It'd be able to be used as a breaching tool, and the battery drain it exudes is already reason-enough to use it sparingly. 3: Combat Hypospray. This is more or less to help cement it's role as a borg used to support the syndicate. It's really got no use for the borg itself. It's for the hoomans it supports. 4: Nanopaste. This is after observation of particularly robust research cyborgs. It'd also be great aid to synthetic pieces on the rest of the team. 5: Cyborg Mining Drill. Because it's always good to have when traversing the asteroid. And making our own path through the rock. 6: Stun Baton. It's to stun things. And for pain-rp. Nonlethal options are always great, yes? AS far as logical things that I think having a chance of actually making it into a rework, that's about it. Now, here are some additional rework ideas, that are less in the way of sane. 1: Personel (That's how the wiki spells it) shielding, like the one combat borgs have. 2: Knee-breaker hammer instead of a crowbar. 3: Mounted shotgun. Please. 4: Mounted Freeze-ray. Like the one research can make. 5: Sleepy pen. Kidnap memes. 6: Space lube. What's better than slipping everything that follows you around? 7: Replace the smg with an x-ray laser? A d v a n c e d technology? Last little tidbit in the rework would be look. Here's some s p r i t e s. Why? Because it actually looks like something a group that uses blood-red everything would field. It fits the syndicate motif, and it looks advanced enough to actually be considered as such. I shall do my usual extensive dmi stuff, because I love giving smol animations to thingymabobs. Edit: Please, please, please give suggestions. If you have a critique, please also follow it up with a suggestion. Not a demand as much as a personal request.
Alberyk Posted April 25, 2018 Posted April 25, 2018 Which isn't worth the 2 player's worth of items it takes to actually make one function. An uplink has 25 telecrystal, the cyborg teleporter cost is 35 telecrystal. 35 =/= 50 Also why would someone make a black market borg and have it stand out from others in look only to pick the same shitty chassis that NT has *wheeze*. Their chassis are clearly different, or I just do not understand the point you are trying to make here. I propose to add a few things: 1: Meson Vision. This may not seem as important, but it's as close to night-vision as a borg should get. I am sure you can give them night vision, mesons are not supossed to be ghetto nightvision. Also, thermal vision is really powerful already. 2: RCD. This can be used to make impromptu cover. It's a truly invaluable tool to have on a machine. It'd be able to be used as a breaching tool, and the battery drain it exudes is already reason-enough to use it sparingly. No, mercenaries teams already have enough tools to handle breaching, such as bombs and c4. 3: Combat Hypospray. This is more or less to help cement it's role as a borg used to support the syndicate. It's really got no use for the borg itself. It's for the hoomans it supports. The syndicate cyborg is not a medical module. 4: Nanopaste. This is after observation of particularly robust research cyborgs. It'd also be great aid to synthetic pieces on the rest of the team. No, that would make it far way powerful, the sydicate borg is not supossed to heal anyone or themselves. 5: Cyborg Mining Drill. Because it's always good to have when traversing the asteroid. And making our own path through the rock. Mercenaries have drills as well, and the cyborg has a jetpack that clearly allows it to manage itself in the asteroid. 6: Stun Baton. It's to stun things. And for pain-rp. Nonlethal options are always great, yes? They already have a netgun to capture crew. Last little tidbit in the rework would be look. Here's some s p r i t e s. Why? Because it actually looks like something a group that uses blood-red everything would field. It fits the syndicate motif, and it looks advanced enough to actually be considered as such. I shall do my usual extensive dmi stuff, because I love giving smol animations to thingymabobs. Sorry, but those are clearly inferior sprites to the ones we have already. Voting for dismissal, because the syndicate cyborg is fine, it is not something that will outrobust a station on its own. We should strive to give more unique tools to antag, instead of just giving them any powerful already existing tool.
Itanimulli Posted April 25, 2018 Author Posted April 25, 2018 Scrap this, need to do more brainstorming,
TishinaStalker Posted April 26, 2018 Posted April 26, 2018 Jesus Christ you're bad at making titles that get to the point, so I put in a lil effort for you. Moving it to archive now.
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