The Milkman
Radio Bob Approved
- Joined
- Jun 26, 2021
- Messages
- 548
- Thread Author
- #1
This is my suggestions to make being a rebel more fun and more insurgent-like
#1: vortigaunt lock overcharging should not send an alert
The vortigaunt channel energy ability can be used to overcharge combine locks and open/close them, but at the cost of sending an alert to every combine player on the map.
This should be removed to make the ability actually useful and give freed Vortigaunts more rebel stuff to do than S2K.
Overcharging a lock as a vortigaunt sends a unique alert that basically screams to combine that a free vort is at that location. So, the ability is pointless when you can simply use your beam to break the lock so that
- they can’t simply lock it again when they show up
- the alert is more vague and they aren’t immediately aware that it is a freed vortigaunt over there. It could be anything from a guy with a kitchen knife to a squad of scarlords
Adding to this, the ability also makes an insanely loud sound effect that will travel throughout the small city map, effectively meaning that the lack of a ping isn’t even an instant silent taking down of a lock. So it’s not overpowered or whatever.
B-but the lock breacher!!
I’m gonna be real with you, needing a high-tier one-use item that takes forever to craft just to breach one of the most simple of combine technologies without alerting every combine in a 5 mile radius spits in the face of rebels, especially after staff are leaning so hard into the idea of a ‘subtle rebel’. Not to mention, practically every building that is accessed by a combine lock has at least 4 more combine locks within - so you have to make multiple of these highly valuable items just for one building… that’s stupid. Plus even the lock breacher still makes an extremely loud noise that citizen snitches and nearby cops WILL run to as soon as they hear it, so even the lock breacher isn’t that good.
#2: hacking device
An expensive script with a durability on it like tools that can be right clicked on while facing a combine technology like a turret, hopper mine, rollermine, etc, to turn it into the rebel variant of it / put a ‘rebel [technology] placement kit’ in your inventory and delete the entity it was used on.
This will be good simply for more complex rebel attacks and defenses and provide an extra layer of sabotage and guerrilla warfare.
Trust me, having to contact a certain rebel who has to get an auth isn’t fun. Just let rebels do fun stuff without red tape.
If u have cool rebel ideas then place them in the comments below!!
#1: vortigaunt lock overcharging should not send an alert
The vortigaunt channel energy ability can be used to overcharge combine locks and open/close them, but at the cost of sending an alert to every combine player on the map.
This should be removed to make the ability actually useful and give freed Vortigaunts more rebel stuff to do than S2K.
Overcharging a lock as a vortigaunt sends a unique alert that basically screams to combine that a free vort is at that location. So, the ability is pointless when you can simply use your beam to break the lock so that
- they can’t simply lock it again when they show up
- the alert is more vague and they aren’t immediately aware that it is a freed vortigaunt over there. It could be anything from a guy with a kitchen knife to a squad of scarlords
Adding to this, the ability also makes an insanely loud sound effect that will travel throughout the small city map, effectively meaning that the lack of a ping isn’t even an instant silent taking down of a lock. So it’s not overpowered or whatever.
B-but the lock breacher!!
I’m gonna be real with you, needing a high-tier one-use item that takes forever to craft just to breach one of the most simple of combine technologies without alerting every combine in a 5 mile radius spits in the face of rebels, especially after staff are leaning so hard into the idea of a ‘subtle rebel’. Not to mention, practically every building that is accessed by a combine lock has at least 4 more combine locks within - so you have to make multiple of these highly valuable items just for one building… that’s stupid. Plus even the lock breacher still makes an extremely loud noise that citizen snitches and nearby cops WILL run to as soon as they hear it, so even the lock breacher isn’t that good.
#2: hacking device
An expensive script with a durability on it like tools that can be right clicked on while facing a combine technology like a turret, hopper mine, rollermine, etc, to turn it into the rebel variant of it / put a ‘rebel [technology] placement kit’ in your inventory and delete the entity it was used on.
This will be good simply for more complex rebel attacks and defenses and provide an extra layer of sabotage and guerrilla warfare.
Trust me, having to contact a certain rebel who has to get an auth isn’t fun. Just let rebels do fun stuff without red tape.
If u have cool rebel ideas then place them in the comments below!!