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Posted

With the removal of the option for players to choose Security Cyborgs (and Generalist Cyborgs), Malf AIs have also lost access to these modules for the purpose of combatting crew directly with their Cyborgs - this makes certain Malf AI tactics far less viable, such as trying to combat the crew with a Cyborg army created by a Borging Machine, as they now (mostly) lack ranged attackers. 

I believe the simple solution to this would be to allow the Malf AI to purchase an ability with its points (perhaps 20 per use) that would allow it to directly alter one of its Cyborgs and upgrade it to the Security Module (while also hacking them for the laser for convenience). The amount of purchases of this ability could be limited, if concerns of the AI making too many security modules is present, but I believe the cost alone should serve as a balancing factor.

Posted

If the goal is to purge security borgs for being overpowered as shit with no real counter, this basically puts as back as we were.

 

Malf AI can still do fine with no secborgs, I myself have done this. Have people go engiborg and use the stun arm and just harmbaton them to death. Range doesn’t matter if you can walk up and stun and drag them off before they even realise.

  • Like 1
Posted (edited)

Secborgs weren't even that good for malf AI. All they bring to the table is a mediocre ranged weapon. AI can restrict crew's movements to a point where ranged weapons aren't needed rather easily. Borgs themselves can do this. Want an op as shit ranged module? Siphon a room with a mining borg in it.

Edited by Woje
i can not type, i can not type at all
  • 2 weeks later...
Posted

stunlocking by spamming stuns is quite annoying(and battery draining). my proposition to fix the gap the secborgs left when they were removed, is to add cablecuffs to selected or all modules. Then you can still kidnap people, and dont have the big mean disabler turret on wheels

Posted
36 minutes ago, procdrone said:

stunlocking by spamming stuns is quite annoying(and battery draining). my proposition to fix the gap the secborgs left when they were removed, is to add cablecuffs to selected or all modules. Then you can still kidnap people, and dont have the big mean disabler turret on wheels

The existence of these cable cuffs was part of the reason for generalist borg removal however, iirc.

Posted
Just now, Woje said:

The existence of these cable cuffs was part of the reason for generalist borg removal however, iirc.

plus a general outlook while borgs were supposed to be specialised. I would totally see service or medical borg have some restraining tool in their loadout normally. (throwing out people from bar, keeping rowdy patients in line)

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