Closed ACCount12 closed 10 years ago
tokiko just added synaptidol which is a buffed synap. this is unneeded and even without synaptidol it would be shit
Synaptidol is a shitty ghetto chemical with a ton of downsides made by assistants when they want to robust some red scum. Synaptizine is a lab-grade chemical made by chemists when they want to smartly robust some red scum.
With buffed synaptizine taser and stunbaton stuns are ~1 sec. Not enough to handcuff a chemist, but harmbaton-to-crit is still an option.
thats the dumbest thing i've heard in my life. no one wants more faggot greytiders shitting with sec, this isn't going to get merged.
Synaptidol is already merged. Recipe: Welding Fuel (fueltank) + Robust Harvest (botany) = Synaptidol Any graytider can make a ton of synaptidol.
x4 as strong seems pretty pants on head retarded, no matter how you look at it. Sure, it can make you valid, but if you're already valid, you're now retard hard to stop.
I did some testing. Test mob in sec armor with 100u of buffed synaptizine in blood VS me with charged taser and stunbaton. 3 stuns from taser was enough to get close to test mob then harmbaton test mob to death.
This is not that pants on head retarded.
Yes it is. Testing with a non-harmfull test mob is not the same as against a player.
3 taser shots. That's very few spare shots you have if you miss. And thenif anyone pushes you or you delay for a moment, they get up and run.
3 shots if something delays you and target has armor. 2 shots if nothing delays you or target has no armor. Taser has 5 shots afaik, egun has 10 shots. It means 2 shitcurity officers with tasers + 1 synaptizined chemist with egun = dead chemist.
Getting up and running is the point of synaptizine, isnt it? When Goons codebase was released, synaptizine was instant unstun. And now it is nerfed to the bottom. This is HORRIBLE!
I think this buff is fine. Keep in mind that we already have something unstunable ingame called hulk. They also don't drop their weapons when stunned and their stun immunity can last technically forever while chemists can still drop their stuff and will lose their stun reduction ability as soon as the last amount of the chemical is metabolized in their body.
However I think you should adjust the metabolization rate to balance this out a bit. Maybe somewhere between 0.8u to 1.6u per tick? Or have the rate go up the longer it remains in your blood? So 10u will be still effective but loading yourself up with 500u will not last half an hour?
Сonsumption rate is now increasing with time.
I like it a lot now. Much more useful for shorter periods and at the same time greatly nerfs the strategy of injecting huge amounts of synaptizine(like 500u+) at once.
4x synaptizine power. Because security fighting unstunnable chemists is fun.
Beung unstunnable has a major downside: it means being valid kill.