Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
These are the types of items I think would benefit a lot of runners when it comes to exploring many of the maps without it being an overpowered tool
Light Dart Gun (Cost: 200; Weight: 10)
Gives the player an 12-round 'gun' that is designed around shooting Darts into objects or terrain that causes them to have an innate glow to them, such as a Light/Glow Stick. Can have its colours changed to be either Red, Purple, Green, or Yellow similar to the Spray Can. Can be recharged at the Ship like a Flashlight, and gives a permanent light source to anything it is stuck on until players leave the Moon. Can also be used to set off mines when shot or cause Turrets to spin [Press 'Q' to change its colour]
Hacker's Transmittor (Cost: 500; Weight: 16)
Allows the use of certain terminal commands with the use of the "/" typing key when it is within the player's inventory. Only useful for certain terminal codes, include Radar Booster Codes (Flash/Ping) and Special Codes (Terminal Doors, Turrets and other Hazards, etc). Is unable to make use of other Terminal Commands
Advanced Lockpick (Cost: 75; Weight: 7)
Allows the player to open locked doors; takes 5 seconds instead of 30 seconds to open a locked door.
Door Barrer (Cost: 75: Weight: 8)
Can be placed on any door; causes the door to be unopenable for 30 seconds so long as the Bar is on the door
Entity Changes
Certain changes to existing entities that might need alterations
Coil-Head Damaged Reduced from 90 to 45 Damage
Coilheads right now have a problem in that they don't always work as they should be; many times, Coilheads that should be stopped by Doors for 15 seconds will often 'warp' past the door after the player... Coilheads also have a tendency to still keep 'moving' towards a player, even when multiple players are looking at them and in a massive hallway without obstruction. Coilheads are also the only enemy in the game aside from Jesters that, alone or with other entities, cause an absolute slowdown. Although Jesters are relatively easier to deal with, Coilheads has a dominating presence that makes them already dangerous on their own, and with other entities a major problem. Having their damage reduced from 90 to 45 should give a chance for currently low (20/25hp) players a chance to not instantly die and instead enter critical mode, leaving the player still at risk of death yet also giving them a chance. Considering up to 5 Coilheads can dominate a map with a low power level supporting this with little to no ways of 'removing' them (especially on Mansion maps without Terminal Doors), and the fact that Coil-Heads often break their own programming/rules means that a simple nerf that leaves them still potently dangerous yet somewhat more dealable to compensate for the lack of consistent behavior and dominating presence is recommended IMO.
Have Hygrodere be Passive when Boombox is used - Have Hygroderes that are 'active' with the presence of the Boombox be passive towards the player's existence
Item Changes
These are the changes to certain items I think could use a bit of a boost to make slightly better
TZP-Inhaler Reduced from 120 to 90 in Price
Drop the TZP-Inhaler's price down from 120 to 90. Although a relatively useful item, the fact that it both has a large amount of debuffs to not make it 'broken' and the fact that it has a limited amount of uses before it is depleted makes it a relatively unattractive option to most unless there is a good discount. Dropping the price from 120 to 90 would give the relatively frowned item a better chance to shine
TZP-Inhaler Drug/Poison Indicator
Have the suit tell you if the player has gained a Light Inhalation, Heavy Inhalation, or Overdose Inhalation when using it. Having it be based on set seconds (4/8/12) can often be difficult to time, and a lot of people do not want to use a finite tool that they may 'waste' inhails with by adding an extra second or two in their inhalation. Having the suit give a good 'beep' to tell the player they have reached said thresholds would help a lot in not waisting it; a lot of players also don't know what the hell it is for, and don't know how to use it and won't be able to without a proper wiki. Just having the suit tell you rather than keeping it vague for not really any reason other than the sake of vaguery is silly; just add an indicator that they reached the threshold then leave it at that
TZP and Spray Can Amount Indicators
As it stands, both these items have the same problem when they are finite resources that don't really have an indication as to how much is in their canisters... which is a problem, since it means that the players won't be able to tell how much they have left when they take them off the ship. The Double-Barrel Shotgun has this fixed by having there be different sound ques when you press the E button to reload to tell you if it is full, holds one shell, or no shells. That could be done, but an easier solution would be to give them a 'not-energy bar' (maybe purple or blue to act as the opposite of the yellow bar) to tell the player how much said items have before they are permanently depleted
Boombox Weight Reduced from 16 to 8 ~ 0 Weight
It is silly that the Boombox weighs around 16 pounds whilst the Extension Ladder weighs 0, despite most people more willing to go into moons with the Boombox due to the 'vibes'. The fact that it takes up a space AND weight makes it unappealing, whilst the Extension Ladder is weightless and is often left behind in key areas to climb up or drop off items, thus not taking space until taking back to the ship at the end of the day
Boombox Plays Music when player is not having it currently in hand akin to Flashlight and Walkie Talkie being still active
Have the Boombox be able to play even when not currently held or when holding a two-handed object, similar to how the Walkie Talkie and Flashlight are still active when not holding it as the current item
The first one is just a radar booster tacked onto the ship permanently.
The second one sounds good on paper, but ultimately falls apart when you realize being able to see further makes the labels on the screen smaller as the screens actual shape stays the same.
Number three here doesn't really serve much purpose. If anything it should just tell us if there are items held by hostiles (butlers, nutcrackers, yippies), or outside. We don't need a list of item types to scroll through while are teammates are being killed by brackens.
And finally four is just a radar booster for a person. It's not needed.
That's also ignoring the potential balance issues with some. Mobile terminal commands + radar booster + macros = very powerful player, as a specific example. It would be a lot of workload to keep it fair.
The concept of improving TZP for QoL is interesting, but I'm pretty sure the point of the item is a risk/reward balance for late-game groups. Once you have all your tools and are making enough to afford 1-2 moon swaps per quota, what else is there to spend it on other than consumable tools? That's when they come into play. It might help you recover more heavy loot, or you might blind yourself at the wrong time.