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[Balance] No more mutant chems (stims)

#1
Big Grin 
Mutants shouldn’t be able to use artificial chems (Stims, Buffout, etc.). They already have several advantages over humans: higher base health, armor with damage resistance, the ability to use any weapon (regardless of logic), and greater fear factor, both in receiving and inducing it.
A common mutant player response is, “But we have a larger hitbox.” However, a mutant still has roughly 40% more total survivability than a human with 70 DR (466.7 vs. 333.3).
Even if I got the advantage over a mutant, and injure it, it can still two tap me then take stims to heal back to full HP.
Captain of CGC Veterans Post 101
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#2
(10-19-2025, 08:54 PM)Ambiguous Fruit-Fiend Wrote: Mutants shouldn’t be able to use artificial chems (Stims, Buffout, etc.). They already have several advantages over humans: higher base health, armor with damage resistance, the ability to use any weapon (regardless of logic), and greater fear factor, both in receiving and inducing it.
A common mutant player response is, “But we have a larger hitbox.” However, a mutant still has roughly 40% more total survivability than a human with 70 DR (466.7 vs. 333.3).
Even if I got the advantage over a mutant, and injure it, it can still two tap me then take stims to heal back to full HP.
Mutants need to use WAY more stimpacks to fully heal than mutants, So it balances out anyhow, Got to spend more than humans on stimpacks for effectiveness.
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