Bottom post of the previous page:
There were no "original problems" pertaining to explosive implants. Firing pins, for the most part, was a great PR; it solved the issue of ops being able to get disarmed and shot with their own gun at any moment, and added another level of dynamics to guns from R&D.Cheridan wrote:yelling for a revert ignores the original problems.
However, for some asinine reason (perhaps you felt you needed to counterbalance the buff to ops from giving them unlootable guns?), it also removed explosive implants which have essentially no issue (except for "muh rp," which has already been taken as a non-issue since "gameplay > rp" in terms of importance). IIRC, even in the original PR, people were saying not to remove explosive implants. This change didn't solve any "original problem" (as you put it). Instead, it created several new problems, such as ops being loot pinatas (it didn't even solve the pseudo-issue of "muh rp" since people kill ops relentlessly anyways).
Then, to solve these new problems, unremovable nuke op hardsuits were added, which added even more problems and still failed to solve the ones caused by removing explosive implants. Now ops can't even heal each other! And what's the solution being proposed? Not a revert, no! We're going to allow op hardsuits to be healed through, which will just result in the crew attacking ops with patches of chlorine trisulfurate or whatever the fuck the fire chemical is called. This is another problem that will be created if we keep denying reverting the change to op's explosive implants.
"But they still have implants!" Yes, for several TC, which is a limited and valuable resource that the ops will have better spent elsewhere. "But it's worth it, it's the same explosion radius as a minibomb!" If it's really, truly worth the exchange for the limited, valuable, round-driving force of Telecrystals, why is it that nobody buys them? Also, it doesn't have the same explosion radius, where'd you get that idea?
So you're considering not a revert, but yet another change which will create more issues down the line. ("Other op used an explosive implant and it killed the rest of the ops instantly when he died near them! Explosive implants aren't worth the TC for the damage they do!")Cheridan wrote:Hm. I based them off the explosions that blob-welderbombs do which always seemed pretty destructive. The size can be made bigger easily.
Your points for the original change are moot, and your solutions for the new issues the original change caused is to create more changes that will just cause more issues down the line.
Seriously consider just reverting the removal of explosive implants.