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Re: Chem Class

Posted: Mon Apr 11, 2016 1:20 am
by st0ned
Aswell do i

Re: Chem Class

Posted: Mon Apr 11, 2016 12:08 pm
by Erowid
Using Chem to sneak into the enemy base and kill a flag turtle or take out the gens is fine, but recently there have been people d sniping in Chem which is fucking lame

Re: Chem Class

Posted: Mon Apr 11, 2016 12:33 pm
by perrinoia
Recently? It's been going on since... How old is Blue now?

Re: Chem Class

Posted: Thu Apr 21, 2016 2:54 am
by Shadow
I think chem invisibility should be somehow connected to chem pack.. Using energy pack and invi is just annoying. Same goes for necro invi, should only work with ghostpack.

Re: Chem Class

Posted: Thu Apr 21, 2016 3:18 am
by perrinoia
Phase shifter, too. But since phase shifter doesn't activate/deactivate like chameleon and ghost pack, it should make you invisible for a fixed amount of time.

But then we need to give necromancer and chameleon new beacon abilities.

Re: Chem Class

Posted: Mon Oct 17, 2016 9:59 pm
by LUNCHBOX
Please re-enable the invis for chameleon armor!!

I'm sorry you could not defend against me.

Re: Chem Class

Posted: Tue Oct 18, 2016 3:51 am
by perrinoia
My count is 1 for invisibility, and everyone else against.

If we decide to restore invisibility, which I don't think we should:

I think chameleon should have laser rifle instead of sniper rifle.
Invisibility should be linked to chameleon pack, so you switch friend or foe indicator, jam sensors, and turn invisible all at the same time, but when you run out of energy, the pack shuts off. And it shouldn't auto-restart, unless we remove those annoying team messages.
Chameleon beacon should deploy a target beacon, which if still active after 15 seconds, should call an airstrike, periodically, until disabled.

Re: Chem Class

Posted: Wed Oct 19, 2016 9:40 am
by perrinoia
I wish there was an update with software invisibility, plugin validation, and unique identifiers for banning fish.