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Tactical Sensor Helmet Module #16680
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peak idea
i'm not a maintainer but this is all just copypasta from the normal motion sensor and you may want to make this into a component/element or something so the exact same behavior can be shared between this and the tac sensor and be a little Less Shitcodey
spedemrhg |
damn, seems a little expensive considering the dispenser is only like... 80 credits and its a pretty decent building, while this is... 150, almost double that of something that could be considered better... anyways great PR fucking FINALLY I can actually use the sensor |
I mean, this is still a helmet module. |
This is stinky req powercreep. If you want tac sensor and magharness, take the belt. |
Me when 150 points + opportunity cost but surely it's powercreep and just not a mid investment of points (you could be getting tyr 2 or mimir 2 for this price and an actual good module or you could be getting an import weapon such as the m16 or Pulse Rilfe that have slightly superior firepower) |
As if the xeno mortar wasn't power creep, but that got merged. |
Tac sensors don't work on the belt, it's Joever... |
About The Pull Request
Port of Cosmic-Overlord#149 (only the sprites)
Adds a helmet module that functionally acts like a tactical sensor. Can be activated/deactivated while worn.
Can be attached to any helmet that can also attach a night vision helmet module (completely arbitrary).
Purchasable at Requisitions for 150 points under the Clothing tab.
Code-wise, makes the code for tactical sensor / motion sensor into a component.
Why It's Good For The Game
More stuff to bring req to its knees of 0 points when marines want the best of both worlds (knowing where xenos are and not dropping their gun).
Changelog
🆑
add: Tactical Sensor Helmet Module. Only obtainable via Requisitions for 150 points in the Clothing tab.
/:cl: