Should we buff explo assassination targets?

Be explorer
Take the assassination mission
Find target
He’s already dead to local fauna

Happened multiple times already. How come explo syndicates be so weak they sometimes just die before they’re even reached by them? And if they are found alive, they are piss easy to take out. As a ghost I have never seen them win in person. I think we should give them TC or something, or just a decently strong weapon to at least fend off the simplemobs. What do you think?

obligatory ided

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I smell the same issue as pre-nerf mining. The fauna is so busted that they need specialised explorer weapons to fight fairly.

Also, the enemies encountered by explorers are often non-sentient antagonists. Clockwork marauders, spiders.

Simplemob xenos are also quite strong.

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The clock knights are by far the worst offender, they’re a tough nut to crack even as an explorer armed with the e-gun.

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I’d rather have a dead target than a dead explorer who has to be retrived, healed and then sent out once again.

I’d almost suggest making derlict stations bigger and allow for more optional routes to avoid dangers.

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There’s plenty of optional routes and all targets spawn with tools to make their own routes.

The targets do not spawn with the tools to clear routes of hostile fauna.

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Which doesn’t require going through 10 spiders.

Sure, you can weld through a wall, but not faster than the explorers can get to you.

I have beat explorers as target several times. It’s rare but it happens, and it entirely relies on you spawning with the tools to set up a trap for your pursuers, and if there’s more than 2 of them you are fucked though, unless they’re super unrobust

I’ve had one almost steal our ship if it wasn’t for one of us three accidentally finding them.

when I used to play explorer, there was a round in which I literally forgot what kind of mission I had signed up for
when I arrive and find the target, I considered it a VIP target until I got incapacitated, tied up and then used under life threats to reach station

the reverse also applied: once played an assassination target and I forgot, ending up thinking I was a vip target
the contrary fact was
shocking
when revealing itself

but ok, after rambling about these two stories, I think I’m failing to come up with anything else remotely relevant to the discussion

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I think that a marooned syndicate elite should just be very robust skillwise. Maybe give them CQC because it s cool ?

you underestimate how incredibly OP CQC is

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But it s cool !
The Boss: Right. That’s where I got the original idea for CQC. In a snatch mission, taking out the target’s escorts by shooting them is not an option. If the enemy hears the gunshot, they’ll know there’s an intruder and tighten security. And the target will sense danger and try to get away.

Giving them some form of martial art is quite a good idea. Since it’s a skill not an item exploration crew can’t just yoink it after their death to powergame even harder. Though full CQC is a bit too much, maybe something like innate Krav Maga ability which is still robust but not broken tier.

The applications for Krav maga are actually pretty good, leg sweep for running and mute for ambushes

Maybe have them start with syndie uplink but only like 3 tc. They could then choose something to defend themself and could open more creativity in conflicts.

Syndie targets get hos armors, a saber (same as cap) and a m1911 with one spare mag, those guys are already p.tough IMO.
The pushovers are NT employees you’re sent after that only get a baton and sec armor

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Perhaps it should scale by the amount of explorers?

And even some smoke nades, the only time they get countered is if the station they spawn in has too many hull breaches, they lose all the armor due to grabbing the space suit

Also don’t forget the actual clown targets lmao, the most ‘‘innocent’’ of em all

Those are the syndie commander targets. There’s an actual syndie target that spawns with a stetchkin, a nukie outfit (webbing, turtleneck, mask, etc), and I believe the cybersun hardsuit

I think you mean “Karate”

I believe this is a problem caused by lack of skill or lack of game knowledge.
Assassination targets get tools and eva suits for free, so even if you don’t want to fight, you can deconstruct a wall and go to space (even better than being on the ruin because you can avoid mobs this way).
Ruins have tons of overpowered things that can help you easily kill the explorers unless you assumed control of the character too late. Stun batons, guns, heals, chem dispensers, RnD rooms. At the very least you can find the explorer shuttle and release plasma on it if they don’t pay attention. Ruin-specific things like the supermatter or xenos can also help a lot.
And you can’t seriously say that syndie target’s pistol is underpowered. It has like 7 or 8 bullets and crits in 4 hits, that’s really powerful considering that most ruins consist of straight hallways or square rooms.
If an explo is alone, you can even take him on with just a spear (depends on how many powergamer items they have and how good they are at combat).
You can die to explorers even with the best weapons the ruins can offer and most of the time it happens because the explorers are coordinated and don’t go alone, in that case they deserve being able to complete the objective, that’s not unbalanced - assassination targets are made to be assassinated and only have sentience to give the explorers a bit of challenge.

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