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Capable only of dumb labour (hauling, cleaning, mining).
They would come at a cost of constant neural heat reserve and the zombies themselves would have working and movement speed penalty of 50% or something like that. Also they wont be able to use armor, weapons and clothes. This will make them not really OP and pretty easily killable by raiders, so they would only be usable as cannon fodder, while capable of doing basic stuff.
This will make playing a necromancer really neat :3
Sorry, not interested in 'zombies'. That's been done many times.
It would help a lot with UI clutter, especially for those of us with a lot of UI widgets.
Also, the 'Snap Freeze' ability seems a bit too cheap for its level of utility and strength. After unlocking this ability, most raids could be easily dealt with.
I don't know if this is intended, but it really doesn't make much sense to have a character that's supposed to be a master of shadows be crippled by their own powers.
For that matter, the same issue happens if you have the Darkvision power from VFE - Ancients.
In particular the more expensive end of combat casts have way too high focus costs. Would feel better with lower focus costs and higher heat. Feels bad to throw some meteors, have it not kill the raid (which is good for balance) and then be kinda 'oom' for the rest of the fight. Throwing ineffectual (or poorly aimed) meteors and then being capped on heat feels much less bad because it 'regens' mid-fight and has more options to deal with it so you can try kiting back and delaying while waiting for your mojo to come back.
Combat buffs have too short durations. Guided shot is particularly infuriating since trying to use it with a long range (and therefore long aim time) weapon makes the shot 'fizzle' if the buff runs out midway. Makes trying to play a 'psionic warrior' really annoying as you have to keep the health page open to monitor buffs when most of the buffs really wouldn't break (with a higher heat cost) if it lasted for the entire raid (stuff like invis and probably overshield probably still needs to be short duration or at least then REALLY high heat). Increase duration and increase heat. Or turn into toggle/passive.
Psychic Shock is too spammable for how good it is. This is obviously not a problem in megabases, but dropping the first 10 pawns of your choice to be capturable is _really_ strong for a long while. In particular since you can have multiple casters. Should probably be the exception to the general focus/heat balance and have like a 50% focus cost.