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The aspect about the muting is indeed a major issue. Perhaps I have a little bit of time to create a hotfix in a few days, but unfortunately I can't promise anything. But the cyclone should have a convar to disable the voice chat muting. As long as I have no hotfix for this I recommend to disable the complete mute option.
Additionally, I noticed an issue where Cyclone's comms mute carried over after the round was over, and lasted until a new Cyclone shot a new player. This is a major issue for obvious reasons.
All in all. I understand the criticism, but the role was created under these circumstances. But the role is also programmed in such a way that the other role is not necessarily conditional. Therefore you can deactivate Hurricane without any problems if you don't like the role.
I can add the DNA Scanner. That's not a big problem. We don't use it in our private rounds, so we haven't noticed that it was missing.
I will edit the confusing screenshots, not a big problem, too. The names have poetic/metaphoric means. Cyclones/Hurricanes cause destruction and chaos. The main mechanic, can cause the same, when both roles manipulate each other.
So its a Detective without the DNA scanner, the main entire point of a Detective role. They lose their main way of tracking evils and having a direct impact on the round, something most innocent roles lack(the ability to have a direct impact). They lose access to their shop, so no Health Stations, no Radar. They even for some reason can't win on their own, adding ANOTHER penalty on-top of the 2 massive penalties.
What they get in return is a Mark mechanic where, by default, their first shot effectively just halves the person's HP and renders then mute. The Mute part has effectively no baring at all on a Traitor role. Them being marked as Suspicious doesn't really matter as the Detective would be calling them out regardless in this situation. This would just be annoying for both sides as one is punished for weapon choice, and the other just casually loses 50 hp.