Synths right now don't differentiate themselves from the other HRP roles, unlike Working Joes.
They have a lot of resistances and tools stacked onto one role. Damage resistances (Blunt, Slash, Piercing: 0.5x (50% reduction)
Heat, Shock, Cold: 0.9x (10% reduction) ), stun resistance (2.5x multiplier), no slowdown on health loss, instant healing by other players, no blood loss, night vision, experimental meson goggles in loadout (that give full x-ray including mobs), and a wide skill set that covers most jobs in the game.
Visually they look exactly like a normal marine. The only way to tell them apart is the job icon.
The neutral rule that synths operate under can only be enforced through word of mouth, not through any game mechanic. You have to wait for an unfavourable action before you can respond, and you're expected to remember which synth did what and what counts as neutral. There's also no way to tell mechanically whether a synth is acting in bad faith before going back to playing neutral.
Between the skill set and the loadout, the role feels more gameplay oriented than RP oriented. I'm not sure what about it warrants it being an HRP role in its current state. The addition of the combat synth (I understand it's admin only) seems at least to me to reflect this as well.
They take 25% more explosive damage, but in practice that doesn't matter much when healing takes a couple of seconds. I've seen a synth go from 10% to full health in under 2 seconds being repaired by another player with cables after getting hit by a boiler explosive trap.



