*TEST* Reducing stuns adding lethals
- Falamazeer
- Joined: Sat Oct 18, 2014 12:05 am
- Byond Username: Wootanon
*TEST* Reducing stuns adding lethals
I propose that it would be interesting to *TEST* reducing the taser rounds of your average officer to a single shot, while at the same time, making a single laser rifle available to them as part of a standard loadout.
People have oft complained of the stun centered combat system of ss13, and I'd like to see what it actually looked like without it, Disablers aren't the way to go, with the slowdown it really just ends up being the same thing with more clicks.
A successful taze pretty much proceeds as is normaly the case for ss13, but a miss opens up possibilites that might make for exciting combat, The criminal scum might decide to flee before the officer can change weapons, he might decide to take advantage of the miss and rush the officer, the officer might switch to batons for pursuit or defense, and he might decide to lethal up for the same.
Pissants might be less likely to blatantly shitler around if they know there is a good chance they'll wake up cuffed to a bed in medbay for their shenanigans before a timer even gets started, and general antagonizing security for sport might be lessened if you know that the obligation to make the only real punishment a time out with your nose in the corner kinder-garden style is lessened.
And while real life and 2d spessmans rarely mix, Real officers primary weapons are pistols, and they are a genuine threat, and real tasers usually just have the one shot.
No it's not just an excuse to murderboner people under the guise of an experiment, I honestly wanna know how interactions would change if security was packing heat and expected to use it if they have to.
People have oft complained of the stun centered combat system of ss13, and I'd like to see what it actually looked like without it, Disablers aren't the way to go, with the slowdown it really just ends up being the same thing with more clicks.
A successful taze pretty much proceeds as is normaly the case for ss13, but a miss opens up possibilites that might make for exciting combat, The criminal scum might decide to flee before the officer can change weapons, he might decide to take advantage of the miss and rush the officer, the officer might switch to batons for pursuit or defense, and he might decide to lethal up for the same.
Pissants might be less likely to blatantly shitler around if they know there is a good chance they'll wake up cuffed to a bed in medbay for their shenanigans before a timer even gets started, and general antagonizing security for sport might be lessened if you know that the obligation to make the only real punishment a time out with your nose in the corner kinder-garden style is lessened.
And while real life and 2d spessmans rarely mix, Real officers primary weapons are pistols, and they are a genuine threat, and real tasers usually just have the one shot.
No it's not just an excuse to murderboner people under the guise of an experiment, I honestly wanna know how interactions would change if security was packing heat and expected to use it if they have to.
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- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
Re: *TEST* Reducing stuns adding lethals
>T-tasers aren't removed guais, t-they're just not as good!
Literally why even fucking bother carrying a taser if it has just one charge. It'd just end with sec fucking lasering everyone into crit rather than bothering with tasers if this change goes through.
Literally why even fucking bother carrying a taser if it has just one charge. It'd just end with sec fucking lasering everyone into crit rather than bothering with tasers if this change goes through.
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- cocothegogo
- Joined: Tue Nov 25, 2014 10:11 pm
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Re: *TEST* Reducing stuns adding lethals
i think that we should just copy goon combat tbh
- PKPenguin321
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Re: *TEST* Reducing stuns adding lethals
coon crit gives me the cancercocothegogo wrote:i think that we should just copy goon combat tbh
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- Wyzack
- Joined: Fri Apr 18, 2014 11:32 pm
- Byond Username: Wyzack
Re: *TEST* Reducing stuns adding lethals
Stuns are trash right now, one hit ded is not fun at all. Something like this is worth trying
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- Alarmclock
- Joined: Thu Jun 25, 2015 12:00 am
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Re: *TEST* Reducing stuns adding lethals
I do feel like melee should be more useful than just finishing your enemy off after a gay ass stun. Even in real life people who get tasered or shot don't go down instantly from the bullet but keep on fighting.
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- Confined to the shed
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Re: *TEST* Reducing stuns adding lethals
/tg/ can't do lethal combat without reducing the movement speed. The only reason stuns are as good as they are is because everyone is fucking Usain Bolt and never gets tired of running everywhere, so stuns let you kill them.
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- Joined: Fri May 02, 2014 3:01 am
- Byond Username: Incomptinence
Re: *TEST* Reducing stuns adding lethals
Eh basically another civvie buff.
Meat is already worth heaps.
Meat is already worth heaps.
- Hornygranny
- Horny Police
- Joined: Tue Apr 15, 2014 4:54 pm
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Re: *TEST* Reducing stuns adding lethals
https://github.com/tgstation/tgstation/pull/2931Zilenan91 wrote:/tg/ can't do lethal combat without reducing the movement speed. The only reason stuns are as good as they are is because everyone is fucking Usain Bolt and never gets tired of running everywhere, so stuns let you kill them.
i'm not even sure if you're serious
- PKPenguin321
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Re: *TEST* Reducing stuns adding lethals
LEAVE MOVEMENT SPEED ALONE GRAN GRAN
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- Confined to the shed
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Re: *TEST* Reducing stuns adding lethals
Think about it like this, you can have a pulse destroyer and the best armor in the game but if you're even slightly slower than someone they win because they can just run away from you. If people were made slower in general again across the board combat would be far more lethal because escape wouldn't be as viable an option in a conflict. Upping damage is optional at that point.
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- Joined: Fri Sep 25, 2015 12:18 am
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Re: *TEST* Reducing stuns adding lethals
I wouldn't mind every ranged stun besides syringe guns, knockouts like bombs, and shit like that being removed and replaced with lethals and that aiming thing on bay and shit tbh
- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
Re: *TEST* Reducing stuns adding lethals
So you're proposing that we just remove tasers then and sec just has lasers
Do you have any idea how many bitchfits this would start? REEEE SEC SHOT ME DEAD 4NORASIN ALL I DID WAS RESIST ARREST REEEEEEEEEE
Wanna deconvert an antag? HA good luck getting them to hold still long enough to slap cuffs on.
Do you have any idea how many bitchfits this would start? REEEE SEC SHOT ME DEAD 4NORASIN ALL I DID WAS RESIST ARREST REEEEEEEEEE
Wanna deconvert an antag? HA good luck getting them to hold still long enough to slap cuffs on.
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- Reimoo
- Joined: Wed Apr 23, 2014 2:58 pm
- Byond Username: Reimoo
Re: *TEST* Reducing stuns adding lethals
One shot taser is actually not a completely bad idea but it should be reloadable akin to a kinetic accelerator otherwise lethal is the only option after an officer misses.
- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
Re: *TEST* Reducing stuns adding lethals
It'd either be too fast and be a straight upgrade to our current tasers, or too slow and be near-impossible to use.
SUDDENLY A TRAITOR
>Taze at them
YOU MISS!
>Try to recharge
>Fast
YOU RECHARGE IN AN INSTANT AND SHOOT AT THE PERP AGAIN, HITTING. VICTORY IS YOURS
>Slow
YOU GO TO RELOAD AND THEY KILL YOU/RUN AND ESCAPE, YOU LOSE
SUDDENLY A TRAITOR
>Taze at them
YOU MISS!
>Try to recharge
>Fast
YOU RECHARGE IN AN INSTANT AND SHOOT AT THE PERP AGAIN, HITTING. VICTORY IS YOURS
>Slow
YOU GO TO RELOAD AND THEY KILL YOU/RUN AND ESCAPE, YOU LOSE
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- Falamazeer
- Joined: Sat Oct 18, 2014 12:05 am
- Byond Username: Wootanon
Re: *TEST* Reducing stuns adding lethals
there's still baton, but essentially yeah, this is the intent.Reimoo wrote:otherwise lethal is the only option after an officer misses.
Yep, still the intent.ShadowDimentio wrote: Do you have any idea how many bitchfits this would start? REEEE SEC SHOT ME DEAD 4NORASIN ALL I DID WAS RESIST ARREST REEEEEEEEEE
Security sucks a giant xeno testicle to play because you're obligated to try to give someone a preschool timeout for their bullshit and everyone knows it.
another thought I had was about antag balance, how this might destroy certain antag winrates and raep the balance of the game, then I remembered that unless the enemy IS cargo, everyone loots up in the cargo-armory anyways, excluding the first responders who already died because they didn't have a real weapon
Ham Sammich, beating a dead horse since 2010.
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- Joined: Sun Apr 24, 2016 6:04 am
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Re: *TEST* Reducing stuns adding lethals
Security players just want to completely remove people they don't like from the round.
Also I thought we beat back this buff security shit? Stop coming back.
Also I thought we beat back this buff security shit? Stop coming back.
- Falamazeer
- Joined: Sat Oct 18, 2014 12:05 am
- Byond Username: Wootanon
Re: *TEST* Reducing stuns adding lethals
You sound like a qualified expert who knows exactly how well that plays out with the vastly diverse skill level of your typical unlikable scum.Sidon wrote:Security players just want to completely remove people they don't like from the round.

Not exactly a buff bub, not a nerf either though, more like a sidewards transition. The single strongest weapon security has is ranged stuns, and I'm of the opinion that it would be worthwhile to pursue another direction for combat in general.Sidon wrote:Also I thought we beat back this buff security shit? Stop coming back.
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- MrEousTranger
- Joined: Thu May 19, 2016 11:54 pm
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Re: *TEST* Reducing stuns adding lethals
Fuck enforcing the law.
start sec off with an electric chair
and force them to use it whenever a crime is committed
because if you break the law you deserve to fucking die.
No sarcasm just like real life should be.
start sec off with an electric chair
and force them to use it whenever a crime is committed
because if you break the law you deserve to fucking die.
No sarcasm just like real life should be.
I don't play often but when I do I'm Kyp Astar normally a sec role unless I'm bored and go assistant.One person on this planet wrote:Wow you're funny and original Eous
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- Joined: Mon Jan 25, 2016 2:03 am
- Byond Username: Yackemflam
Re: *TEST* Reducing stuns adding lethals
Why not just buff melee?
Or nerf movement speed because running faster than a fucking bullet is bullshit.
Or nerf movement speed because running faster than a fucking bullet is bullshit.
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- Joined: Fri Apr 18, 2014 1:05 pm
- Byond Username: Dazbuzz
Re: *TEST* Reducing stuns adding lethals
Nerf movement speed
Remove ranged stuns and replace tasers with disablers
Remove all rules except the OOC ones like no metacomms/excessive metagaming/ERP
Game would be much better for it. Just sayin'
Remove ranged stuns and replace tasers with disablers
Remove all rules except the OOC ones like no metacomms/excessive metagaming/ERP
Game would be much better for it. Just sayin'
- Grazyn
- Joined: Tue Nov 04, 2014 11:01 am
- Byond Username: Grazyn
Re: *TEST* Reducing stuns adding lethals
Let's just move away from stun-based combat to damage-based combat. Every other self respecting MMO has damage-based combat anyway
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- Joined: Sun Jun 26, 2016 11:39 pm
- Byond Username: Ryahask
Re: *TEST* Reducing stuns adding lethals
I'd suggest a slight tweak - rather than carrying a single charge, which would simply make the weapon tedious to use effectively give it an in hand cool-down akin to the Miner's Accelerator.
So you miss a shot, and it will automatically recharge (with an infinite charge system) in, let's say, 10 seconds. The Officer can still pull out their stun baton and use it during this time by simply changing hands. I would be very interested in seeing this change attempted as I despise going up against semi-competent Security as stands, unless you can retreat or you're better geared you're simply fucked due to how many taser shots they can blast out.
10 Seconds, to start with (this value could and should be tweaked later depending on feel), provides ample opportunity for someone to retaliate with Melee or choose to flee. The Officer still has their second hand so they shouldn't prove crippled in a direct fight, and it might lead to more successful melee fights.
So you miss a shot, and it will automatically recharge (with an infinite charge system) in, let's say, 10 seconds. The Officer can still pull out their stun baton and use it during this time by simply changing hands. I would be very interested in seeing this change attempted as I despise going up against semi-competent Security as stands, unless you can retreat or you're better geared you're simply fucked due to how many taser shots they can blast out.
10 Seconds, to start with (this value could and should be tweaked later depending on feel), provides ample opportunity for someone to retaliate with Melee or choose to flee. The Officer still has their second hand so they shouldn't prove crippled in a direct fight, and it might lead to more successful melee fights.
- Atlanta-Ned
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Re: *TEST* Reducing stuns adding lethals
Yeah! More nerfs for security! Woo hoo!
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- Armhulen
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Re: *TEST* Reducing stuns adding lethals
Yes! I can greytide without those pesky security!Atlanta-Ned wrote:Yeah! More nerfs for security! Woo hoo!
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Re: *TEST* Reducing stuns adding lethals
Security, when compared to the average crew, is still exceptionally well-armed. It's only against Antags that this shifts, but that's more due to the absurdity of some of the antag choices with uplink.Atlanta-Ned wrote:Yeah! More nerfs for security! Woo hoo!
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