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Re: Stun Overhaul
Posted: Thu Dec 11, 2014 9:28 am
by paprika
Bottom post of the previous page:
All electrode based weapons have had their range reduced to 7 tiles (basically on-screen range)
Stun revolvers are more or less larger capacity tasers, and always have been
Re: Stun Overhaul
Posted: Thu Dec 11, 2014 11:43 am
by lumipharon
paprika wrote:...Or just reworking what we have currently to be more balanced instead of flipping over the chess table because you're frustrated with it?
Seriously, just because you're impatient with a system, it's worth taking the time to look at it and rework it instead of gutting it.
Edit: Also @ people complaining about sec having two guns: Most police/security IRL have both a firearm and a taser, same principle here. They're both situational and the inventory management is necessary because it means security essentially will have a more complex gameplay experience deciding whether to use their taser or disabler. Having both in one gun is blech because that would mean they share ammo and that's bad because taser shots eat up a fuck of a lot more ammo than disabler shots. Plus, that's why I added the RND weapon if sec wants to get rid of the micromanaging and just have their weapons share ammo for convenience. Personally I'd stick with two guns and having it be a choice is better.
Pap, I was literally agreeing with you, wat.
Re: Stun Overhaul
Posted: Thu Dec 11, 2014 11:46 am
by RogerWilco
I have a feeling as an old, bitter banned player that this is gonna piss a lotta people off.
We don't need this many backlashes in short succession.
Slowspace, the explosions breaking fucking everything bug, etc etc
Re: Stun Overhaul
Posted: Thu Dec 11, 2014 12:02 pm
by RG4
Going to what steel pointer said about having the taser having a disable function is actually a sweet idea. Keeping the short range tase function will allow 1 hit stun while if you're too far you can use the disable feature. Eguns and pulse rifles will have increased taser range because they're more combat oreninted. You essentially get what you need without juggling.
Example:
Shitler greytider tries to break his buddy out of a cell whose buckle cuffed, sec officer goes to disabler and stuns him. Or nuke op at long range.
Example 2:
People robusting with tool boxes at close range? Switch to tase and fire away.
Re: Stun Overhaul
Posted: Thu Dec 11, 2014 3:11 pm
by MisterPerson
RogerWilco wrote:I have a feeling as an old, bitter banned player that this is gonna piss a lotta people off.
We don't need this many backlashes in short succession.
Slowspace, the explosions breaking fucking everything bug, etc etc
You seem to be under the mistaken assumption that PR matters.
Re: Stun Overhaul
Posted: Thu Dec 11, 2014 7:31 pm
by danno
MisterPerson wrote:RogerWilco wrote:I have a feeling as an old, bitter banned player that this is gonna piss a lotta people off.
We don't need this many backlashes in short succession.
Slowspace, the explosions breaking fucking everything bug, etc etc
You seem to be under the mistaken assumption that PR matters.
please be joking
Re: Stun Overhaul
Posted: Thu Dec 11, 2014 7:39 pm
by MisterPerson
I'm going to go ahead and lock this thread so all discussion stays on the other one.