nerf stuns BUFF LETHALS

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CPTANT
Joined: Mon May 04, 2015 1:31 pm
Byond Username: CPTANT

nerf stuns BUFF LETHALS

Post by CPTANT » #114105

Yes that other thread resulted about nerfing stuns ended in some people throwing poo everywhere. The basic idea of nerfing stuns isn't bad but the nerfs suggested were too large and a nerf to stuns MUST be acompanied by a buff to lethals (and disablers). We have been willing to go from stun combat for ages. Doing this is a good short term solution until someone can think of a completely elaborate rewrite that is never going to happen.

This is a large change and will change the dynamic of the game. Rebalancing of other aspects will probably be inevitable. But a change like this is worth it to move away from stun combat.

I play Sybil and I play a shitton of security so don't give me the "ohw surely never played sec crap"

I propose the following nerfs to stun times:

Stunbaton
7 -> 5

Stunprod
5 -> 4

Stunshot (taser shotgun shell)
5 -> 4

Stun (taser bolt)
stun 5 ->4
weaken 5 -> 4

Energy crossbows don't need a nerf they are a specialist traitor weapon and really not overused

AND THE FOLLOWING BUFFS

Disabler stam damage 34 -> 40
Disabler magazine size +~50%

Laser (all variations) damage 20 ->25
Laser and laser cannon magazine size 10 -> 14

Buff most force 15 melee weapons to force 20 (saws, cleavers, drills, pickaxe) (leave welders at 15, too common)
Buff fire ax damage 24->25

THERE ARE UNDOUBTEDLY MORE LETHALS THAT CAN USE A BUFF

Long term shit:
Give e-swords (and some other really lethal melee weapons) a chance to perform a counter strike when disarmed. When someone has a lightsaber your first thought shouldn't be to run up to him and grab it. Trying to grab a lightsaber is fucking retarded. They should be countered by running away or fought at range.

Give telescopic batons a chance to break (like flashes) if overused in a short period of time (>5 hits in a short period).


This way getting more lethal weapons becomes a more desirable form of combat instead of the endless stunprod+cuffs (which will still be possible and will probably still be used a lot).
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
lumipharon
TGMC Administrator
Joined: Mon Apr 28, 2014 4:40 am
Byond Username: Lumipharon

Re: nerf stuns BUFF LETHALS

Post by lumipharon » #114111

I agree that trying to disarm an ENERGY SWORD should have a chance of like, chopping your own hand off or some shit, but everything else, no. We've had the arguments for an against already so no point in repeating myself.
Somejerk
Joined: Tue Jul 29, 2014 1:04 am
Byond Username: Somejerk

Re: nerf stuns BUFF LETHALS

Post by Somejerk » #114115

Why don't we make the power cell of energy weapons removable with a screwdriver or something?
Amelius
Joined: Fri May 23, 2014 3:29 am
Byond Username: Amelius

Re: nerf stuns BUFF LETHALS

Post by Amelius » #114162

> Buffing disabler magazine size and stam damage when they're an entirely skillless weapon that makes dodging impossible after one hit, and is utterly impossible to dodge an entire full egun/taser, unlike stun bolts.
> Nerfing tasers even more when they have 5 fucking shots.

I'd support the laser damage changes though. It's really shit that you can only crit one person with a single laser gun usually before running out of charge. The buffed force melee weapons I'd support too, so long as toolboxes and eswords are buffed as well. E-swords already have a counter-strike esque thing going for it, and decent disarm resistance, but they are and always have been primarily a finishing or baiting weapon, with huge knockout chance (esp. double esword), I feel that nothing else should be done sans decreasing the price (8 TC for a decent melee weapon that makes really obvious noises when attacking or even activating it? Hah!).

I absolutely do not support the propose telebaton nerf, because hitspam is required to keep anyone down and function (primarily as a self-defense weapon and to throw people out of your department). The flipside is that the baton in and of itself has a cooldown, so it's flat out IMPOSSIBLE to keep more than one person down, or if they have stun resistance in any form. It's balanced.
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