Discussion in 'General' started by LOGOS_BOT V. 2.52, Mar 16, 2017.
>Can't edit thread titles
Wow, nice forum you got going here. The appropriate title should be:
Fun almost resurrected, now thrown back to its grave.
Stun cuff to beat almost everything player controlled is apparently fun.
I wonder why people still keep following that retarded stun shit instead of reworking it to make other ways of direct combat viable, but no lazy motherfuckers just eat the crap some moron shit out years ago because he was autistic enough to make stuns like this.
The game will NEVER EVER work without stuns. If greytiders can't be stunned, they can run around and ruin the entire round. So they would have to be harmed if not stunned, but that's against the rules. This means sec can't do shit to greytiders OR that the admins change the rules and basically allow greytiders to be killed the minute they fire extinguisher a window. Both options are terrible. Let's not even consider antagonists.
The game cannot function without stuns. Try it. Remove stuns for three rounds and see how fucked the situation is.
Good, anti stuns are just awful, all second wind is awful, I hate being forced to preload my kit with all these OP chems if I want to be competitive.
You didn't actually read the github did you. It was closed. Anti-stuns are still in.
The guy put up the thread again with antistuns being "changed" instead of removed entirely.
Ephedrine was nerfed, but Meth? Now it just doesn't speed you up and gives you histamine whenever you get stunned - as well as some minor tox damage.
Histamine. You know, that thing you can easily negate with any healing chem?
these people are retarded
how do people forget that all this power gamey shit was fixed months ago.
and then brought back.
You can rework them, remove 1 hit stun bullshit, make it 2-5 at most.
I'd be interested to see an experiment where all stuns (or at least the common ones like electrodes, stun prods and stun batons) worked like disablers. Although the slowdown from disablers as it currently works usually means you're going down anyway.
Getting shot once being game over has always been shit when you take into account how long players have to wait to play again and how long people have to wait to get antag (especially any specific antag they want to play again). Good luck convincing people of this though.
To testmerge an experiment like this you'd need to convince at least some of the maintainers that the way stuns work now is an issue that should be looked at. And I don't see that happening. Not that I know what their opinions on the issue are.
I made a PR that should deal with antistuns in a less autistic manner.
Replacing them with other options, ephedrine, for example just gives you a speedboost but makes you hungrier faster and makes it so you deplete nutriment and vitamin very fast.
Nicotine now restores hunger somewhat slowly after having its anti-stun removed.
Lingdrenals can fuck off.
Adrenal implants now do a shittone of healing instead, as do stimpacks. they have been renamed combat stimulants implant and nanobooster respectively.
Bath salts now fucks you up and makes you drop items.
Meth... has been pointed out in this thread, Imma calling this the last chance saloon for meth. If it's still an issue after this nerf, meth fucking dies.
I made my own changes as well, to add to the pit of eternal stun fixes. Makes tasers require ammo, one shot, and locks higher power ammo with longer stuns behind research. Standard stun reduced by one second, but with slightly more range. Every upgrade with increased stun time has decreased range.
Unfortunately, I need to shift around my github shit this weekend so I can make a PR because I forgot to fork.
If that gets accepted I will never play on HippieStation again.
>One shot tasers
Yeah that's the stupidest shit I've heard in my life.
Yeah ragequit if you cant git gud.
Giving tasers magazines may actually make the problem worse because instead of having to find a gun recharger you can instead just hoard magazines.
Making tasers require power cells and letting people switch them out with a screwdriver (and maybe a delay to prevent it being used in battle) to increase their gun's stats might be a better idea. Similar to how stun batons work (not that anybody ever thinks to upgrade them).
I was thinking that you could combine this with adding a toggle to the gun that you use in-hand to switch between using more power for fewer electrodes that stun longer and less power for more electrodes that stun for shorter. So for example, with the default power cell you might have ten 5 second stuns or 5 ten second stuns.
Seriously, remove ant stuns to the grave, JUST...FUCK OFF.
It was an FUCKIN YEAR, AN ENTIRE FUCKIN YEAR of people gitting gud, and crying about muh ant stuns, it was balanced and then removed.
And now its all back again, and they didn't even bother to balance to make it like it was before, when asked about it they just responded with the "its being worked on"
Meth can make you tank like 3 tasers
Ephedrine makes you run 3 times faster than before (apply to all stimulants)
I agree with roma in this regard, stuns are kinda lazy, make then like 1 minimun, 4 seconds top. Being stunned for 7 seconds is not fun.
I may be a bit late but this comment is what amused me the most
*IE I don't know anything about this but here is my opinion
Separate names with a comma.