Goonstation Forums
Change/rework how Tasers/stuns effect the players - Printable Version

+- Goonstation Forums (https://forum.ss13.co)
+-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6)
+--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8)
+--- Thread: Change/rework how Tasers/stuns effect the players (/showthread.php?tid=5302)

Pages: 1 2


Change/rework how Tasers/stuns effect the players - Ed Venture - 08-19-2015

So as you all know Tasers have revived a massive buff is the last couple of months. That buff makes so if you are hit by one bolt of a taser you will have confused moment and you will drop any item you are holding and lose any ability to pick up a item even after the stun wears off and you can move around again.

This buff is OP for the following reasons.
1.Security Officers will stun you until your stamina is depleted causing your game to lock up due to a annoying bug that has been around since late march (for me atleast)

2.On top of the lockup the confused movement makes it impossible to escape from security or anyone else with a taser

3.Once stun and you recover from the stun you cannot use any weapons or pickup any items to defend yourself from the person. Effectively making the taser a instant win weapon if you get hit.

I've seen admins go on record saying how they hated stun weapons making people a one man army and how they wanted to at least nerf the stun baton. At first I disagreed with this but now I understand, Are we really at the point where we think getting stunned should make it to where you can't completely defend yourself or run away? Disarm won't protect you from a baton or a taser bolt and like I said security officers take advantage of the crashing bug. The way it worked before was fine, the stuns lasted long enough for a officer to cuff a person and if they were careless then it was on them for being too slow and when they were stunned they dropped their weapon and keep in mind they would be stunned for awhile as well. I know security is a hard job I pretty much been playing it exclusively since I learned the ropes to the game. But I don't think it is so hard that they need weapons that gives a person no chance what-so-ever to defend themselves or fee if they get the chance.


I will now quote some points from the other thread

SL the Pyro Wrote:I'll admit that I might not have been right in the head when I suggested the taser change. Something about "shocks make your fists clench, so why would you DROP what you're holding?". I'll concede though that Security still needs a reliable way to disarm people, otherwise their jobs would be nigh-impossible.

Frank_Stein Wrote:I think also, when people drop things especially from slips, it shouldn't get dropped immediately below them all the time, but maybe get flung out a bit like it was tossed.

The idea of two people fighting, both getting knocked down from an explosion, and having a c-saber/gun tossed across the room for them to race crawl to get to first is exactly the kind of situation a mechanic like this should be created for.

I fought a changeling earlier today who had the upper hand on us cause it kept using it's scream attack to stun us and we could not use any items to defend ourselves, lucky for us it took the chance to escape even though it could have killed us right there and then



It was said in the other thread that it was open to discussion and then we got told to stop talking about it. So at the request of others I made this thread. I love to see what others think as I personally think this buff was overkill. As a side note there has been talks to make the stun baton this powerful to.


Re: Change/rework how Tasers/stuns effect the players - Ed Venture - 08-19-2015

SL the Pyro Wrote:Just because you're knocked on your ass doesn't mean you should lose all ability to react and adapt to the situation. Let downed people keep some of their fucking teeth. It's a more satisfying victory for the aggressor, and it gives the victim an actual chance to save themselves.



Re: Change/rework how Tasers/stuns effect the players - Frank_Stein - 08-19-2015

It's funny because tasers used to be one hit stuns, so they were actually nerfed to what they are now.

I personally hate confused movement, both playing as Sec and being on the receiving end of it. It's too wild, too unpredictable, and just makes the fight harder for both parties involved. I get why it existed, since it made dropping an item and then trying to get back to it hard, but I think random item flings, and then having slowed movement would serve that purpose better.

I like the idea of both tasers and stun batons using stamina. I think, maybe, have a stun status that locks your stamina from refilling, and adds effects depending on how much stamina you have.

100% Fine
75% Slowed movement
50% Item drop
25% Forced to prone
0% Black Out

Tasers and batons should both add stun status on hit, plus drop stamina down. Taser shots 25% default stamina points, Baton 50%. Unpowered, Baton does much less stamina damage, minor brute, no stun status.


Re: Change/rework how Tasers/stuns effect the players - Frank_Stein - 08-19-2015

Also, maybe stun status also has an item fumble chance also based on stamina percentages.


Re: Change/rework how Tasers/stuns effect the players - Dr_Bee - 08-20-2015

Yea, confused movement just makes it harder to get followup shots and the disarm really isnt fun to fight against.

The taser really should be a weapon mostly to disable an enemy so you can close in for a stun baton stun and then a cuff, as a sec player I would much rather it just slow with the current stamina damage it does instead of a disarm and confuse.


Re: Change/rework how Tasers/stuns effect the players - Ed Venture - 09-04-2015

SL the Pyro Wrote:I'll admit that I might not have been right in the head when I suggested the taser change. Something about "shocks make your fists clench, so why would you DROP what you're holding?". I'll concede though that Security still needs a reliable way to disarm people, otherwise their jobs would be nigh-impossible.

Just wanted to add that security does have a way to disarm people and they have forever now. The item is called "The Flash" now you may say well what if they have sunglasses? Well true some crewmember and would-be law-breakers may have sunglasses but unless people break into security they are few sunglasses to go around. Mainly I'm just bumping the thread cause there have been no changes to the taser and I still feel they are instant win weapons and I'll quickly rehash the two main points. Getting hit by one taser bolt makes so you have confused movement which makes it all most impossible to flee from security or a would be attacker and you lose all ability to defend yourself, plus if you get hit enough to where you pass out more then likely your game will lock up or crash and you will return to the game arrested or killed depending on who shot you

(please report if you run into the crashing bug when being tased in this thread the more people who state they are being effected by this bug the better)

I honestly feel like the taser is a instant win weapon in most cases and no it's not because I am salty I play HOP, Clown (with all access) or Head of security/security so I have a taser on me most of the time so I see these affects happen as I use the thing on people. I have been on the receiving end though, I've had traitor rounds cause I got hit with ONE bolt. It's insane that this was at first consider a nerf and a positive change


Re: Change/rework how Tasers/stuns effect the players - Grek - 09-19-2015

I don't get the crash bug, but I recently did have a round where an officer emptied a taser into me point blank, recharged it and did it again. I had confused movement for 5 minutes and couldn't pick up anything for the entire duration.


Re: Change/rework how Tasers/stuns effect the players - Noah Buttes - 09-19-2015

Grek Wrote:I don't get the crash bug, but I recently did have a round where an officer emptied a taser into me point blank, recharged it and did it again. I had confused movement for 5 minutes and couldn't pick up anything for the entire duration.
Crash bug was recently patched, I think.


Re: Change/rework how Tasers/stuns effect the players - Erik - 09-19-2015

Noah Buttes Wrote:
Grek Wrote:I don't get the crash bug, but I recently did have a round where an officer emptied a taser into me point blank, recharged it and did it again. I had confused movement for 5 minutes and couldn't pick up anything for the entire duration.
Crash bug was recently patched, I think.
It was! =)


Re: Change/rework how Tasers/stuns effect the players - Noah Buttes - 09-19-2015

ErikHanson Wrote:
Noah Buttes Wrote:
Grek Wrote:I don't get the crash bug, but I recently did have a round where an officer emptied a taser into me point blank, recharged it and did it again. I had confused movement for 5 minutes and couldn't pick up anything for the entire duration.
Crash bug was recently patched, I think.
It was! =)
Praise the coders


Re: Change/rework how Tasers/stuns effect the players - Vitatroll - 09-20-2015

Yesss! It certainly got fixed on my end.

Since I'm here I might as well speak on the topic. I don't like the repeated weapon dropping. Once would be enough. I like seeing crossfire, you see. The confused movement is fine, but it's duration is too long for my liking. They're also kinda easy to come by. I wouldn't mind it if they only came with the sec officer.


Re: Change/rework how Tasers/stuns effect the players - Ed Venture - 09-20-2015

Vitatroll Wrote:Yesss! It certainly got fixed on my end.

Since I'm here I might as well speak on the topic. I don't like the repeated weapon dropping. Once would be enough. I like seeing crossfire, you see. The confused movement is fine, but it's duration is too long for my liking. They're also kinda easy to come by. I wouldn't mind it if they only came with the sec officer.

I'm find with confuse movement staying but losing the ability to defend yourself cause you got hit with one bolt needs to go. Ideally I would like to see the taser returned back to it's old self where it took two bolts to bring someone down and you had just enough time to cuff him and what not. Currently it takes one bolt hitting the person and you won.


Re: Change/rework how Tasers/stuns effect the players - somepotato - 09-20-2015

Keep confused movement, but either increase the decay on it, add a cap, or decrease the amount of confusion that is given on shot.


Re: Change/rework how Tasers/stuns effect the players - Sundance - 09-21-2015

Thank ye christ the crash stun has been eradicated Dance
Somepotato Wrote:Keep confused movement, but either increase the decay on it, add a cap, or decrease the amount of confusion that is given on shot.

Something like this would be great. But the consistent item dropping afterwards is straight up retarded, and that's gotta go.

Essentially, yes I agree with the sentiment of this thread, but I also agree with the other sentiment that the taser while weakened with two shots taking to down someone that there needs to be a "prone" after effect so that officers aren't robusted immediately when a traitor recovers from a stun. I've gone on to suggest my own way of dealing with this problem, but honestly increasing the decay/adding a cap of the confused movement and removing the dropping of items would be a satisfactory fix on all accounts.


Re: Change/rework how Tasers/stuns effect the players - Ed Venture - 09-25-2015

Confused movement has been changed a tad bit. Missteps and slow steps have been turned down slightly. But as I was testing this I would just stop moving all together that still needs work. Losing the ability to defend yourself is still there but at least some changes are happening. Thank Cogwerks for these changes cause he is the only one trying to change the taser for the better.