01-15-2020, 12:47 PM
No ideas or suggestions, just a collection of thoughts I’ve had about the combat system and similar.
The main point of the post is just about how important stuns are during combat. They’re a vital part of it and it makes sense but at times it feels like they’re a bit too good. I don’t mean that in the number of ways that one can be stunned (eg tables, plates, wrahsling etc) but more about how not matter how good of an arsenal of weapons you have, if you get shot with a taser you’re absolutely fucked and have no counter play. The next thing that’s necessary is the stun baton to seal your fate that you are now busted and at the will of your predator, whether that be security officer or traitor.
Sure, you could say that the counter play is the fact that you can outrun the shots, but that’s not a counter that’s just evading an attack. A counter is how wearing sunglasses, welding masks or SecHuds protects you from flashes. The only reason this really irks me is that there’s so many tools that are not used in situations where they would work perfectly.
As an example, if there was a change where theoretically Nuke Ops armour would insulate against taser shots (kevlar is an electrical insulator, right?), Security would have to go further than simply pew pewing the bad guys down. Armoury grenades, the riot launcher, barriers, they’re all thing that end up being underused because of the over-reliance (in my opinion) of the taser. Maybe there’d finally be a chance to let those items shine.
On the other hand, if it’s not broken don’t fix it. If this has been a system that’s been in place for a while, then why bother messing with it? I don’t have any good suggestions that would really “fix” anything in my opinion but I might as well throw out an idea I had about insulating armour like in the example above, where the effects of stun items would be less effective on you, a la Human SMES but as an item.
The main point of the post is just about how important stuns are during combat. They’re a vital part of it and it makes sense but at times it feels like they’re a bit too good. I don’t mean that in the number of ways that one can be stunned (eg tables, plates, wrahsling etc) but more about how not matter how good of an arsenal of weapons you have, if you get shot with a taser you’re absolutely fucked and have no counter play. The next thing that’s necessary is the stun baton to seal your fate that you are now busted and at the will of your predator, whether that be security officer or traitor.
Sure, you could say that the counter play is the fact that you can outrun the shots, but that’s not a counter that’s just evading an attack. A counter is how wearing sunglasses, welding masks or SecHuds protects you from flashes. The only reason this really irks me is that there’s so many tools that are not used in situations where they would work perfectly.
As an example, if there was a change where theoretically Nuke Ops armour would insulate against taser shots (kevlar is an electrical insulator, right?), Security would have to go further than simply pew pewing the bad guys down. Armoury grenades, the riot launcher, barriers, they’re all thing that end up being underused because of the over-reliance (in my opinion) of the taser. Maybe there’d finally be a chance to let those items shine.
On the other hand, if it’s not broken don’t fix it. If this has been a system that’s been in place for a while, then why bother messing with it? I don’t have any good suggestions that would really “fix” anything in my opinion but I might as well throw out an idea I had about insulating armour like in the example above, where the effects of stun items would be less effective on you, a la Human SMES but as an item.