02-16-2023, 03:25 AM
(02-15-2023, 02:10 PM)TDHooligan Wrote: Address 1 & 2 : Lower the raw, immediate power of traitor weapons & stun batons.
- This ultimately lowers the relative impact of issues 3 & 4 too.
- I think there's room for making batons explicitly weaker than traitor weapons in this scenario, lowering the risk for traitors that're fighting.
- Another issue to consider is actually number of opponents when taking this approach. Perhaps it's worth investigating changes to bleed, as vigilante mobs generally take a long time to actually pin down antagonists. Adding a long-game to lethals like bleed-induced stamina degens could improve their one-vs-many staying power
Address 3: Adjust melee armor to be multiplicative.
- Melee armor VS ranged armor acting different is a weird thing anyway. Stun weapons would likely need to be weakened to compensate, as this shifts combat in security's favor.
- There should still be cases where full immunity is granted, like punches. perhaps keep lower additive numbers as 'absorption' values.
Address 4: Limit the effects of pain in combat (ie. while dodging and weaving)
- Lowering how it affects BASE_SPEED while maintaining the effect on BASE_SPEED_SUSTAINED would lower the in-combat disadvantage of being in pain.
Really nice adreses I love it!
You also make some good points that Sec stunning is strong, since all real deadly traitor weapons are just as strong.
As for rubber bullets / beanbags. That's the detective's gun with stun rounds for you.
Wich I guess armor can deminish?
Also there is the shotguns in armory that have stun rounds too.
In my opinion... I just think SMES Human or a new gadget can lower stun's effect, forcing security to change approaches.
But I think TDHooligan has got the best idea. I still want to see the numbers though.