02-24-2023, 04:49 AM
(02-23-2023, 11:53 PM)Lord_earthfire Wrote: Well, "don't get hit" is very important for being robust and fighting security.
The problem is that, despite all preparations you are able to do, this is the only effective one. Drugs increase your mobility to not get hit. And these with other few ways to combat stun gameplay are always cried about, like mechboots.
So, we need ways to supplement the current preparation with in-conbat measurements. My suggestion would be to make blocking work against stuns.
Blocking with an item grants desorient resistance, depending on the size category of the item you are blocking with: 40% for large items you cannot wield in a backpack, 30% for medium sized, 20% for small sized and 10% for unarmed.
This takes the desorient resist mechanic of the c-saber block and applies a much weaker version to all other items. This gives skill based counterplay to stuns and can be supplemented by the small disorient resist bonuses we already have. And it enables this source for non-prepared targets as well, which makes it easier to combat an amysg woth sec stuns.
How would blocking work against tazers and bullets? I can see it work against Batons really well.
But a tazer shotgun to the gullet would still insta-down you, drop your item and get batoned into obilivion.
Though if it does roughly always the same with batons and tazers and stun rounds I am like: "Well this works perfectly then"
But on the down side... blocking COSTS STAMINA for each block. So you might resist disorient , but you lose more stamina?
Though I am more in favor of this then anything. Since again blocking is just being robust and tactical.
I would want some sort of "Anti-Stun" armor. (Wich just lowers stamina damage and disorient, but you take extra brute damage)