06-14-2023, 08:04 PM
(06-14-2023, 12:51 PM)Mouse Wrote: At the moment, pins can be maintained absurdly long, in part because resisting a pin consumes far more stamina that a pin being resisted. From observing the person holding the pin, at default stamina regen, will hover around 180-190 stamina while the person being pinned will continue to hemorrhage as they resist.
(I had originally thought that pinning someone flat out disabled stamina regen, but either I'm misremembering, it was changed, or it's bugged.)
My understanding was that pins were intended to be a temporary way to lock someone down and I'm regularly seeing pins maintained for a minute or more. Uncuffing yourself takes less time! I just feel like the numbers could be looked at, I dunno.
Considering that being pinned requires alot of steps, I feel like it's suitably strong right now (Grab twice, then a duration to pin and THEN you're pinned)
Usually this happens because you're daydreaming or you were already stunned for a bit and wouldn't have been able to fight back anyways. I'm not on either end of this enough to say how much it needs nerfing, or if it even needs nerfing.
I agree that you should be able to get away in some fashion though. I don't see this affecting sec all that much since they usually have cuffs at the ready, but antag to crew interactions just makes this all the more interesting.
(06-14-2023, 04:59 PM)Ikea Wrote: Make pinning take two hands
I feel like this'd cause more issues than it solves, considering that you wouldn't be able to cuff anyone after pinning them. Less of a nerf to security (STUN BATONS AHOYHOY) and more to antags who have some cuffs or duct tape or anything else they'd want to be doing with that 2nd hand while you're pinned.