08-11-2023, 03:33 AM
(This post was last modified: 08-11-2023, 03:34 AM by TDHooligan. Edited 1 time in total.)
There's a few issues that are mentioned with some regularity in the discord:
So, a suggestion i've voiced alongside a few other people:
Make non-DoT damage push you out of negative stamina & reduce stun times if you're not in crit.
(from a technical perspective, perhaps directly couple stamina & stuns)
This has a few benefits:
And opens up even more ideas:
This functionally brings stamina more in line with what I think 'Poise' is in your souls games (maybe? i have admittedly never played them)
- Stun batons are too good for murder
- Being stunned is equivalent to being dead - this and the former being the basis to the 'Stun Meta' idea
So, a suggestion i've voiced alongside a few other people:
Make non-DoT damage push you out of negative stamina & reduce stun times if you're not in crit.
(from a technical perspective, perhaps directly couple stamina & stuns)
This has a few benefits:
- Stun weapons will be less powerful when used directly with lethals. Stun into a CSaber has the same effect as just hitting someone with a CSaber.
- Stamina crits have more solutions besides 'get in as many hits as possible before they get up'
- Opens up short breaks for planning & better de-escalation methods (you could even make knockdowns last a bit longer)
And opens up even more ideas:
- You can kick up stamina stun times without vastly impacting combat
- People might actually talk during combat (as stamina knockdowns aren't as time-critical)
- Slow weapons are now applicable without sec weaponry (knock a spaceman down and jam a needle in them)
This functionally brings stamina more in line with what I think 'Poise' is in your souls games (maybe? i have admittedly never played them)