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#53
Sundance Wrote:I'm not reading into anything marq, i'm reading exactly what you're typing. If you're making stun batons in line with tasers, then it will deplete the stamina bar exactly the way tasers will, instead of just magically stunning the player.

It's an either-or. The instant stun is basically 'keeping current behaviour'. I thought that was clear enough?

Sundance Wrote:That's funny that you're pointing out veering off topic. This thread is about movement and item use while downed (which I like the crawling aspect should I add) and not about stun batons.

Actually, one of the massive aspects of this change is whether or not arrests remain viable. Since batons are a huge part of that deal (and the fact that they would be severely nerfed by this change whereas tasers wouldn't) it's kind of important to deal with this.

Ed Venture Wrote:I think I'd be okay with stun weapons if getting hit more then once did not lock up my game and if you could defend yourself after getting hit by one taser bolt. Other then that I feel like stun weapons are perfect we're they are ( other then getting stunned when harm baton'd) Also I don't feel like either of you two are off topic what is being discussed ties into the discussion. I'm fine with confused movement but making stuns drop whatever you are holding is dumb and all three of these things (lag when stunned, confused movement and dropping of items) makes things a tad op

We can argue semantics all day but at the end of the day, you believe dropping of items to be a really annoying thing and I believe it to be a necessary evil. We can discuss the not adding of thereof to batons (but you'll have to line up something more solid than 'it is dumb' because if this feature becomes a thing you need to be able to reliably have someone be disarmed when stunned or risk making security even harder), but just because you're loud I'm not removing it from tasers.
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