08-19-2015, 01:33 PM
It's funny because tasers used to be one hit stuns, so they were actually nerfed to what they are now.
I personally hate confused movement, both playing as Sec and being on the receiving end of it. It's too wild, too unpredictable, and just makes the fight harder for both parties involved. I get why it existed, since it made dropping an item and then trying to get back to it hard, but I think random item flings, and then having slowed movement would serve that purpose better.
I like the idea of both tasers and stun batons using stamina. I think, maybe, have a stun status that locks your stamina from refilling, and adds effects depending on how much stamina you have.
100% Fine
75% Slowed movement
50% Item drop
25% Forced to prone
0% Black Out
Tasers and batons should both add stun status on hit, plus drop stamina down. Taser shots 25% default stamina points, Baton 50%. Unpowered, Baton does much less stamina damage, minor brute, no stun status.
I personally hate confused movement, both playing as Sec and being on the receiving end of it. It's too wild, too unpredictable, and just makes the fight harder for both parties involved. I get why it existed, since it made dropping an item and then trying to get back to it hard, but I think random item flings, and then having slowed movement would serve that purpose better.
I like the idea of both tasers and stun batons using stamina. I think, maybe, have a stun status that locks your stamina from refilling, and adds effects depending on how much stamina you have.
100% Fine
75% Slowed movement
50% Item drop
25% Forced to prone
0% Black Out
Tasers and batons should both add stun status on hit, plus drop stamina down. Taser shots 25% default stamina points, Baton 50%. Unpowered, Baton does much less stamina damage, minor brute, no stun status.