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Change/rework how Tasers/stuns effect the players
#6
SL the Pyro Wrote:I'll admit that I might not have been right in the head when I suggested the taser change. Something about "shocks make your fists clench, so why would you DROP what you're holding?". I'll concede though that Security still needs a reliable way to disarm people, otherwise their jobs would be nigh-impossible.

Just wanted to add that security does have a way to disarm people and they have forever now. The item is called "The Flash" now you may say well what if they have sunglasses? Well true some crewmember and would-be law-breakers may have sunglasses but unless people break into security they are few sunglasses to go around. Mainly I'm just bumping the thread cause there have been no changes to the taser and I still feel they are instant win weapons and I'll quickly rehash the two main points. Getting hit by one taser bolt makes so you have confused movement which makes it all most impossible to flee from security or a would be attacker and you lose all ability to defend yourself, plus if you get hit enough to where you pass out more then likely your game will lock up or crash and you will return to the game arrested or killed depending on who shot you

(please report if you run into the crashing bug when being tased in this thread the more people who state they are being effected by this bug the better)

I honestly feel like the taser is a instant win weapon in most cases and no it's not because I am salty I play HOP, Clown (with all access) or Head of security/security so I have a taser on me most of the time so I see these affects happen as I use the thing on people. I have been on the receiving end though, I've had traitor rounds cause I got hit with ONE bolt. It's insane that this was at first consider a nerf and a positive change
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