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Unpowered stun batons ignore stamina and instantly KO people
#12
I don't think this is a really big problem. This has been in place since before I started playing.

The dangerous component of a baton is the lengthy stun, and ten charges goes a very long way. I've never had to recharge a baton from normal usage. Secondly, I'm fairly certain the harm intent beating stun is much, much shorter than the charged stun. As in short enough that it's difficult to handcuff someone in that timeframe, it's something that requires you to keep beating them continually to keep them down. Removing the harm intent+baton off stun would only make a minimal difference in the strength of the baton in the hands of an antag.


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