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Tasers are bad. Stun bullets too.
I was against the one-shot stun taser too, but I realized in a round yesterday it's really easy to be fucked over with the new taser. I was in red health with one arm and got shot with a taser 3 times (shots had a few seconds between them) and kept disarming this guy easily to the point where he had to retreat... from a naked retard with no weapons and one arm.

So yea I support lowering it to two-shot stun.
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Was going to make a long winded post, but crumplehat nailed it on the head completely.
2 shot stun, 1 slow down and 1 stun, and perhaps increasing the battery to 5 or 6, inline with the egun.
It'll make a serious difference, fights will still be interesting for security and traitors alike, as like stated if someone is high on some form of stimulant, (and there's alot of stims) that first shot won't slow them down so much.
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Sounds like a lot of you are not really good at fighting but you want to win anyway. How: with a better weapon. And you have that siege mindset where a cop is all alone fighting HUGE treats, and the crew wants to see you dead.
Have you noticed that the more overt a traitor is, the more of the crew will be hunting him down? If the AI is rogue there will always, always be some engineer breaching the core to take it down. Maybe you're the only cop (nine out of ten rounds there's a detective), but you're not fighting alone.

Don't get me wrong, I'm not a kamikaze happy to die. But when I go into a fight alone I know there's good odds that I'll get brutally murdered with nobody to help.
The taser nerf is a good way for people to realize that some fights are best delayed if you absolutely want to take down a traitor. Make a plan, get a crewman for a sidekick if there are no cops, set up a trap.
If you dive headfirst into a fight with an armed dude you are likely going to come out horizontal. It's the price of being a hero.

Cops recently got a ton of weapons, increased access (key thing when you're pursuing a traitor), their armor greatly protects against bullets. But you still want the taser to be not just useful, but exceptional.

DrivetimeMozol Wrote:I was in red health with one arm and got shot with a taser 3 times (shots had a few seconds between them) and kept disarming this guy easily to the point where he had to retreat... from a naked retard with no weapons and one arm.
If that guy had shot you point-blank you would have stayed down. There is more to fighting than just pulling the trigger until you run out of ammo.
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Clarks Wrote:Sounds like a lot of you are not really good at fighting but you want to win anyway.

lmao the ol' "get more robust, scrub" counter to any complaint
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Clarks Wrote:Sounds like a lot of you are not really good at fighting but you want to win anyway.

Clarks Wrote:Maybe if you are called Captain Bravo. When you are Red Archibald or Zorato (unban Zorato) you don't need stims and drugs.

I'll have you scrubs know that I am super robust and I don't even need drugs but please don't change the taser I get owned enough as it is QQ
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Clarks Wrote:Sounds like a lot of you are not really good at fighting but you want to win anyway. How: with a better weapon.

Translation: the taser is not the perfect ranged weapon anymore, now it is a bad weapon. It's not your fault for relying too much on that single weapon, the taser is useless now.

You can survive 3-4 revolver shots with your armor, unless you get pointblank stunned. But somehow you want your taser to be even better and do the job in 2 ranged shots.
Maybe you should take a look at your other weapons, or use the first hit that confuse movement to get closer and pointblank. Or is it robust beyond your abilities?
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Quote:Have you noticed that the more overt a traitor is, the more of the crew will be hunting him down?

So what, you want it to be the opposite way? The more overt the traitor is, the less the crew will be hunting him down? What was your point here again?
The whole fun of being a traitor is at least 7/10 the plan you will have will fail. That's including traitors going on rampages. The only problem is when rampagers fail, they fail hard and are often murdered.
Having plan B, and plan C, is what makes a player robust. Not the games internal RNG. Not the fact that you don't lag so much as the others and can shoot better. The taser has been unfortunately scapegoated, because some nerds complain that security are ending their fun too quickly, to which I say:
Cry harder
Quote: But you still want the taser to be not just useful, but exceptional.
I've made it clear that I agree to a taser nerf to some degree, but to the degree that it's at the moment, makes the taser not functioning as a weapon at all.
Quote:If you dive headfirst into a fight with an armed dude you are likely going to come out horizontal. It's the price of being a hero.
Ohboyherewego. You need to remember that an officer is also armed. 1 armed officer vs 1 armed traitor, the odds should be 50:50 if both are the same experience, not 70:30 against the cop. If you complain that the officer is armed with other things as-well as the taser, well sorry bub, so is the traitor. Revolver costs 4 telecrystals, and if your going down the shooting route, chances are you've bought other harmful shit with the 6 telecrystals. That's not including what you've already made without telecrystals. So stop being all "Boo-hoo, but what about the traitor"
Quote:You can survive 3-4 revolver shots with your armor, unless you get pointblank stunned. But somehow you want your taser to be even better and do the job in 2 ranged shots.
I'm getting this itching feeling that you've actually not used the taser, and are just arguing for the sake that you can evade security easier when the times comes that you are a traitor. The 1st shot confuses the target, but the target can still shoot/slice/bomb the fuck back, while still moving erratically. Not only this but while he's spazzing out erratically, he's recovering from the first shot. The second shot will only count if he's still spazzing out from the first shot, so if you miss the second shot, you'll have to start over from this "stun ladder' thing going on. And considering the fact that you have your gun fully charged in the first place. Which is 99% not the case for most cops. Which means you will have to constantly keep it charged, which is both boring and useless.
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ahaha the smugness, so much pro, fuckin' xX triple ratedXx slay3r right here.

The tasers seem ok right now, the main problem with the taser has always been its wild inaccuracy and range deficiency, also couple that with severe lag which a lot of the time negates a shot completely even if it should have hit.

Don't rely on your taser TOO much, it's great for taking down guys with a melee weapon and ranged weapon, but for unarmed guys/guys without a stun weapon a flash is always the best solution.

also pls stop fucking talking about how robust you/other people are and that people should unironically get on your level.
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Uhm, also I think that 4 revolver shots to the chest regardless of ammo type while wearing basic armor would at least put you in deep critical and make you dead quickly.

1 shot from a revolver brings you into yellow, I believe the second shot either sends you to deep red or critical, the third shot will get you killed most certainly, so I'm not seeing how this is survivable.
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When you get shot from 4-5 tiles away distance and the armor weaken bullets a lot. You will still get down to red, but you can take 3-4 shots and survive.
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Clarks Wrote:Have you noticed that the more overt a traitor is, the more of the crew will be hunting him down?
Honestly I don't think it's about helping sec as much as it is bloodthirst.

Goon crewmen just like fighting things.

Also there's no shame in throwing together a secret zip gun for a backup pistol. you can usually guarantee that security's ammo won't blow your arm off when firing it.

(Granted you might shoot other people by accident, but that's another matter)

Tasers at least don't result in new york police style misfires.

If sec needs more guns HOS should give them more guns. If HOS isn't around then pester QM for guns. That's assuming you actually have that bad of a threat.

Wrestling belts are an instant "Murder me" nametag.

as are most of the obvious traitor gear like the bowling suit.

I've jumped out of airlocks trying to swing one last toolbox blow at a traitor only to fly out into space and die like a dumb pubbie hero.
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So are we back to saying obvious traitors can be killed by sec now? How is that any better than being brigged for a couple minutes and your traitor gear being taken away?
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Goddamn, security topics are the worst to read.

The goal of messing with the taser was NOT to nerf the shit out of security, it was more to make gunfights a bit more interesting with more shots traded back and forth and less "first person to hit the other wins." I think I'll lower the energy cost of taser shots a little and combine the confusion+slow effects so it goes confuse+slow -> stun -> floor instead of confuse -> slow -> stun -> floor. If that still doesn't improve things, it can go back to the way it used to be, or other approaches could be tried instead.

A bunch of traitor weapons rely on knocking people the fuck out ASAP because traitors would hardly ever survive past their first fight otherwise.
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I am getting SICK of people complaning about "Oh Security doesn't get to have FUN because OH my gun doesn't fucking instantly knock you down anymore...HOW COULD I EVER STOP A TRAITOR" Well guess what you fucking un-robust scrubs.....you have a fucking stun-baton.The way i see the new change is that when security is chasing an asshole/traitor down the hall the bullet causes them to lose their abality to escape while you take our your baton....You do NOT need tasers To instantly take out a guy.

I say keep it to 3 hits or even add 4 because i bealive it makes security more of....oh i instalty took out a traitor and i am bored to...Hey i just had a huge fight of where i fired my gun at a guy and we danced in a brutal combat of stunbaton Vs e-sword as you too both try and dodge each blow and land one yourself....Whats the fun in One-shot your dead..its lame for the guard AND the Trouble maker if it doesn't last more than 20 seconds and does not have a robust tale to tell the rest of the crew

Btw if you do add 4 hits make it confusion-slow-drop item-stun
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You're a bit late to the party pizzatiger. Robust and scrub used in the same sentance. *shudder

Quote:The goal of messing with the taser was NOT to nerf the shit out of security, it was more to make gunfights a bit more interesting with more shots traded back and forth and less "first person to hit the other wins." I think I'll lower the energy cost of taser shots a little and combine the confusion+slow effects so it goes confuse+slow -> stun -> floor instead of confuse -> slow -> stun -> floor. If that still doesn't improve things, it can go back to the way it used to be, or other approaches could be tried instead.

Depending on what you lower the energy cost of the taser, and how much the first shot of confuse+slow effects the target, as in if it doesn't totally mess up his game so that shots can be traded back, then that sounds pretty much golden.
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