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stims don't work
#1
or at least don't work against flashes, punch knockouts, or the detective's revolver which is pretty lame!
#2
They work against the revolver! You'll just keep up MUCH longer than usual. I had a traitor round where I had two stims and spend the rest applying healing patch after healing patch to keep from bleeding out.

Stims are fine, bleeding is fine. It's a feature.
#3
What a lame, unfun feature then. Half the point of stims is that it allows you to do some serious damage in a small amount of time with a directed rampage, only after being vulnerable, weak and totally exposed to crew retaliation. Your only fears in that state should be a good number of lasers or a good number of gunshots, but not something as anti-climactic as bleeding out as a result.
#4
it wasn't even an issue of bleeding out, one shot from the .38 stunned me.
#5
I've also noticed that the butchers knife will still stun someone on stims, but I'm willing to assume that that is a feature.
#6
Also, when stims are wearing off, you get stunned for a good 3 seconds. Artistic toolbox unstunnability doesn't protect against this. Yes, there are situations where this is an issue (eg. getting a stimpack and an artistic toolbox out of a surplus crate, then using the stimpack to get a few initial corpses for the toolbox so it's not weak as hell, then going on the toolbox rampage)
#7
Marquesas Wrote:Also, when stims are wearing off, you get stunned for a good 3 seconds. Artistic toolbox unstunnability doesn't protect against this. Yes, there are situations where this is an issue (eg. getting a stimpack and an artistic toolbox out of a surplus crate, then using the stimpack to get a few initial corpses for the toolbox so it's not weak as hell, then going on the toolbox rampage)

Well thats a THING that is supposed to happen, though.
#8
a stun is a stun and why is unstunnability exclusive
#9
One thing that may sort-of fit in this thread is that a Mindslave implant stun can knock someone down if they have an artbox


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