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Make stunprods backfire


improvedname

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The thing with antag stuns is if you get caught it's GG because you're EoC.

With a stunprod or equivalent you can usually play it off as just being a greytider, the trade off is less effectiveness and so it should be.

 

Excellent point, it could be considered the "stealth" option because it doesn't mark you as an antag.

 

It can steall be a stealth option but just with a chance to backfire

 

As i said we can use budget to half the backfire chance and insulated gloves to completly remove it

 

OR we can opt to not fix what is neither broken nor a problem.

This entire debate has progressively felt more an more like it spawned from an 'i ded' moment, and so far, that feeling hasn't been changing. The only counter argument people have given is "but stuns tho" and the proposed 'nerfs' aren't even REMOTELY balanced, they're basically nerfing something into the ground to the point it is basically a waste of effort to use an more likely to act as a trap for the wielder.

 

Shit happens.

You get robusted. You die. You get ganked in maintenance, ambushed or stabbed to death by a tator, stunprodded an have C4 shoved into your mouth where you then explode.

You die. Death is SS13, an SS13 is a Space Death Simulator.

Bad things can and will happen. If you wander alone in maintenance tunnels you run the risk of being nabbed or stabbed. It happens. You get salty in D-chat for a bit an then go on with your life and your day, alt tab to some youtube or music if you died real early in the round.

This attitude of late of people nerfing anything REMOTELY dangerous or getting salty over being killed doing dangerous things (As an antag or non-antag) is building up to an annoying degree.

It's fine. Stop touching it. Learn how to lose and take fun in the game itself, not just the green colored text at the end. Your death probably just made the round more interesting for a lot of other people after all.

(Coincidentally, you can always build one yourself, since they're apparently just so easy for everyone an their mom to make, now you have your own self-defense stick.)

 

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Stunprods are tp cheap its litteraly the easiest and bes stun to get as non sec

 

It's literally the ONLY stun you get as non-sec, unless you're a Shadowling or Vampire (and vamp stuns SUCK).

 

Most traitor stuns are one off, which leaves you completely helpless if literally anyone (and oh boy does it happen) comes to try and assist your target.

 

90% of cult players don't understand how runes work, so the cult stun shouldn't even be brought up.

 

Stunprods have been in the game since forever, they have never been changed.

 

This is because they work perfectly fine in their current implementation. They're a stock weapon.

 

Stunprods don't even mute you, making them an incredibly high-risk weapon.

 

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Alcohol Bottle targetting the head = stun

Nuerotoxin + ingest method = stun

Slips = stun (long enough to cuff too)

Random combat stuns of a high brute weapon = quite a long stun

 

Saying stunprod is the only stun as non sec seems to be ridicilous

 

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Alcohol Bottle targetting the head = stun

Nuerotoxin + ingest method = stun

Slips = stun (long enough to cuff too)

Random combat stuns of a high brute weapon = quite a long stun

 

Saying stunprod is the only stun as non sec seems to be ridicilous

 

Well, congratulations on pointing out all the other easy-to-get stuns freely available to everyone.

 

I suppose that makes your entire point about stunprods moot, since you're also going to need to nerf neuro-toxin, slips, punching, and alcohol bottles.

 

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Slips pull/alcohol/nuerotoxin can all be avoided as the stunprod is mostly used as suprise and likely as defender

 

...That's... interesting, I was PRETTY sure a stunprod was a melee weapon, the exact same as the alcohol bottle which ALSO fits in your bag the same a prod. And that you could surprise people with neurotoxin by putting it in someone's food an shit.

And slips can be thrown to the tile in front of someone as they are walking.

 

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Slips pull/alcohol/nuerotoxin can all be avoided as the stunprod is mostly used as suprise and likely as defender

 

...That's... interesting, I was PRETTY sure a stunprod was a melee weapon, the exact same as the alcohol bottle which ALSO fits in your bag the same a prod. And that you could surprise people with neurotoxin by putting it in someone's food an shit.

And slips can be thrown to the tile in front of someone as they are walking.

 

As i said

 

Slips can be avoided likely harder to pull off

Beer bottles smashing can by avoided by headwear

Nuerotoxin trough food requires the person eating the certain food

Stunprod is the most easiest tool to use and the most scaring there is

 

Stungloves were removed because it was litteraly a suprise tool midcombat/ambush

 

Stunprod is litteraly the same thing just not on your hands even alcohol doesnt have that long of a stun atleast make it backfire or shorten the stun

 

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Stunprod can be avoided by not standing next to the suspicious person who says "Hey, come over here", or not being alone in maintenance.

 

It also doesn't mute you, which just lets you scream your location out.

 

You're ignoring the many downsides of the weapon to claim it's unbalanced, when it isn't.

 

Neuro-toxin can be loaded in syringe guns, becoming literally unavoidable unless you have a hardsuit.

Almost 0 people have helmets.

Slips are very hard to avoid if you're not expecting them.

Stunprods aren't even remotely abused in their current implementation.

 

The appeal of the game is that it's difficult, and has a high skill ceiling. I do not see why we need to bubblewrap everything because someone got robusted a few times by a stunprod.

 

Want to know what's even better than a stunprod? A syringe gun loaded with perfluorine, pancuronium, and sulfonal. It mutes, stuns, and knocks the person unconcious. All things you can get from medbay within ten seconds and some tools without anyone legitimately caring.

 

If we're going by the metric of "it's too easy to get", we should just remove all the tool vendors on station, have no tools spawn in maintenance, and lock everything up behind a command-access door filled with turrets.

 

I mean hell, you can remotely detonate welder tanks with just the things you find in primary tool storage. Just blow one up in a hallway, and drag the decapitated guy in the general direction of medbay before turning off to maintenance. Not only is he most certainly dead from accumulated organ damage your dragging just caused, he's deaf, and didn't call your name over comms because he thought you were helping him.

 

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