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stun and telebaton rework #18127
stun and telebaton rework #18127
Conversation
contractor baton should stun, contactor is already hard enough and the baton should be better than a stun baton |
it already is better than the stun baton. it has no delay to the force crawling and its cooldown is lower between swings. |
I would suggest that the telebatons actually deal 30-40 stamina when used, so you can actually potenially deal with someone as a head of staff / detective, rather than having to run away. Security can often be busy, and not able to deal with demotions / removal of people in reasonable amounts of time. RD / CMO should not have to wait 2 minutes for sec to come to get the clown out of scichem / virology / wherever else. |
Too weak nerf. You are capable of more. |
What I fear the most is having this merged but keeping the stupid RNG disarm. The lucky click could end any of your attempts to kidnap someone if you need to land 3 hits on them |
Batons now do stamina. OP editted. |
Unsure if this is intended; With this PR when using a baton it puts ALL actions on cooldown. Not just using the baton. When trying to baton someone and swap to cuffs I had to wait for the entire baton cooldown. I don't think this is intended, and if it is...why? |
not necessarily intended, but it is intended to put other things on cooldown, that way you cannot switch to another baton instantly or a disabler instantly to stun them instantly. |
Having played several security shifts, I must say stunprods might be a bit undertuned. They are basically not a threat, I just win with my baton. Even when surprised. |
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LGTM
What Does This PR Do
stun batons:
stunprods:
telescopic/ "classic" police batons/ NT rep cane, ETC.
contractor baton:
Why It's Good For The Game
combat ending in a single click is unfun. most of these changes have existed in the crawling PR with great feedback from the general community.
Changelog
🆑
tweak: stun batons now do stamina damage and force the target to crawl after a brief delay. hitting them twice will stop them from moving. stunprods do the same, but they need 3 hits to stop them,
tweak: telescopic/classic/NT rep cane now cause knockdown and stamina, affected by armour
tweak: contractor batons short stun is replaced by a slightly longer crawl.
tweak: throwing batons no longer stuns.
/:cl: