2 shot taser
- CPTANT
- Joined: Mon May 04, 2015 1:31 pm
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2 shot taser
Apparently already reverted again, but I want to hear some actual feedback on the idea.
Too strong? Too weak? What could be done to improve the concept?
Too strong? Too weak? What could be done to improve the concept?
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
- Steelpoint
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Re: 2 shot taser
The problem with the two shot Taser is that it wildly varies in its effectiveness.
It can be useful against someone brandishing their weapon, but that's it. It barely has a effect on someone's movement speed thus making it very viable for them to run away, and it has no effect on many antagonists that are not as relient on keeping what's in their hand, such as Wizards, Nuke Ops, Shadowlings or in fact anyone who is smart enough to holster whatever is in their hand quick enough.
If the goal here is to replicate Goonstation's style of stunning then you need to make being hit by a Taser a very negative thing to start with.
It can be useful against someone brandishing their weapon, but that's it. It barely has a effect on someone's movement speed thus making it very viable for them to run away, and it has no effect on many antagonists that are not as relient on keeping what's in their hand, such as Wizards, Nuke Ops, Shadowlings or in fact anyone who is smart enough to holster whatever is in their hand quick enough.
If the goal here is to replicate Goonstation's style of stunning then you need to make being hit by a Taser a very negative thing to start with.
- Shaps-cloud
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Re: 2 shot taser
I don't see how people can think it's a buff, it's hard enough to land one shot on some shitter assistant running and juking at full speed, nevermind two shots
- CPTANT
- Joined: Mon May 04, 2015 1:31 pm
- Byond Username: CPTANT
Re: 2 shot taser
Slowdown on the first hit can be easily increased.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
- Davidchan
- Joined: Wed Aug 12, 2015 4:48 pm
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Re: 2 shot taser
Isn't the whole point of the Taser vs Disabler being that the Taser is meant to be used on someone who will stand and fight, as it's a limited range and slow(ish) fire rate, where as the disabler is meant to be used on people looking to flee, as it's range extends beyond the screen and slows your target down if it hits them, making them easier to catch?
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- TechnoAlchemist
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Re: 2 shot taser
It was an unneeded change
- Super Aggro Crag
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Re: 2 shot taser
i was juking the shit out of tasers, even if i was hit directly i'd skedaddle and just scoop up my lost weapon a few seconds later after causing a distraction elsewhere
- PKPenguin321
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Re: 2 shot taser
>Too strong? Too weak? What could be done to improve the concept?
give it two modes: one that has more cooldown, less ammo, and less range but stuns in one hit, and one that has more ammo, more range, and less cooldown but takes multiple hits
give it two modes: one that has more cooldown, less ammo, and less range but stuns in one hit, and one that has more ammo, more range, and less cooldown but takes multiple hits
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- Confined to the shed
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Re: 2 shot taser
Too weak. Not necessarily an unneeded change. If the lethal mode was more than just a peashooter it would have had actual legitimacy rather than just simply being a nerf.
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Re: 2 shot taser
Leave the two hit taser as it was, buff the laser considerably - if they run they deserve to get shot in the back with lethals.
- Jazaen
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Re: 2 shot taser
But it also makes AI unable to let anyone dispense tasers in good faith, since >Giving crew lethal weapons
I play:
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Also, I'm a Game Admin or something right now. You can tell me how I'm doing here
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- Shaps-cloud
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Re: 2 shot taser
I can't tell if this is sarcastic or notPKPenguin321 wrote:>Too strong? Too weak? What could be done to improve the concept?
give it two modes: one that has more cooldown, less ammo, and less range but stuns in one hit, and one that has more ammo, more range, and less cooldown but takes multiple hits
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Re: 2 shot taser
How about we stop changing what is decent already
- Oldman Robustin
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Re: 2 shot taser
Seconded the motion for "stop drastically changing what is already decent".
SS13 still has plenty of big issues to be addressed and thousands of QOL changes that are unequivocal improvements to gameplay.
The taser has been in a great place for balance. You sacrifice ammo, range, projectile visibility, along with front-loading your CC (i.e. if they get shaken up its like nothing happened, compared to stamina damage that cripples you for over a minute) in exchange for a single guaranteed stun that gives you the advantage against all the ballistic weaponry that gets shot at you during Traitor/Ops/Gangs.
The other option is a weapon with more ammo, huge range, harder to dodge, more effective in space (heavy suits amplify stam damage), and a long-lasting CC on top of the stun. It works on hulks too.
As far as SS13 balance goes, this was a great tradeoff that would actually give me pause when deciding which weapon I'd prefer in a situation.
SS13 still has plenty of big issues to be addressed and thousands of QOL changes that are unequivocal improvements to gameplay.
The taser has been in a great place for balance. You sacrifice ammo, range, projectile visibility, along with front-loading your CC (i.e. if they get shaken up its like nothing happened, compared to stamina damage that cripples you for over a minute) in exchange for a single guaranteed stun that gives you the advantage against all the ballistic weaponry that gets shot at you during Traitor/Ops/Gangs.
The other option is a weapon with more ammo, huge range, harder to dodge, more effective in space (heavy suits amplify stam damage), and a long-lasting CC on top of the stun. It works on hulks too.
As far as SS13 balance goes, this was a great tradeoff that would actually give me pause when deciding which weapon I'd prefer in a situation.
- CPTANT
- Joined: Mon May 04, 2015 1:31 pm
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Re: 2 shot taser
Then why did we ever move from the classic 10 shot long range taser to what we have now.lzimann wrote:How about we stop changing what is decent already
The only reasoning why the taser is like it is now is because the implementation of disablers (which were supposed to replace tasers) got half aborted.
It has left the taser is a state of 2 extremes: 1 shot gg no re and beamspam.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
- Wyzack
- Joined: Fri Apr 18, 2014 11:32 pm
- Byond Username: Wyzack
Re: 2 shot taser
No no, i think he is on to something here. We should make the two modes different colors so we can tell them apart. How about we roll with classic taser yellow for the insta stun and something like a nice cool blue for the multi-shot one. Now it needs a name. I was thinking since it kinda slowly disables the person you hit with it we could call it a disabler. Golly gee we are good at this whole game design thing, i am glad we opted to change what we had in order to make this sweet OCShaps wrote:I can't tell if this is sarcastic or notPKPenguin321 wrote:>Too strong? Too weak? What could be done to improve the concept?
give it two modes: one that has more cooldown, less ammo, and less range but stuns in one hit, and one that has more ammo, more range, and less cooldown but takes multiple hits
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- TechnoAlchemist
- Joined: Fri Nov 21, 2014 2:39 am
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Re: 2 shot taser
But disabler and stun taser are a really good combo why must you make me hurt, using this different of the taser made the game less fun for me
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Re: 2 shot taser
This is literally disablers.PKPenguin321 wrote:one that has more ammo, more range, and less cooldown but takes multiple hits
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