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Implemented Nerf our beloved stunstick and lower the player speed.

Taliazure

Radio Bob Approved
Joined
Oct 17, 2021
Messages
456
As stated in the title, I think we need to nerf our beloved stunstick or perhaps alter it into something better and more importantly less abusable.

Let's see now:
1 abusing. The stunstick in its current form can be outright abused or too op, missing a hit is nothing compared to the fact any hit can just bring a person down instantly. What abuse is there? Well any minge with a stunstick in their hands can easily just run around stunsticking every soul into the floor.
2 it's too powerful > it has no drawbacks to missing as stated before if you miss your hit it nothing happens any of the hits will bring the person down into unconscious state, but while I say this it's important to note that dodging is also veyr easy given the speed of players in the server.

What is my idea?
Make it so that the stunstick has 3 modes:
Off > it's a simple baton, it will deal the normal damage of your meele skill
On low setting > this settings requires at least 4 or 3 hits for someone to go unconscious. If someone is hit they will be dealt damage higher than the off setting along with a counter of 1 hit this will remain for x amount of time if hit again it will go up until the if x == y is met the person will enter unconscious state.

High setting > this setting is a one time use, it can insta knock someone down, but hitting a player or any surface/enitity/object/npc will make the stunstick discharge its full battery and enter a cool down where you will have to either 1 wait for it to recharge or 2 recharge it with a item or at a station. This will also deal great damage in return to the drawback of if you miss you will have a offline stunstick for a while.

Now onto the player movement speed, I believe the player speed is too fast, it's many times we see people zooming around like a plane or evading blows like a ninja because they can turn and stop momentum and change directions faster than any cartoon character.
Perhaps the max speed could be lowered down to fit a more average one?
 
i agree about the speed thing , even out of combat
my civ has lvl 45 speed and i only need to empty the stamina bar 5-6 times and i level up again lol
 
Who said we are gonna use this in combat?
You said minges can use it. They will just get banned. Plus now in days. S2RP is the only time it should be used. Cause using it in S2K kinda bad faith. Unless the guy is just running. I think it should get nerfed so it can never one hit knockout. Also, everyone flies like planes even cops. People would be pissed if they have like 50 speed and it gets nerfed now. V3 would be better.
 
You said minges can use it. They will just get banned. Plus now in days. S2RP is the only time it should be used. Cause using it in S2K kinda bad faith. Unless the guy is just running. I think it should get nerfed so it can never one hit knockout. Also, everyone flies like planes even cops. People would be pissed if they have like 50 speed and it gets nerfed now. V3 would be better.
The speed at wich people run in Willard is too fast, you're zooming all over the place at a inhuman speed along with the fact you can turn corners while keeping all momentum as if nothing, you can do a 90 degree angle and still run at the same insane speed.
I think it should be lowered to fit more a realistic and AW speed wich looks pretty balance.
And even if minges will get banned it still doesn't remove the fact it can swiftly and easily be abused. Prevention and foreshadowing is the best defense IMO

And no s2k is where it's used the most given many players minge run away and commit to s2k without allowing Cps to react or even start s2rp. It's happen far more times than s2rp.
But even if we are to use s2rp in the end it always turns into s2k given the person is able to create some distance and escape our grasp so we all agree to start s2k and allow the person to run with a headstart. It's happened a lot and seems to be what most prefer.
So s2k seems to be the norm when using the stunstick if you don't win the first roll at s2rp when striking someone.
 
along with the fact you can turn corners while keeping all momentum as if nothing
this is a consequence of the source engine

As for speed, I agree it should be lowered, but I mean we literally have a speed skill, why not make it matter? Those who invest their skillpoints into speed should see a proper, measurable reward imo.
 
As to the speed, I can confirm that the level rate is a little insane. I don't think there's much the devs could (or should) do to change the running mechanic, and people who spent enough time on a character to level their speed significantly don't deserve to get crippled now, but the level rate could be toned down about 3 or 4 times so that it takes a more reasonable amount of time/training to reach such a level. Increased stamina is one of the only reasons people even bother to eat or drink regularly - and outclassing a cp in running skill is the only way certain people can escape them without relying on the good faith of the cp players.
 
What people seemed very confused here is they think I'm saying
"reduce the benefits of the skill"
No..
I'm saying REDUCE IT ALL. The entire speed should be brought down to a slower pace. And having the speed skill at high level will still make you fast but it won't be the insane fast and wacky one you see now. Because the main base speed without the skill is lowered.
Imagine it like this currently with 0 speed yoh run at 15 mph, if you have 50 speed you run at 30 mph
So what would be done is reduce the 15 to 5 and when you reached max level in speed it would give you the same benefits for it would go from 5 mph to 20 given the base speed lost 10. But you will still be faster than any other player with lower speed.
 
I can lower the run speed manually. it's a ratio change on server. Sonic the hedgehogs in full armour and gear. Weird, right?

So far we have zero instances of the stunstick being used in combat. We can mark that off the list but I think seeing it used in combat will be a kinder sight in case of close quarter engagements to avoid it knocking out in one hit.

But I've seen ignited stunsticks immediately wipe out a citizen in one hit practically all the time. I'll have it looked into.
 
this is a consequence of the source engine

As for speed, I agree it should be lowered, but I mean we literally have a speed skill, why not make it matter? Those who invest their skillpoints into speed should see a proper, measurable reward imo.
"investing" in speed isnt all that cause it levels too fast anyway
 
The speed at wich people run in Willard is too fast, you're zooming all over the place at a inhuman speed along with the fact you can turn corners while keeping all momentum as if nothing, you can do a 90 degree angle and still run at the same insane speed.
I think it should be lowered to fit more a realistic and AW speed wich looks pretty balance.
And even if minges will get banned it still doesn't remove the fact it can swiftly and easily be abused. Prevention and foreshadowing is the best defense IMO

And no s2k is where it's used the most given many players minge run away and commit to s2k without allowing Cps to react or even start s2rp. It's happen far more times than s2rp.
But even if we are to use s2rp in the end it always turns into s2k given the person is able to create some distance and escape our grasp so we all agree to start s2k and allow the person to run with a headstart. It's happened a lot and seems to be what most prefer.
So s2k seems to be the norm when using the stunstick if you don't win the first roll at s2rp when striking someone.
The problem is, the run speed is a DIRECT result of the speed skill, the higher it is, the faster you run and longer you run.. If someone's trained speed for days on end or have a character thats been around for god knows how long and has a maxed speed skill. YEAH you're gonna be slower then them with a newer character or one who hasn't gotten alot of speed skill. Prime example. I can run double the speed and double the length of most people because my speed skill is at 50 on my rebel.

But i digress, you're asking for things to change that have little to no impact in the server, the stun sticks i could see being impactful but rather annoying, there's already rules in place to prevent them being used in any meaningful way in combat or otherwise, I agree it should have several settings but why change shit if it aint broke?
 
But I've seen ignited stunsticks immediately wipe out a citizen in one hit practically all the time.
Yeah, that’s intended. It was a deliberate change to prevent mingerunning and such. There are clear rules and guidelines in place completely disallowing the use of an activated stunstick in combat to prevent knockouts like that. To the point where using an activated stunstick in TBC (RIP) would intentionally do absolutely nothing so there was 0 chance of someone using one in (turn based) combat.
 
Will look into this now, moving to accepted.
 
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