Tasers/Stun Batons Not Work On Human ERT

Post your brilliant ideas here, or complain about how nothing works.
Locked
User avatar
Steelpoint
Donor
Donor
Posts: 1432
Joined: 29 Jul 2015, 06:04
Byond: Steelpoint

Tasers/Stun Batons Not Work On Human ERT

Post by Steelpoint » 07 Jul 2017, 13:10

Summary: Any form of stunning weapon, sans tranqualisers, should not work on any Human ERT, this includes PMCs, Mercs, CLF, UPP and WY Commandos.

Benefits: Right now its pathetically easy for a simple MP to shut down half a squad of ERT with a single Taser or Flashbang, pepper spray, or similar. It makes no sense that a Stun Baton or Taser is better than an Assault Rifle and it gives MPs, who are notorious for ruining events, more power than they deserve. If they need to stop ERTs they can get weapons from the armoury.
This is war, survival is your responsibility.

Alan Bentway: Marine
Kwei Ikthya-de: Predator

misto
Registered user
Posts: 706
Joined: 28 May 2017, 05:53
Byond: Megamisto

Re: Tasers/Stun Batons Not Work On Human ERT

Post by misto » 07 Jul 2017, 14:40

this sounds funny, are you certain it is best to remove it

User avatar
WinterClould
Registered user
Posts: 990
Joined: 11 Jun 2017, 02:30
Location: Boogie Wonderland
Byond: WinterClould
Steam: 『WinterClould』

Re: Tasers/Stun Batons Not Work On Human ERT

Post by WinterClould » 07 Jul 2017, 15:46

I'd quite like to actually see an MP do this. That would be amazing.
Chen "DiscoKing" Westinton Proud recipient of the "Realest Nigga on the Bloc" Award. My Dossier, it's good. Trust me. Read it.
Secondary Objective: Stay Safe, Stick Together, Kick the ass of anything that might need an ass kicking. If you find any booze bring it up to CIC for me please.
Not everyone who lost their life on Space Nam' died there. Not everyone who came home from Space Nam' ever left there.
Image

User avatar
Mobius_None
Registered user
Posts: 130
Joined: 29 May 2017, 15:35
Byond: NervanCatos

Re: Tasers/Stun Batons Not Work On Human ERT

Post by Mobius_None » 08 Jul 2017, 00:51

"Your weapons are unholstered, you're under arrest for a minor weapons violation, all weapons will be confiscated and you will be brigged for 5 minutes... oh and uh... assault with a deadly weapon... yeah that to, minimum sentence."
Noah Skirata - Squad Engineer, Specialists, and Squad Leader.

"Amidst the blue skies, a link from past to future. The sheltering wings of the protector..."
Image

User avatar
SecretStamos (Joshuu)
Registered user
Posts: 1291
Joined: 15 Oct 2014, 12:32
Location: Stars & Stripes

Re: Tasers/Stun Batons Not Work On Human ERT

Post by SecretStamos (Joshuu) » 08 Jul 2017, 09:00

We currently have this for the UPP, but not the CLF and the Freelancers.

User avatar
Steelpoint
Donor
Donor
Posts: 1432
Joined: 29 Jul 2015, 06:04
Byond: Steelpoint

Re: Tasers/Stun Batons Not Work On Human ERT

Post by Steelpoint » 08 Jul 2017, 09:11

Was that recent? Yesterday I was a UPP Spec during an admin event and I was stunned by a bunch of mutinying MPs.
This is war, survival is your responsibility.

Alan Bentway: Marine
Kwei Ikthya-de: Predator

User avatar
Tidomann
Registered user
Posts: 449
Joined: 13 Jun 2017, 02:59
Location: Canada
Byond: Tidomann

Re: Tasers/Stun Batons Not Work On Human ERT

Post by Tidomann » 08 Jul 2017, 13:39

Just give the well supplied ert synaptizine in their loadout.

User avatar
Challenger
Registered user
Posts: 379
Joined: 05 May 2017, 19:31
Byond: digitalis

Re: Tasers/Stun Batons Not Work On Human ERT

Post by Challenger » 08 Jul 2017, 13:45

Why would enemy combatants magically be able to resist tasers that friendlies can't?

Why this and not say, giving ERTs 50% more bulletproof skin and 25% less bonebreakable bones, and any bullets they fire are 40% more damaging and they run 15% faster?
(outdated) guides to: squaddie | medic loadouts | FOB design | macros.

User avatar
Steelpoint
Donor
Donor
Posts: 1432
Joined: 29 Jul 2015, 06:04
Byond: Steelpoint

Re: Tasers/Stun Batons Not Work On Human ERT

Post by Steelpoint » 08 Jul 2017, 13:48

Because then why bother sending Marines with guns to fight enemy soldiers when the MPs with Flashbangs, pepper spray, stun batons and Tasers are far more effective. One shot stun versus unloading ten bullets and your target will still be alive.

I understand there may be confusion or questions as to why Tasers and the like will work on USMC Marines but not on UPP or CLF forces. But on the same note the Tasers we use are hardly lore friendly to begin with but are a necessity.

Human v Human combat should revolve around damage, not stuns.
This is war, survival is your responsibility.

Alan Bentway: Marine
Kwei Ikthya-de: Predator

User avatar
Challenger
Registered user
Posts: 379
Joined: 05 May 2017, 19:31
Byond: digitalis

Re: Tasers/Stun Batons Not Work On Human ERT

Post by Challenger » 08 Jul 2017, 13:58

ERTs have flashbangs and tranq guns too, and access to the SecVends in briefing/brig.

Making hostile ERTs superhumans for no reason other than gameplay doesn't work. Even spec weapons have that whole plausible deniability aspect about them that suggests grunts can't use them.

What I'd suggest is that we apply shock resistance to ERT uniforms, making it so that they have an anti-shock fabric coating or strategic anode cathode pairs all over the body or whatever bullshit, and then ERTs who are wearing those uniforms will be more immune to shock.
(outdated) guides to: squaddie | medic loadouts | FOB design | macros.

User avatar
darkwahn
Registered user
Posts: 88
Joined: 02 Mar 2017, 02:30
Byond: darkwahn

Re: Tasers/Stun Batons Not Work On Human ERT

Post by darkwahn » 08 Jul 2017, 14:34

Really not a fan of this idea, though would I be correct in guessing that this was brought on by the MP/Marine combo in the upperhallway near SD?

Another idea for a "fix" would just be to make our tasers more like /tg/ tasers, where they have less range and only have like 4 shots in them.
"Memories can be vile. Repulsive little brutes, like children I suppose. But can we live without them? Memories are what our reason is based upon. If we can't face them, we deny reason itself! Although, why not? We aren't contractually tied down to rationality. There is no sanity clause. So when you find yourself locked down in an unpleasant train of thought, heading for the places in your past where the screaming is unbearable, remember: There's always madness. You can just step outside and close the door, and all those dreadful things that happened, you can lock them away. Madness... is an emergency exit."

User avatar
Crab_Spider
Registered user
Posts: 2114
Joined: 20 Aug 2016, 15:52
Byond: Krab_Spider

Re: Tasers/Stun Batons Not Work On Human ERT

Post by Crab_Spider » 08 Jul 2017, 14:42

darkwahn wrote:Really not a fan of this idea, though would I be correct in guessing that this was brought on by the MP/Marine combo in the upperhallway near SD?

Another idea for a "fix" would just be to make our tasers more like /tg/ tasers, where they have less range and only have like 4 shots in them.
*shakes head frantically*
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

User avatar
Swagile
Registered user
Posts: 1149
Joined: 19 Jan 2017, 11:56
Byond: Swagile

Re: Tasers/Stun Batons Not Work On Human ERT

Post by Swagile » 08 Jul 2017, 15:19

It has always been this way for Iron Bears, so id assume the same would be applied for all other hostile ERT's like CLF.

However, as stated before, the counter argument to that is ERT's have full access; they can rush brig for sec gear and they can even use stun batons; the only thing ERT's cannot use are tasers, and those can be avoided and/or the user flash banged and taken down easily.

At the end of the day, hostile ERT's just gotta priority target much more than just rushing CIC if they want to take over the ship considering MP's are a large threat with their stuns.
Image

User avatar
MrJJJ
Registered user
Posts: 1935
Joined: 12 Jan 2015, 10:51
Location: Spider Lab

Re: Tasers/Stun Batons Not Work On Human ERT

Post by MrJJJ » 08 Jul 2017, 16:33

Wait why do ERT's have access to a baton but not tasers?

That seems unintentional, baton should probably require same access as a taser to use.

Honestly tho, it could be possible to make a very specific access to vendors, give it to roles that should have it, and not add it on ERT's cards, so while they DO technically have all access everywhere, they would not have it to vendors that have sec gear for stunbaton and alike.

Actually now that i think about it, it would also need lockers if they have stunbatons in them, good lord...kill me

User avatar
Tidomann
Registered user
Posts: 449
Joined: 13 Jun 2017, 02:59
Location: Canada
Byond: Tidomann

Re: Tasers/Stun Batons Not Work On Human ERT

Post by Tidomann » 08 Jul 2017, 16:43

Would resistance to MP stuns affect the pounce stun of aliens?

User avatar
Crab_Spider
Registered user
Posts: 2114
Joined: 20 Aug 2016, 15:52
Byond: Krab_Spider

Re: Tasers/Stun Batons Not Work On Human ERT

Post by Crab_Spider » 08 Jul 2017, 20:24

MrJJJ wrote:Wait why do ERT's have access to a baton but not tasers?

That seems unintentional, baton should probably require same access as a taser to use.

Honestly tho, it could be possible to make a very specific access to vendors, give it to roles that should have it, and not add it on ERT's cards, so while they DO technically have all access everywhere, they would not have it to vendors that have sec gear for stunbaton and alike.

Actually now that i think about it, it would also need lockers if they have stunbatons in them, good lord...kill me
The taser gun requires your rank to be MP, as in, having full access to the Brig, SOs, XOs, and COs can use stunbatons, but not tasers. There's also a matter of how they can even use chem dispensers, and also mess with certain electronics. So yeah, you may say tasers are anti-climatic to handling humans ERTs, but that's just wishful thinking.

You're not going to solo an entire group of PMCs with a simple taser, you'll be gunned down the instant you unholster it, and if they're not hostile and you're meta'ing the entire situation to satisfy your murderboner, you'll be dead before you land a shot. Flashbangs are also on a timer, and you're not going to be safe from their effect — you'll be paralyzed and unable to shoot or move, so what could you possibly use in that moment, to kill that entire group, and survive without being put into critical condition?

Overall, this is just a lazy way of dealing with the issue. IBs were immune to flashbangs because of the fact they're inherently hostile, and even then, it was very impractical to use a flashbang, period. Tasers are also in the same principal, you're not going to get anything out of stunning 4 people, since that requires too much fucking dodging (you're still human, by the way), and too many missed shots (with a cooldown) to get that job done. Actually, using a taser in combat, for these situations solely, is powergaming. Considering you're abusing a mechanic, meant solely for arrests and non-lethal takedowns, to further your own kills.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

User avatar
MrJJJ
Registered user
Posts: 1935
Joined: 12 Jan 2015, 10:51
Location: Spider Lab

Re: Tasers/Stun Batons Not Work On Human ERT

Post by MrJJJ » 09 Jul 2017, 11:29

Crab_Spider wrote:The taser gun requires your rank to be MP, as in, having full access to the Brig, SOs, XOs, and COs can use stunbatons, but not tasers. There's also a matter of how they can even use chem dispensers, and also mess with certain electronics. So yeah, you may say tasers are anti-climatic to handling humans ERTs, but that's just wishful thinking.

You're not going to solo an entire group of PMCs with a simple taser, you'll be gunned down the instant you unholster it, and if they're not hostile and you're meta'ing the entire situation to satisfy your murderboner, you'll be dead before you land a shot. Flashbangs are also on a timer, and you're not going to be safe from their effect — you'll be paralyzed and unable to shoot or move, so what could you possibly use in that moment, to kill that entire group, and survive without being put into critical condition?

Overall, this is just a lazy way of dealing with the issue. IBs were immune to flashbangs because of the fact they're inherently hostile, and even then, it was very impractical to use a flashbang, period. Tasers are also in the same principal, you're not going to get anything out of stunning 4 people, since that requires too much fucking dodging (you're still human, by the way), and too many missed shots (with a cooldown) to get that job done. Actually, using a taser in combat, for these situations solely, is powergaming. Considering you're abusing a mechanic, meant solely for arrests and non-lethal takedowns, to further your own kills.
You say that line that i marked bold, italic and underlined, as if ERT are super robust and that MP's don't have protection against flashbangs.

MP's have protection against it, majority of ERTs are super unrobust, and also let me remind you that tazer stuns people for HOLY SHIT THE LONGEST DURATION EVER, which is enough to take off peoples helmets and then knife them to death or stunbaton to death.

While yes it would be considered powergaming, its still a issue, staff can't simply watch ALL MP's like hawks to make sure they aren't using tazers on ERT.

misto
Registered user
Posts: 706
Joined: 28 May 2017, 05:53
Byond: Megamisto

Re: Tasers/Stun Batons Not Work On Human ERT

Post by misto » 09 Jul 2017, 11:42

hurm, you bring up fair points. many of these hostile erts are human v human combat specialists, not bug hunters, so it would be appropriate for them to be buffed against police-grade stun weaponry

(frankly, so should marines be too unless the stun baton or taser hits them on an unarmored body part but i understand that you need to keep these dorks from running wild and ruining every round)

User avatar
Crab_Spider
Registered user
Posts: 2114
Joined: 20 Aug 2016, 15:52
Byond: Krab_Spider

Re: Tasers/Stun Batons Not Work On Human ERT

Post by Crab_Spider » 09 Jul 2017, 12:13

MrJJJ wrote:You say that line that i marked bold, italic and underlined, as if ERT are super robust and that MP's don't have protection against flashbangs.

MP's have protection against it, majority of ERTs are super unrobust, and also let me remind you that tazer stuns people for HOLY SHIT THE LONGEST DURATION EVER, which is enough to take off peoples helmets and then knife them to death or stunbaton to death.

While yes it would be considered powergaming, its still a issue, staff can't simply watch ALL MP's like hawks to make sure they aren't using tazers on ERT.
The protection isn't full on immunity though, if you're too close to it, you'll be stunned, and if you're out of the range, you'll still be paralyzed. Now onto your counter argument: because staff can't monitor it, it still can't reported? We have ahelps for a reason, and if staff aren't paying attention or too busy, then that's what it's for.

I'm not going to touch your argument on ERTs being generally unrobust because it's just lazy. You can apply that reasoning to any nerf as a reason why it shouldn't be implemented, and the opposite as well. Anyway... fuck it. It's powergaming and that's about it.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

User avatar
Tidomann
Registered user
Posts: 449
Joined: 13 Jun 2017, 02:59
Location: Canada
Byond: Tidomann

Re: Tasers/Stun Batons Not Work On Human ERT

Post by Tidomann » 09 Jul 2017, 12:28

Please don't blanket nerf stuns.

The staple game mode is ayys vs baldies. Why make changes that ultimately change the core gameplay. It's like increasing the effectiveness of bullets vs human opponents to incentivize using lethal over non-lethal weapons. It would just make friendly fire a nightmare. Would nerfing stuns just make MP life even more miserable in the day to day course of the game?

Im still on board to make ERT armour more effective against stun weapons, or give them synaptizine.

User avatar
MrJJJ
Registered user
Posts: 1935
Joined: 12 Jan 2015, 10:51
Location: Spider Lab

Re: Tasers/Stun Batons Not Work On Human ERT

Post by MrJJJ » 09 Jul 2017, 12:28

Crab_Spider wrote:The protection isn't full on immunity though, if you're too close to it, you'll be stunned, and if you're out of the range, you'll still be paralyzed. Now onto your counter argument: because staff can't monitor it, it still can't reported? We have ahelps for a reason, and if staff aren't paying attention or too busy, then that's what it's for.

I'm not going to touch your argument on ERTs being generally unrobust because it's just lazy. You can apply that reasoning to any nerf as a reason why it shouldn't be implemented, and the opposite as well. Anyway... fuck it. It's powergaming and that's about it.
Despite the fact that button DOES exist, how many actually use it? how many use it with information for staff to go over to know what the issue is?

Also you don't get paralyzed if you are out of range as a MP what the fuck are you on about...

Also its funny how you say its lazy, yet its a fact that 80% of our population is preety bad at actually being even decent at the game, with 15% being decent while 4% is good, with 1% being exceptionally great at this game.

Aliens are easy to play for a reason, they also attract new players to them sometimes due to how MUCH easier they are to play and the fact they aren't just another human faction, thus you would be curious to explore them and have fun slaughtering all these marines, hell SOME nerfs and buffs are related to robustness and unrobustness, like for example making pheromones much stronger, because guarding pheromone was basically meh before, and thus not many xenos emitted any pheromones, only recovery, with the update tho? my alien tab is almost always saying that i am being effected by atleast one of them, often recovery or warding, because they are life-savers in combat, because xenos without them tend to be really fragile, even a mighty ravager goes down within a few regular shots of a rifle with no warding, and that aint no fun for a newbie player against a veteran marine player, so thus warding exists to level the playing ground.

User avatar
Crab_Spider
Registered user
Posts: 2114
Joined: 20 Aug 2016, 15:52
Byond: Krab_Spider

Re: Tasers/Stun Batons Not Work On Human ERT

Post by Crab_Spider » 09 Jul 2017, 15:16

MrJJJ wrote:-snip-
Know what fuck it. This isn't even a discussion thread.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

Locked