Why doesn't anyone like to talk about stuns?

Generic, on-topic discussion about Colonial Marines.
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Dolth
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Re: Why doesn't anyone like to talk about stuns?

Post by Dolth » 26 Jul 2017, 17:53

Or dumb marines loosing time to notice you then clicking between you and them with burst causing a miss a hit and a ff while another shoots with no qf and a third aims at you with his qf railscope silenced bc revolver.

I hate marines.
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Re: Why doesn't anyone like to talk about stuns?

Post by Crab_Spider » 26 Jul 2017, 18:44

Dolth wrote:Or dumb marines loosing time to notice you then clicking between you and them with burst causing a miss a hit and a ff while another shoots with no qf and a third aims at you with his qf railscope silenced bc revolver.

I hate marines.
... how do you get a BC on a silenced revolver?
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Dolth
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Re: Why doesn't anyone like to talk about stuns?

Post by Dolth » 27 Jul 2017, 01:11

With a sarcasm assembly. Pretty much the same with railscope and QF at the same time.

Never saw those marine with dumb attachments? I'd rather have an unarmed marine dedicated at shaking abd pulling than some people with qf + stock or specs with 4 revolvers in the backpack or a SADAR with railvolver.
That's what I was pointing out. Those people are common and are certainly not gonna be a threat to a bad-pounce.
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Re: Why doesn't anyone like to talk about stuns?

Post by Bmc777 » 31 Jul 2017, 03:33

The sack idea you suggested is literally the same thing as a stun at it's core. In your suggestion, you basically said that there are too many stuns in the game. As an alternative, you're suggesting a sack that players are put in then they must resist out of? Stuns last fairly short periods of time unless you really messed up, giving you the chance to do something in the time that you recover from the previous stun if the Xeno isn't careful. Instead of frequent, small length stuns, you're suggesting an infrequent long length stun as an alternative. Yes, it's not really a "stun" since you're thrown in a sack, but it's the same effect, you're taken out of the game for a bit. Being thrown into a sack for a lengthy period of time would hardly provide a better experience than current stuns.

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Re: Why doesn't anyone like to talk about stuns?

Post by Stripetail » 31 Jul 2017, 04:43

The only thing I think I would really like to see changed in the current stun system, is having neuro spit not instantly knock a player down. A delay of a few seconds as the toxin seeped into a marines system makes more sense lore wise and would give marines just a smidgen more time to react and take a few steps back/fire their gun/ etc before being knocked down. I'd honestly even say increase the duration for young sentinel stun if this was done, or at least make it a bit more consistent on duration.

I am curious though, lately I've noticed that being tackled by a rav or neuro'd by a prae sometimes lasts upwards of almost ten seconds or more, is this a bug? I felt before that the stun was much shorter.
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Re: Why doesn't anyone like to talk about stuns?

Post by Jackie Estegado » 31 Jul 2017, 04:52

Being shoved down isn't the only thing that stuns you or keeps you down.
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Re: Why doesn't anyone like to talk about stuns?

Post by Dolth » 31 Jul 2017, 10:33

No. Stuns always were part of SS13 combat and among CM, are fairly easy to fight if a friend is next to you. To me, it is one of the rare balanced mechanic we have here.
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Re: Why doesn't anyone like to talk about stuns?

Post by misto » 31 Jul 2017, 12:44

people probably dont like to talk stuns because theyve either been talked to death, or because they don't want to admit something.

stuns are so, so useful. but therein lies a risk. the queen screech is the crowning jewel of stuns. effectively infinite uses, stuns over a fairly wide radius around you. but people get too greedy, use it too often or at the wrong moment, walk out into a spot where the marines expect them, get themselves killed, and thus hand the marines a queen death that sets the xeno team on the back foot. but when its used right? works miracles. turns the tables. turns 4 xenos into 30. turns losses into wins, or turns average wins into CRUSHING wins.

the same applies, although to lesser extents of course, to other stuns in the team's arsenal. think carefully. sometimes, especially if youre something humble like a drone or young runner, the most productive thing you can do to help in an attack is not to use harm intent to help kill merely one human while others get back up to return fire, but to use disarm intent to keep two or three helpless on the floor to be disposed of when the rest of your team are done killing or infecting other targets. it can be a force multiplier when it's pulled off correctly.

but it has to be pulled off CORRECTLY

most marine stuns are pathetic, limited, clumsy, and even more risky in comparison, but nonetheless they still form the crux of a winning tactic, because the alternative is to just let the enemy walk away from your flaccid gunfire to heal over and over

anyway, this resin sackbag cocoon thing, i don't really get it. i guess it might be a nice convenience so you dont have to keep clicking tackle on the human youre abducting, making the task even easier? but kidnapping humans is already generally easy, if youre picking the correct kidnapping targets. if you make it even easier, wheres the excitement? you can already repeatedly scream at the queen to put some eggs nearer to the frontline and use the facehugger stun to leisurely drag the human off, or repeatedly scream at a drone to put some nests nearer to the frontline, or gamble on being able to scratch them into pain crit without slaughtering them, or etc.

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