Armor lowering neurospit chance to stun.

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Derpislav
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Armor lowering neurospit chance to stun.

Post by Derpislav » 02 Jan 2017, 05:52

Summary (a quick, 2-3 sentence summary): Wearing armor on the hit bodypart greatly lowers the chance of being knocked down, scaled with armor's quality preferably.
Neurospit injects a tiny amount of a toxin (soporific, perhaps? with added slowdown effect) now, though, and armor does not stop that. The amount is so small it requires two or more hits to reliably stop a human, but it is there.

Benefits (How this will benefit the server and game as a whole): Steering away from stun-based combat and fixing a rather big issue with xenos being stronger at ranged combat if they have good spitters. Acid spit is more than enough to cripple marines in combat, and the soporific injection doesn't cripple sentinels' ability to guard hosts.

Details (Description of how you think this would work, the benefits, etc): Alien spits at marine. Marine is wearing armor. The spit splashes armor. As expected, nothing happens. Some of it hits bare skin or is inhaled, though. Lessened effect takes place.

Implementation (Optional, if you have an idea how to implement it): ???
Lockie 'Furry' Hughes, your local source of annoyance, medicine and Will. E. Coyote engineering. Mostly medicine. Maybe annoyance.
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Derpislav
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Re: Armor lowering neurospit chance to stun.

Post by Derpislav » 02 Jan 2017, 05:55

I believe that nests should be impossible to escape from on your own, because I know someone will bring up the issue of xenos just soporific'g hosts into a coma. This should clarify it. Separate post to make sure no one fails to read that part, as it is very important.
Lockie 'Furry' Hughes, your local source of annoyance, medicine and Will. E. Coyote engineering. Mostly medicine. Maybe annoyance.
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Snypehunter007
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Re: Armor lowering neurospit chance to stun.

Post by Snypehunter007 » 09 May 2017, 17:22

Old. No support.

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