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Here is Ergo's Stun overhaul
Link to PR: https://github.com/tgstation/-tg-station/pull/6285
---------------------------------If you're unfamiliar with the stamina system (Most people are actually unaware it even exists), here's how stamina works:
-Stamina damage heals naturally over time.
-If your actual damage + stamina damage is greater than 100, you are weaken(5)'d.
-Stamina damage, like normal damage, slows you down, so the easier you are to hit the more stamina damage you have on you.
1. Removes instant weakening/stunning from many, many projectiles in the game. Instead, they now do large amounts of stamina damage to compensate. This means no more one-shot ranged stuns, for the most part, for security AND antagonists.
2. Non ranged stuns are untouched
3. Water slipping has been changed; Slipping on a water tile that someone has sprayed with or splashed with water will cause you to slip and drop your carried items, but you will NOT be stunned. Slipping on a water tile from a standard mop will have the original stunning, for janitors to lord over the station with. The advanced mop uses the former, so another "benefit" to upgrading your mop. Lube still works as-is.
4. Unarmed attacks deal stamina damage instead of having a random chance to weaken, and armor protects against this.
5. Brute force weapons dealing damage to the chest deal max(Forcex0.75, 10) stamina damage in addition to the damage they already do instead of RNG knockdown. Armor does not protect against the stamina damage, but still works regularly for the brute damage.
6. The disabler is now the standard security sidearm. Bumps up the point cost of the crate to match tasers.
This one's gonna get heated. What this does is turn combat in SS13 into a little more complicated than "Shoot with taser, cuff", and prolongs firefights. Keep in mind that prolonging firefights tends to aid the person that has higher amounts of people on their side. Which in most cases, is the Station. Do we want this to happen? I'm interested in seeing it, but it's impossible to really see what the effect this will have on the game. If you've played lasertag, which uses stamina damage, that is slightly similar to what this would be like.
Also, stamina damage values for the various projectiles are up in the air and subject to change.
Here is Paprika's Stun Overhaul
Link to PR: https://github.com/tgstation/-tg-station/pull/6293
I figured it was important that at the very least there was a feedback thread on this potential change on the forums.Adds advanced taser to RND. The child of the taser and disabler.
advtaser
(Sprites by ausops)
Taser electrodes now have a range of 7 tiles. That means they are useless in chases in hallways(unless you're good and predict where people are going to ambush them), great for arrests in departments and defusing situations as they've always been.
Disabler shots now have limitless range, like proper laser beams. They also penetrate windows and grilles like laser beams. However, the stamina damage has been reduced from 34 to 33, meaning they do 99 stamina damage in 3 hits, not enough to stun a fully healed person, but anyone with even 1 point of damage will take the stun.
E-guns' stun mode converted to 'disable' mode. This is to provide additional value to advanced eguns (which have stun electrodes) and also to reduce the sheer amount of ranged stuns in the game.
Most bullets will now deal heavy stamina damage in addition to their regular damage.
Converted ranged var to apply to all projectiles. If you want to have a ranged projectile (like an actual crossbow you can pick up the bolts of after you shoot them) you can now easily apply it to any projectile, and also modify what happens after the projectile reaches the range. By default, it qdels the projectile, but as I did with the electrodes, it makes the 'spark' effect.
Removed tasers from security officer lockers, replaced with disablers (affects the warden as well). Security officers will spawn with tasers now, to reduce the amount of 'free tasers' simply lying around. They are a powerful tool despite their range being nerfed, so the 'spare' tasers have been moved to the armory:
Your thoughts.