Complete list of all of the anti-stun changes?

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Itseasytosee2me
Joined: Sun Feb 21, 2021 1:14 am
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Complete list of all of the anti-stun changes?

Post by Itseasytosee2me » #639362

I remember the bigs ones,

Tasers
Flashes
Batons
Slips

And am aware of a few before my time,
Parastings
Magic missle

But I'm curious of what I am missing/can't recall.
- Sincerely itseasytosee
See you later
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Shadowflame909
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Re: Complete list of all of the anti-stun changes?

Post by Shadowflame909 » #639363

Zombie Powder now does Stamina damage then fake-deaths if injected. But if given to someone via a damp rag to the mouth, it'll instant fake-death.
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Pandarsenic
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Re: Complete list of all of the anti-stun changes?

Post by Pandarsenic » #639364

Tasers into disablers
Flash duration fucked so you can't cuff out of it
Batons fucked to be delayed, and Stun Prods by extension
Flashbangs shortened

Parasting and ParaPen both... is Parasting even still in the game? It's basically replaced by Cold Sting for slowdown now, right? Back in the day, you could drag someone para-silenced behind you and claim there were going voluntarily to casual observers since no-cuffs.

Chloral Hydrate, along with most chemicals that can stun or sleep, have gone through a cavalcade of nerfs. Pepper Spray is the only one I can think of ever getting buffed.

Stun Gloves removed from the game

Shocks made to propagate from a person dragged to a person dragging them, etc.

Spray bottles themselves have been nerfed repeatedly, on the slip topic.

That's all I can think of offhand.
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Shadowflame909
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Re: Complete list of all of the anti-stun changes?

Post by Shadowflame909 » #639365

non-lethals need a buff imo. Or at least the hold-up system does. Should be able to rob someone without necessarily killing them..(looking at you thief!)
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Itseasytosee2me
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Re: Complete list of all of the anti-stun changes?

Post by Itseasytosee2me » #639373

Shadowflame909 wrote: Mon May 02, 2022 1:46 am non-lethals need a buff imo. Or at least the hold-up system does. Should be able to rob someone without necessarily killing them..(looking at you thief!)
Holding people up used to be kinda cool if not a little flawed in design (Not the idea, the implementation) but then it got absolutely tgui_input_text(usr, "Do you have any last words?", "Final Words")ed by combat mode (It doesn't work).
- Sincerely itseasytosee
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ArcaneDefence
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Re: Complete list of all of the anti-stun changes?

Post by ArcaneDefence » #639377

Why the fuck would anyone bother to remember all the prs that change anything stun adjacent?
Complete waste of brainpower
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Farquaar
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Re: Complete list of all of the anti-stun changes?

Post by Farquaar » #639384

ArcaneDefence wrote: Mon May 02, 2022 4:59 am Why the fuck would anyone bother to remember all the prs that change anything stun adjacent?
Complete waste of brainpower
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Rohen_Tahir
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Re: Complete list of all of the anti-stun changes?

Post by Rohen_Tahir » #639437

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Shadowflame909
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Re: Complete list of all of the anti-stun changes?

Post by Shadowflame909 » #639587

No one mentioned the e-bow and it's stun got nerfed
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cacogen
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Re: Complete list of all of the anti-stun changes?

Post by cacogen » #639610

Field generators stunned for 30 seconds for 12 years or probably longer until it was changed relatively recently
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