Not-Dorsidarf wrote:Zilenan91 wrote:Yeah, and they rightly got nerfed. They're still too good, and that's why we still have stun combat.
except slipmuderspree is a recent response to the dunking of all the good stuns
It's almost as if the playerbase /likes/ stuns.
//gasp
BETTER REMOVE THEM ALL. NO FUN HERE WE COME!
lumipharon wrote:nerfing stuns does not somehow cause more RP.
People murderboning silently with an armblade or revolver rp no more then a guy with a taser or a bottle of lube.
STUN COMBAT RP: "Nyaha! Traitor, I a a a t l l l o n g G G H H A A A H E L P P A A I I"
NON-STUN COMBAT RP: "Nyaha! Traitor, I at long last THUNK have THUNK THUNK managed to THUNK THUNK THUNK THUNK."
Flop. THUNK THUNK THUNK THUNK THUNK
//ghost chat "Well shit."
Removing stuns isn't going to do shit for RP. The difference between getting tazed and murdered while trying to RP and getting beaten by an extinguisher and murdered while trying to RP is pretty minimal.
DaemonBomb wrote:Stun based warfare seems like it'll be the norm until a more robust (bbbayyyyy) medical system is introduced, and we can have combat be more than just either "You can't move, now I can take my sweet time and make your paper doll black" or "I made your paper doll black before you could react."
I don't think that has anything to do with it. Bay's medical system is very robust in the sense it's autistically complicated. It wouldn't last a second over here, what with how if you accidentally go into a vaccuum you have a pretty damn good chance of puncturing a lung and being debilitated until you get it fixed, or how if you take a nasty blow from a traitor/greyshirt/slime/trip you could break an arm and be, again, debilitated until you get it fixed, which might I add takes a FUCKLONG time.
Also if people weren't such salty motherfuckers then neither of those things would be a problem. If you get dunked, you get dunked. Thus is life. Do not pass go. Do not collect 300$.