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Posted

50/50 chance to knockdown at the cost of losing your only melee weapon isn't exactly OP anymore, since batons knockdown instead outright stun now.

Its use would be slightly questionable, but not outright useless as to deny having it at all.

Baton throws added a interesting choice of combat before, and it can still do so now with knockdowns. I see little reason not to have it.

If there is still worry it'd be OP, then being made so if the baton is caught no knockdown is applied would be a good compromise. It would relegate any issue against it to a matter of "skill."

 

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https://www.paradisestation.org/forum/topic/23270-re-add-baton-stuns-on-throw/
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Posted

Wouldn't that be a noob trap, though?
With knockdown instead of stun, the target can just pick it up, no?

Alternatively, you now see secoffs hoarding stunbatons for robust (read: powergame-y) throw into melee hit combos.

While the mechanic had fun parts to it (new secoffs will never play catch the baton), it should probably never come back.

Posted

Unsure what the goal here is. The title says stun but your post talks about a knockdown? Which one would you like it to achieve?

Stun means they fall down and cannot move or interact with items. Knockdown means they fall down and can move around and interact with stuff.

Posted
10 hours ago, Miraviel said:

The title says stun but your post talks about a knockdown?

Good catch, typo.

Yes a knockdown specifically was the intention.

11 hours ago, Gatchapod said:

Alternatively, you now see secoffs hoarding stunbatons for robust (read: powergame-y) throw into melee hit combos.

Thats true. Could make it so the baton *only* knocksdown, instead of applying the (60 I think a baton gives?) stamina damage, thus you still need two more hits to actually stun them. This will nullify any combos.

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