StellarRat Posted April 12, 2013 Share Posted April 12, 2013 I'm not sure if this a bug or intentional. The stun gas (purple smoke) from a stun grenade doesn't seem to be filling the blast area properly. There are gaps where I think there should be stun gas particularly when there are small terrain objects in the area. Compared to a smoke grenade it's very inconsistent in it's coverage. Quote Link to comment Share on other sites More sharing options...
erutan Posted April 12, 2013 Share Posted April 12, 2013 This bothered me too, but I think it might be for the better - adds a nice balance between the stun rod always working vs safer but less certain gas. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted April 12, 2013 Share Posted April 12, 2013 The chance for a square to be filled with stun gas is currently at 50 percent. Perhaps that should go up to 100 percent? Quote Link to comment Share on other sites More sharing options...
StellarRat Posted April 12, 2013 Author Share Posted April 12, 2013 The chance for a square to be filled with stun gas is currently at 50 percent. Perhaps that should go up to 100 percent?OK, that makes complete sense. No, I think I prefer to have it the way it is in that case. Please disregard this bug report. That does bring to mind though, why anyone would use stun gas instead of just plain smoke. Smoke covers a much larger area and is consistent. Perhaps the stun gas should be much faster acting?? I guess that is a balancing issue. Quote Link to comment Share on other sites More sharing options...
erutan Posted April 13, 2013 Share Posted April 13, 2013 Isn't stun faster acting? Quote Link to comment Share on other sites More sharing options...
GizmoGomez Posted April 13, 2013 Share Posted April 13, 2013 All I know is that stun grenades kinda suck at the moment, and need to be buffed somehow. Why I even bother to waste the weight and TUs to use them I don't even know. Increasing the stun damage for the smoke, and making the damage occur more often, might help. Quote Link to comment Share on other sites More sharing options...
erutan Posted April 13, 2013 Share Posted April 13, 2013 Well stun grenades have to be less effective than the stun baton otherwise you'd never use it - if you can throw a grenade at an enemy and stun it for the entire battle why damage them? Nerfing smoke will make them more useful, relatively speaking. Quote Link to comment Share on other sites More sharing options...
StellarRat Posted April 13, 2013 Author Share Posted April 13, 2013 Well stun grenades have to be less effective than the stun baton otherwise you'd never use it - if you can throw a grenade at an enemy and stun it for the entire battle why damage them? Nerfing smoke will make them more useful, relatively speaking. I have used the baton yet. I'm hoping that it is an instant knock down weapon, otherwise it would insane to use it. As far as regular smoke vs. stun gas, ideally the stun damage would be low for smoke, medium for stun gas, and high for the baton.BTW, could one of the admins move this thread to the balancing section? It doesn't really belong here. Quote Link to comment Share on other sites More sharing options...
Shima Posted April 13, 2013 Share Posted April 13, 2013 You have to land 2-3 hits with stun baton to down an alien. It's not really a pleasant weapon to use. And the animations with it are all wrong and buggy. Quote Link to comment Share on other sites More sharing options...
StellarRat Posted April 13, 2013 Author Share Posted April 13, 2013 You have to land 2-3 hits with stun baton to down an alien.Well that is wrong. In the old XCom even a Lobsterman could be bought down by 1-2 stun hits. Quote Link to comment Share on other sites More sharing options...
erutan Posted April 14, 2013 Share Posted April 14, 2013 I haven't used teh baton either (I'd wait until shields are available), but 1-2 sounds right as well. Quote Link to comment Share on other sites More sharing options...
thothkins Posted April 14, 2013 Share Posted April 14, 2013 On the two occasions I've used it, it took out the alien on the first attempt. Quote Link to comment Share on other sites More sharing options...
Sathra Posted April 14, 2013 Share Posted April 14, 2013 Lobstermen took extra damage from stun weapons so they aren't a good example. Use Tasoths instead. They could take a few hits with their stupid amounts of health. Stun grenades are...okay. I prefer to use flashbangs though. Have to shoot the higher ranking leaders once or twice to reliably stun them with grenades though. Quote Link to comment Share on other sites More sharing options...
thothkins Posted April 14, 2013 Share Posted April 14, 2013 Have stun grenades been ramped down this build. I'm not having too much joy with them. Possibly my lack of patience. Quote Link to comment Share on other sites More sharing options...
erutan Posted April 14, 2013 Share Posted April 14, 2013 What if we just get rid of stun grenades? They seem to be a kind of awkward middle ground. Early game you might get some lucky stuns from rockets, but if you want to get them, you have to work for them (stun baton, flashbangs, shield, etc). By latish game when you might really need that officer, you can just use the researchable grenade. As is stun grenades are kind of frustrating, but a lot safer than a stun baton... it's an awkward middle ground. Quote Link to comment Share on other sites More sharing options...
thothkins Posted April 14, 2013 Share Posted April 14, 2013 I'm not going near a Cruiser without stun grenades! Nope, no way >folds arms< Cptn Erutan: Right. You've got the girl guide uniform on and the cookies thothkins? Sgt thothkins: ... I'm sure it was "my" turn last time too, guys... Cptn Erutan: thothkins? you know what to do? Sgt thothkins: Yes sir. Go up to the cruiser and knock. while they're distracted by the double choc cookies, you guys rush them. Cptn Erutan: excellent. Off you go then... Sgt thothkins: Sure the labrats could come up with something for this sort of thing... mutter...mutter... mutter... Quote Link to comment Share on other sites More sharing options...
erutan Posted April 14, 2013 Share Posted April 14, 2013 Hey if you're back a second time that means it worked the first eh? Plus you look so charming in the girl guide uniform. Quote Link to comment Share on other sites More sharing options...
thothkins Posted April 14, 2013 Share Posted April 14, 2013 it's the pigtails with smoke coming from them after the "successful" first mission that people seem to like Quote Link to comment Share on other sites More sharing options...
erutan Posted April 14, 2013 Share Posted April 14, 2013 That's the only thing that kept you from being courtmartialed for sitting in the corner eating all the cookies when the rookies rushed the command center... Quote Link to comment Share on other sites More sharing options...
thothkins Posted April 14, 2013 Share Posted April 14, 2013 om nom nom... command centre? why didn't they just use stun grenades as per the thread title? Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted April 15, 2013 Share Posted April 15, 2013 If smoke grenades do any stun damage at all it should be a token amount. In the same way any concealment given by stun grenades should be token. Neither weapon should really overlap on the other. If they do then you may as well remove one and just have the other with the combined effects which feels a little much. One weapon that blocks return fire plus can knock them down for the whole battle. I see stun grenades as an offensive weapon and smoke as defensive. I am curious how the two would work together though. If you throw a stun grenade then a smoke grenade do the effects stack or is one overwritten by the other? Quote Link to comment Share on other sites More sharing options...
StellarRat Posted April 15, 2013 Author Share Posted April 15, 2013 If you throw a stun grenade then a smoke grenade do the effects stack or is one overwritten by the other?You should get both effects in full measure. That doesn't mean the game code can handle it though. Question for Chris or Giovanni I guess. Quote Link to comment Share on other sites More sharing options...
StellarRat Posted April 15, 2013 Author Share Posted April 15, 2013 Lobstermen took extra damage from stun weapons so they aren't a good example. Use Tasoths instead. They could take a few hits with their stupid amounts of health.Stun grenades are...okay. I prefer to use flashbangs though. Have to shoot the higher ranking leaders once or twice to reliably stun them with grenades though. Flashbangs are worthless IMO. I don't even take them anymore. Besides, those a supression weapons no? Stun and suppression are two different things. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted April 15, 2013 Share Posted April 15, 2013 You should get both effects in full measure. That doesn't mean the game code can handle it though. Question for Chris or Giovanni I guess. Yeah I was curious about how the game handles it rather than how they would interact in a real world situation. Quote Link to comment Share on other sites More sharing options...
erutan Posted April 15, 2013 Share Posted April 15, 2013 Flashbangs are pretty useful for CQB - if you've entered a UFO and don't want to take reaction fire. I still sort of like the idea of going from stun baton to electroshock grenades. Quote Link to comment Share on other sites More sharing options...
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