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Flashbang Balancing


EvilBrage

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Posted
I say no against this. Seriously, sunglasses, hardsuits, walking AWAY from the flashbang. All ways to avoid it. We don't need to keep fucking nerfing security.

hardsuits don't protect against flashbangs

 

are you illiterate or do you just choose not to read


Wear a hardsuit helmet. Now you're immune to flashbangs, and if you get caught close to one (3 tiles), it's like a two tick stun.


Let's stop trying to emulate Bay and nerf security's equipment to gargle antag cock.

ive been in full hardsuit and gotten floored by flashbang


people itt have said you're wrong about this info already, i haven't gone testing for it though

Posted (edited)

Wear a hardsuit helmet. Now you're immune to flashbangs, and if you get caught close to one (3 tiles), it's like a two tick stun.

 

Reading comprehension, guys. Are you guys really that salty about flashbangs?

Edited by Guest
Posted

You can be stunned by them in a hardsuit, but must be close to it and the stun time is quite short. So, hardsuits are a good protection against flashbangs.

Posted

Alternate solution: don't run away from them, run TOWARDS them and catch them. I'm 90% certain that unless the grenade has been expertly cooked to go off on landing, you'd get more distance between you and the grenade by catching and throwing it than by running away from it.

Posted

Presenting: THE NEW AND IMPROVED, HEAVY ROLEPLAY REALISTIC FLASHBANG:


+ Causes momentary blindness, lasts at least 5 seconds upwards to at most 20 seconds, if you have cataracts. There's also a !FUN! afterimage where you can't see dick, captain!

+ Causes momentary disorientation, getting up will cause your controls and intents to reverse. 2/3rds chance that all of your attempted actions will result in a critical failure and you'll fall on the floor again with another 10 second stun.

+ Causes ridiculous amounts of halloss, since your brain kinda feels like a wobbly gelatin cake right now.

+ Deafness amped to around 10 minutes to 20 minutes. Sorry, didn't catch th- DEAFNESS AMPED TO AROUND 10 TO 20 MINUTES.

+ Anyone covered in anything flammable is set on fire if they're within a close proximity.


- Slight range adjustment. The closer you are to the flashbang, the greater its effects... ohwaitthatshowflashbangsarecodedanyway. Well, we didn't change a thing, then!

- Not user-friendly. Sunglasses and earmuffs will not save you at close range.

- Redeveloped to be exponentially more powerful in, say, a room, than it would be in a hallway or a maintenance tunnel. Yay, areas!

- .5% chance of a person nearby a flashbang detonation suffering a heart attack. Fuuuuun.

- Holding a primed flashbang in your hand as it detonates will cause severe burn and brute damage to the arm and hand that holds it. Adds internal bleeding, as well.


This sound fun? I bet it does.

Posted

+ Deafness amped to around 10 minutes to 20 minutes.


This sound fun?

 

NOPE!


In seriousness though, 10 minutes is a loooooooooooooooong time, and I'd imagine it's clashing with fun vs realism, I don't think deafness needs to be that long.

 

Loooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooong time.

Posted

The purpose of my shitpost was to point out how god awful 'realistic' mechanics can be if implemented. It was more of a jab at people complaining about how 'unrealistically powerful flashbangs are in their current state', yet said people don't actually know how flashbangs even work.


I've been the unfortunate victim of a (wrongful and uninformed) SWAT visit when I lived in Cincinnati. I was in the second floor of my apartment, and the stun grenade went off in the first floor, at the front door. Distance didn't matter at all, as I was in an enclosed space with sound bouncing off all the walls. I dropped like a sack of potatoes and my head felt like mush for several minutes. I was pretty lucky not to have been any closer, or the disorientation of getting memed on by a flashbang would've been exponentially worse.


As it stands in-game, flashbangs are not even close to their real-life equivalent. The people who initially coded them didn't care about realism, for all intents and purposes they were there for gameplay situations where it was impossible to flush a dude out of a comfortable position.

Posted

Could we stick to potential suggestions rather than shitposts just because someone doesn't agree with you? The rest of us got over that when we were twelve.

 

I wouldn't say they need nerfing, as much as defenses against them need buffing. Ghetto ear plugs, for one, would be useful.

 

Also like this. Not even ghetto earplugs, even - sometimes it's just necessary to drown out the noise of the station. Maybe throw in some machines that can cause ear damage if you use them without earplugs, and provide earplugs for those departments? So we don't have them lying around everywhere for no reason.

Posted

Places I can see needing earplugs:


Toxins. 'Nuff said.


Roboticist. Heavy duty fabrication equipment is probably loud.


Engineering. I CANNOT see that particle accelerator not being loud. Also atmos is probably impossibly loud.

Posted

Didn't Paradise/Urist have those headsets that guard your ears from flashbangs?

Posted
Didn't Paradise/Urist have those headsets that guard your ears from flashbangs?

 

paradise had, i think, i was a mime in a nuke round in it and decided to fuck operatives up, found a carbine and looted dead sec and lasered them ops, flashbangs didn't seem to work any way.


then i got banned for harmbatonning tajarans after round was ending.

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