srmalloy Posted June 3, 2019 Posted June 3, 2019 One of the quirks with the combat mechanics is the way that Stuns work. Normally, you can hit a mob with a stun, and they'll stand there 'drunk', swaying back and forth. However, if you Stun a mob that has movement plotted, the mob will complete the move before taking any effect from the Stun. I'm sure people remember having an Outcast in Steel Canyon decide to bug out, you hit them with a stun, and while they do display the 'swaying' animation, their movement actually speeds up, and they can skid across the street, leap up onto the roof of a building, and disappear from view before the Stun affects them. For melee-based characters, it can take the runner out of sight until it decides to wander back. This makes Stuns an unreliable way to stop runners. And a mob that is rushing you will often, even if stunned, skid right up to you before stopping, putting it in melee range when it becomes unstunned -- which defeats the purpose of stunning them at range. When a mob is hit by a Stun effect that exceeds the magnitude of the mob's resistance to Stun, it should immediately change the endpoint of any movement the mob has queued to the spot where the mob got hit -- essentially stopping them in their tracks. This makes the effect of Stuns the same for NPC mobs as it is for players -- you get stunned, it stops whatever you're doing and stand there dazed. And NPC mobs should be affected the same way.
Primantis Posted June 3, 2019 Posted June 3, 2019 I agree with this! I'd also like to chime in (since it would serve as a partial fix) that the mob "Run away!" mechanic is, imo, one of the single most annoying things in this game. I would love for it to be severely reduced/restricted or just gotten rid of. Maybe keep it in only very specific situations (Grey cons, you're out-of-range and they can't reach you, etc) But that's just my 2 cents.
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