Barotrauma

Barotrauma

Stun Nerf Fix
40 Comments
Captain Eric  [author] 1 Nov, 2023 @ 5:25pm 
I have been out of the baro loop for some time. Will re-examine how stuns work.
Le Darko 15 Aug, 2023 @ 5:40pm 
Doubt it
Blakey 8 Aug, 2023 @ 11:16am 
Was the self stun fixed?
HK-47 22 Jul, 2023 @ 8:42pm 
(nerdy voice) It's easy you see. When you swung your baton it recoiled back into you causing you to knock yourself out. And not only this kind sir. The person who you were trying to stun had plot armor because he was the main character
InterviewCat 21 Jul, 2023 @ 8:15am 
A person is shooting up the ship, i hit him on the head with an electrified metal rod he is perfectly fine but im on the ground unconscious. physics nerds please explain the logic behind that
Dumb_protogen 26 May, 2023 @ 3:33am 
Now im stunrod stunning user instead target
Le Darko 7 Apr, 2023 @ 8:26pm 
Yep. Batons and even stun guns stun yourself, not the target.

I have no idea what or how to trigger it exactly, but enemies almost NEVER get stunned, and if you are close enough, YOU will get stunned.
Whiskey Fool 7 Apr, 2023 @ 3:19pm 
Batons stun the user instead of the target. The glitch is the same for players and AIs
Captain Eric  [author] 6 Apr, 2023 @ 3:12pm 
Really? That's wild because I didn't change any targets for the stuns, just which type of stun and duration. This is currently out of date and I am reviewing it for an update, but I need to test if the current implementation of stun in Baro is to my liking. They fixed it a bunch though and vanilla stun is actually somewhat workable now
cuplecs 5 Apr, 2023 @ 9:01pm 
My baton stuns me
Koventry 19 Feb, 2023 @ 4:51pm 
Hey! I've recently gotten back into BT and was looking at integrating this into my group's latest campaign.

I had made the EK Tazer counterpart to this, and I'm really curious about the work you'd mentioned in October & see if there's anything I can do to help!
Captain Eric  [author] 24 Oct, 2022 @ 10:22am 
Hello everyone! I have been taking a break from Barotrauma for awhile but I have some ideas for a little update for this mod I will try to get to in the next week or so. Just to make stunning still effective but now respect a lot of the perks that improve stun resistance.

Also it "should" show stun duration but let me know if it doesn't.
Vix smoke 15 Oct, 2022 @ 1:09am 
if you check someone's stun will it show duration cuz the next time a pirate stands up right after i just knocked there ass out ill loose my mind
FinalSceneBeforeTheEndCredits 27 Jul, 2022 @ 12:07pm 
i guess stun grenades are not good enough? cool...idea, make weapons that are supposed to stun ..actually do the job, lol
Le Darko 9 May, 2022 @ 12:14am 
Honestly this would be a good time to ask if you plan on buffing the stun guns?

Me and my crew was looking for ways to make a "non-lethal" approach against Pirates possible, and the main problem is that the stun guns are simply too weak.

Adding new items altogether would be probably a big request, but I feel like Barotrauma lacks offensive stun based items, and the already offensive ones (Stun grenades, stun guns) are rather underwhelming.
Captain Eric  [author] 5 May, 2022 @ 1:24pm 
Big overhaul coming to this mod soon, to make it respect the new talent system.
Wojak2580 5 Nov, 2021 @ 5:07am 
Darts and batons with Fulgarium batteries seem to not be affected by perks reducing stun time Stun Grenades changed acordingly to the stun resist and cholral hydrate when you fire it from syringe gun the time gets reduced havent tested it with just injecting i will run another round of testing becouse there was a bugfix
Captain Eric  [author] 3 Nov, 2021 @ 3:14pm 
Since the talent system is so new I am not 100% sure how it will interact with this mod. If you have some examples where things didn't work correctly I will take a look and make sure everything is compatible as it should be.
Wojak2580 3 Nov, 2021 @ 6:21am 
Is stunned affliction afected by perks or not I tested it with friends and i doesnt seem to channge for some of stuff
Le Darko 20 May, 2021 @ 2:21am 
Like I said, this could be fixed with just a new stun baton being introduced but as of right now, I think that making it work like it did before would be neat.

I think that extra 5 or 10 seconds would be more impactful (so basically double of the original stun) than just a couple of more swipes with the baton.

Other stuff sounds reasonable. While the Stun Gun could be debatable if it is even worth crafting and using up resources for a 5 second range stun, when you can just use your stun baton most of the time. It is a ranged stun but yeah, 5 seconds is debatable and I do not know how "Deep" you want to go into the mod.

Chloral Hydrate....I'd have to test since I do not really use it but 20 seconds should be more than enough. 15 as well.
Le Darko 20 May, 2021 @ 2:17am 
Yeah I can see the whole realistic aspect coming to play.

It's just that in terms of balance, you are using up a pretty "rare" battery for a couple of swipes with a Stun Baton. And you never know what Fulgarium is :p. Might as well increase Voltage as far as we know.

I see Fulgarium as a much more powerful energy source so that's why I think that the stun baton having a bigger stun made sense.
Captain Eric  [author] 20 May, 2021 @ 1:58am 
I will consider the revision. Maybe adjust everything by 5 seconds or so. My personal logic was a better battery doesn't necessarily increase the voltage output of the baton you know? I view fulgarium as just a longer lasting battery.
Le Darko 20 May, 2021 @ 1:56am 
I feel like the stuns could get extended by at least 5 seconds if someone is using a Fulgurium battery. I would say that a separate stun baton that would only use Fulgurium battery cells (or required advanced materials) would be better, but working what we have currently, I'd say that upgrading the battery should "upgrade" the baton by a small amount as well.

30s might be too much, but I feel like 15-20s would still be fine with a Fulgarium battery.
Captain Eric  [author] 20 May, 2021 @ 1:53am 
I made Fulgarium batteries stun for the same amount of time, now you just get more uses without having to recharge.
Le Darko 20 May, 2021 @ 1:48am 
Chloral Hydrate being 20 seconds is more than enough.

Oh, do Fulgurium batteries still extend the time?

Cause vanilla Stun Baton was 15 seconds, but 30 seconds with a Fulgurium Battery.
Dylan | IFN.GG 16 May, 2021 @ 5:42pm 
shit Eric a server host a great Cap'n a good friend and now a popular mod author
Captain Eric  [author] 15 May, 2021 @ 8:25am 
I have considered tweaking these values a bit but I need to experiment more with how incremental stun works.
Overmorth 15 May, 2021 @ 3:44am 
well maybe chloral hydrate should stun for 30 seconds at close range - you know - my hand - your neck... logicaly stun from afar sholdnt be so stronk as proffesional approach
Captain Eric  [author] 5 May, 2021 @ 6:39pm 
Just wait, I have some other quality of life fixes in mind I might release mods for as well. For example has it bothered anyone else that you can stack 8 O2 Tanks in a slot, but also only 8 bullets in a slot too? Possibly more to come.
Farbott 5 May, 2021 @ 4:04pm 
Finally, some good fucking mods.
Overmorth 4 May, 2021 @ 2:05am 
tphxanks, it was musthave
Size And Shape 4 May, 2021 @ 1:08am 
Captain Eric fucking legend
Captain Eric  [author] 3 May, 2021 @ 6:51pm 
lol when you think aluminium isn't a metal.
line 3 May, 2021 @ 5:24pm 
this isnt makeing it relistic
the stun bationbs arnt big and metal they are aluminum they just shock you not break your skull open
Mannytko 3 May, 2021 @ 12:42pm 
thanks
The Pizza is Aggressive 3 May, 2021 @ 5:12am 
the stun nerf is probably my favourite update lol
Soy Sauce 猫猫 3 May, 2021 @ 12:04am 
O Captain! my Captain!

- Solid Sailor Snake
KeklMcgekl 2 May, 2021 @ 9:11pm 
Perfectly balanced, as it should have been
Doctor Zotto 2 May, 2021 @ 9:08pm 
Do you hear the crabman singing?
Blart 2 May, 2021 @ 7:03pm 
Ya done good, kid. Real good.