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I don't know if how difficult they are to research factors into how often raiders have them, but it doesn't seem like it does. I've fought plenty of raiders who had equal amounts of flashbangs to other explosives, if not more.
I don't think flashbangs should be this powerful. If a frag hits every single one of your colonists, yeah, a few of them might die, most of them are going to take serious damage, but you can keep fighting.
If a flashbang hits your colonists, it's actually game over. Your colonists can't shoot back, they can't move to get away from the next flashbang, they're frozen, and they're going to die, and that's what happened to me.
Even if we are perfectly mimicking real life, a person would still be able to stumble away. Blindly, yes, and they'll probably run into everything and fall over, but they can still move. They can even keep aiming in the same direction they were and keep unloading ammo.
Maybe my evidence is too anecdotal to be acted upon, I could be the only one or one of only a few players who actually experienced this. I'm just saying I think it should be looked at closely and tested more thoroughly, but I am choosing to unsub to this mod due to my experiences with it.
IRL a flashbang is designed to be a non-lethal tool used in room clearing, and as such it will not have the desired effect when applied outdoors (especially during daytime). When a flashbang is detonated indoors the shockwave will reverb from the walls (effectively amplifying the shock effect many times over), and the light will reflect of all surfaces making it hard to avoid being blinded.
Flashbangs detonated outdoors or in too large rooms will quickly dissipate their energy and since none, or an inconsequential amount, of that is reflected back it will not be very effective at stunning a target.
Speaking from experience, getting hit by a flashbang outdoors in daylight at about 2-3 meters is more like standing too close to a really heavy hitting drummist at a concert and watching a really powerful camera flash, but it's not gonna stun you for more than a split-second.
The misconception of you being completely blinded and unable to do anything from an outdoors flashbang is something that is repeated in a lot of games, but really it is more of a gaming trope and is only loosely based in reality.
Here is a couple of links showing how people react to flashbangs in sunlight.
Flash bang testing
Flash bang testing 2
Note that these are bystanders and even some children, and there is no children crying, nobody shouts "I CAN'T SEE!" and people are generally aware directly after watching it.
How the developers of this mod choose to implement the flashbangs is ofc up to them, but I agree with Werda Kad that their current form does not fit well into the gameplay and is too overpowered. Just look to EMP grenades which are meant to do the exact same to mechanoids, after just a few hits the mechanoids develop immunity as a mean of balancing the game. Maybe immunity to flashbangs is the wrong way to go about this, but realism is no good reason to keep them as overpowered as they currently are, especially when game-ending scenarios can occur from a single flashbang wielding enemy.
Mechs have unlmited energy, are immun against sun flares, have hyperadvanced technology and theire turrets hit 9/10 bullets far range with a accuracity of 8%, armor that standard weapons cant even scratch and so on, so on.
And you as humanity 3500 YEARS after our time are not even able to build a turret that is preceisive enough to hit 1 bullet of 20 closer range, those dumshits not een know how to throw a corpse in a giant smelter, but everybody else has hyperadvanced ♥♥♥♥ and bread in cans.
I got on day 45, after a traider with some gold, around 300 smt died on my map a mach attack in the middle of my base with !!20!! centipe while having 4 dudes with pistols and rifles....and with the game being that OP what it throws at you, all turrets being nerfed to ♥♥♥♥ and even traps not even able to kill a naked guy anymore, I think you also need some sort of OP self defense wepaons. Think of those nades as "Spacer-Tech" year 5500 stun grenade with smt that even works outdoors.
Why is everybody else able to have unlmited energy but we are to dumb to build a coffee machine...
I always say (expect glitter tech, men thats op), a OP weapon is only OP if you exessivly use it with no limits, but if the enemy also got it, im ok with it. Rather a stun nade then 40 raiders with 30 doomsday launcher on day 32.
PS: I only survived all those game ending scenarios like 3 mech clusters spams into my base in a 5 day span (no quests active) and around 45 centipes, 18 scythers, 5 lancers and 7 pikeniers with those nades, those events were OP as all fugde and I didnt even had to much worth. Guess its just tynan the fun destroyer patching the game to be less fun every update. No more menhunting meat, no mech drops (material) and sun flares up your ass.
And whats best? Mechs dont even drop anything anymore to pay you at least some ♥♥♥♥ back after wasting all mortar shells and them just single guy wiping 12 turrets out because nothing OF YOU hits. A giant centipide large as a whole room does drop less steel then a sword..(slow sarcastic clap) thanks tynan
Balancing gameplay is really hard, but introducing even more OP weapons to combat already OP enemies is not a good solution to the problem. There is a reason the emp only works a few times on mechanoids in the base game, it is supposed to be a tool that gives you an opportunity to close the distance and deal a killing blow, or escape back to safety. It's hard, maybe even unfair, but there are ways to even the playingfield without removing the challenge with permanent stun-locks.
Personally I tend to use heavy weaponry from CE to combat the mechanoids, or just mortar them into submission. But ofc every modset will yield a different set of tools to handle any scenario. I just don't feel like permanently stun-locking mechanoids is a fun and engaging way of dealing with them, and so the drawbacks of super flashbangs far outweigh the benefits for me personally.
Sadly I got no spotters or AP ammonition. So I only have this stun lock left, I thought. Actually I just installed some turret mods and they seems really balanced yet powerful, like auto mortars yourself (Like said, its the year 5500 and already 2000 we had auto locking laser targeting weapons, so why not 3500 years later tynan? And they pretty good bug very expensive, expecially power. So yeah, up now, I only use this stun lock against prisoners because they tend to melee kill my lvl 20 fighter in heavy marine armor packed to the face with over-expensive hyperadvanced bionic parts.
Example, prisoner, melee lvl 2, weapons: Wood, skills: none relevant to fighting.
Guard, melee lvl 20, weapons: Stun weapons and giant thor hammer, skill: Brawler, and the one that give you boni on avoiding hits in melee.
He took out one arm and bruised the chest while the prisoner just beat him to death while the guard constantly missed. To note, that guy was 70 (the prisoner, had a bad back, cancer and 2 pig legs...and he wins......
Tynan, f************** you and your stupid RNG.
But back on the point, they are OP, yes, but weirdly, I only had (in a full 4 year playtrough) only 3 enemys with stun nades, one at beginning, 1 sometime, 1 on a outpost attack.
Hmmm, yes, probaly the mod makers shoud act since tynan is to proud and self loving to every make the mech weaker..no wait..actually BALANCE THEM.
Either make it so flashbangs apply short consciousness/vision debuffs or reduce the radius drastically,probably to a 3x3 area or smaller
Even a scyther or a molotov throwing guy,hell,probably even a centipede aren't as scary as one naked dude with flashbangs
if you are a maniac like me that likes more then 30fps lategame, you cant use it.