dog
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Post by dog on Apr 14, 2009 11:06:27 GMT -5
What's your opinion about this? Do you think that the stun grenade is overpowered compared to flashbang?
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shadz
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Post by shadz on Apr 14, 2009 14:54:30 GMT -5
Of course it is. More range (by throw), slow down, poor vision and a hitmarker
The flash is like the younger brother to the stun.
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Post by imrlybord7 on Apr 14, 2009 15:39:30 GMT -5
I never really thought about this, but I think they should just remove stuns. Flash nades are balanced much better.
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Post by Corax on Apr 16, 2009 23:55:23 GMT -5
Stun is fine. Stun x3 on the other hand can be very annoying. Frag x3 is probably still the better choice though. But I refuse to use frag x3, personally. Flash is balanced though.
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dog
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Post by dog on Apr 17, 2009 11:19:15 GMT -5
imo, stun grenade is unbalanced (at least it is compared to Flash) because:
1. It not only temporarily blinds its victims, but also decreases the movement speed and sensitivity as well.
2. Although both flash and stun have 1 second detonation time, stun only detonates upon hitting the floor whereas flash will detonate exactly 1 second after being thrown; regardless whether its still in the air or not. Stun nade can be thrown at further ranges because of this. Hence there is more tricks that could be done with the stun nade (like the annoying stun-nade combo. Where the player throws the stun, slows its victim and salute him with a nade shortly after).
3. Stun's explosive damage is 1. Not like it'll kill you or anything (it'll probably kill a last stander though), but this 1 damage is the very reason why most players prefer stun - coz you'll get a hit blip if your victim is within the vicinity of the stun. This feature could be used to detect any opponent ahead of you. Whereas flash nade could only detect your opponent if its only a direct impact hit.
4. Direct Impact damage -- same damage as an AK-47 without stopping power. Literally a 1-hit-kill weapon in 30 health mode. Compared to flash, thats 25 damage difference.
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Post by ssog on Apr 17, 2009 19:10:07 GMT -5
Stuns are stronger than flashes, but not because stuns are unbalanced, it's because flashes are (unbalanced on the weak side).
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Post by forestdump on May 2, 2009 3:51:31 GMT -5
but doesnt the flash grenade have a larger blast radius?
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Post by ssog on May 5, 2009 1:02:53 GMT -5
but doesnt the flash grenade have a larger blast radius? Yes and no. On the one hand, it has a larger radius of effect. On the other hand, it only takes effect if the enemy is actually facing the flash when it goes off, meaning as many as half of the people in the area of effect will be unaffected.
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dog
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Post by dog on May 5, 2009 14:23:21 GMT -5
More often than not, I've been blinded by flashbangs actually without seeing the projectile landing in front of me first. It could be that my eye is slow on the uptake, or that flashbangs in the game could blind its victim who're not directly looking at it.
Maybe Den could shed some light on this.
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Den
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Post by Den on May 5, 2009 18:00:33 GMT -5
Flash > Stun
Turning 180° away from the flash will only cut its power in half and anything other than looking directly away from it will compound the effect. The Flash also has this itty-bitty shock effect, just like but not nearly as powerful as the Stun, turning around will be slightly affected.
At the range the Stun would barely affect the enemy (512 max range), the Flash is going strong with an almost completely white screen (800 max range if the guy is looking that way)). Both point blank will last just over six seconds, fading away after four of those seconds.
The shock effect of both grenades will disable sprinting for as long as the effect lasts. Neat side effect, though, the lasting shock from a stun can be cancelled out by damage from a frag grenade - it removes the stun so the death is smooth; the shock is written off even if you don't die.
The comfort of a hit indicator is the Stun's selling point for most. Though... the hit indicator may only stagger a guy for a brief moment, an amount of time it takes for you to go around the corner. Most guys are already looking at the corner, too, so you are just giving them a target to shoot.
The ability to airburst over cover is the Flash's boon. A much higher chance to blind guys behind stuff. In the same way as the Stun, blind guys are usually watching the entrance. Unlike the stun, they can't see anything and will either: Go prone to hide - free reign to move in Shoot where they were looking - just wait a moment for them to empty their mag and move in on their defenseless moment Not get hit by the flash - well you gotta get in there anyway
There's also the piercing noise and bright white screen that could affect the very person playing the game, too.
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Post by slashdolo on May 5, 2009 22:07:09 GMT -5
Flash has a longer priming/throw time than stuns, otherwise I would use flashes.
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iKONIG
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Post by iKONIG on May 14, 2009 2:45:23 GMT -5
I also use stuns as a lethal advantage. Like when i see an enemy 1v1 with my teammate. I throw a stun in there and 95% of the time my teamate will dominate. You also get an assist, meaning you get 25xp in SnD! Pretty sweet deal in my opinion.
: D
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Post by robesh on May 16, 2009 19:50:37 GMT -5
The Stun's major limiting factor is that it doesn't totally blind the target, like the flash does.
Flashes are made for getting away from the enemy/sneaking around. They are more Defensive. Stuns are made for seeing if someone is in a room/slowing the enemy/clearing a room. They are Offensive.
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Post by ssog on Jun 3, 2009 23:51:17 GMT -5
I also use stuns as a lethal advantage. Like when i see an enemy 1v1 with my teammate. I throw a stun in there and 95% of the time my teamate will dominate. You also get an assist, meaning you get 25xp in SnD! Pretty sweet deal in my opinion. : D One time, out of boredom, I decided to see how many assists I could get in a single match. I set up a class with 3x stuns, played HQ until Shipment came up, and would simply toss all 3 stuns and then, if still alive, overcook my frag. Turns out the answer was "68". I even wound up with a handful of outright kills in the process (mostly last standers and the occasional "Misery Loves Company"). I also got an obscene number of assists playing TDM on Wet Works with a similar strategy once. IIRC, I finished with around 20-25, which is impressive when you consider there are only 75 kills to be had, total.
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