>>16557466go away retard
>>16557479Whoever thought that was balanced, I thank them for making it more fun because it just makes being non-lethal more rewarding, but also fuck them. What did the baton do to deserve that? You think that thing is made out of weak material, or something? Because it's not.
The crowbar, which can make use of head multipliers and also destroy robots if you hit them with it enough, has a base damage of 6. The baton has 7. That means the baton is stronger than a crowbar. So, why isn't the baton allowed to do the same? It's a baton from 2052 that's used by National Security. It's damn reliable. It should be able to crack your skull open. Concussions are a thing, are they not? How the FUCK is it so weak?
Is it because that the prod stick would've been left without use if the baton just had the head multiplier? I'm pretty sure that wouldn't be the case, nothing would've been changed by that other than players not having to put up with the hitboxes when using the baton.
If their intention was to make it more attractive to use, they didn't even make it so that the baton does way more damage if the enemy is stunned by the prod, so, I don't know. (It does have a multiplier for that, but it's just a rather weak one and ends up not being very unviable. That's one thing I was right to complain on.)
There's also that, this really confuses players who aren't aware of the mechanics. If you snuck up behind someone with a baton, you would figure that hitting them in the head would do the most amount of damage, right? Especially so if you've used other melee weapons. But, no. You just get completely fucked over. Which has probably incentivized a bunch of people from trying out a non-lethal playstyle, so, that sucks.
Oh, and the pepper gun option is even more viable, because you do 4x more damage to enemies who are stunned by gas. This is what makes gas grenades so good later on with higher low-tech skill, but I guess I'll touch on that later.