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Old 06-08-2021, 03:46 PM   #10
EskrimadorNC
 
Join Date: Jul 2015
Default Re: Further Discussion on Stun Grenades

Quote:
Originally Posted by MrFix View Post
I worked with Zarya-1s, and it took at least 30 seconds for the vision to clear sufficiently, and the ringing and deafness could remain for hours. The 'stun' caused by the explosion/inner ear effects also took a minute to shake off.
I don't recall the specific type of banger we trained with, but it was back in the early to mid 90s if that helps any.

If your experience is more recent, that could explain the difference in potency.

BTW, your blog is high-speed. Keep it up.

Quote:
Taking NPCs more than 10 seconds to un-stun is the intended behavior. It's a device meant for that. Considering it takes a long time to bring the grenade into play, and then capitalize on it's effects, it's more than fair from game perspective.
I get it. Maybe it's just my disconnect from RL experience. GURPS lets you do a lot in a 1 second turn, and I have always felt that my Players doing room clearing had time to spare when banging a room of badguys, even after pushing in, taking an AIM maneuver, and putting controlled pairs into vitals. IRL that crap takes time (unless you are CAG/ACE), and I never felt like there was enough time to dilly-dally when room clearing.

Also, in the games I've run, my PCs only really deployed bangers when they had time, and never really while under fire or out in the open. Giving the badguys 3 - 4 seconds of dumping fire on you while you prep a banger never seemed to be a smart play, so they didn't do it.
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