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Instead the tazer should put the target in a stun locked mode in which you cannot target any other pawns and depending on the tazer tech level lower consciousness bit by bit till the target drops.
Like stop at max target consciousness 20% with the latest tazer model make the guy reach that 20% in 3 seconds tops and all the while in STUN mode so he doesn't move
theres a beastlyturrets mod as well (for certain ones that can be merged too) which could be useful.
usually i keep all weapon items i find (unless i really need to buy something, since selling doesnt give you as much as the items worth) but partly because i dont want to risk an enemy faction having more guns etc, but also because when i get a lot more steel i will be making tons of turret bases all mounted with spare items :)
https://steamcommunity.com/sharedfiles/filedetails/?id=727710731
The assault rifle is very deadly, the pistols are all useless, the shotgun i wouldn't even try given how lethal the assault rifle is and the sniper rifle is really bad for keeping a close quarters prison break in check ...
Also the higher the quality of a taser weapon, the deadlier it gets.
I thought the whole point is it being non-lethal.
Why do the better weapons get deadlier?
There is also little indicator if a "Tazed" should be treated or can be treated at all.
A prisoner just died from "Tazed (severe)".
Enemies start falling over at severe and there was no indicator it could kill or when...
You knock them down with a taser, and "finish off" and then you have TONS of food, and the animals don't go aggressive.
if it made of metal, maybe it just goes through it like when it conducts through the metal?
The mod is cool and all but there needs to be nerfs on this, otherwise I'll just set it aside.
-Theres no way to devellop/protect his body from tasers
-Tasers are passing thought shields. When you are fighting a horde of ennemies and even if a few have tasers, a few shots are able to down your pawns even if their have got 4 active shield layers