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Thread: Stun Batons

  1. #1
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    Stun Batons

    So in my current game ui went an int build to try out the new junk turret and stun baton. There's been plenty of threads on the turret, and thats a discussion for another thread, but the batton seems to have gotten forgotten pretty much.

    Honestly, i haven't been impressed, so far it seems to be by far the weakest melee weapon in the game by a pretty wide margin. The ability to stun enemies and the rapid attack rate sound cool, but in practise i've found it to fair poorly in many situations. Against lone zombies wandering around on their own, it's great, against tougher enemies or more than one especially it feels much less capable. If that was true of all melee that wouldn't be a huge issue but honestly other types of melee feel pretty solid.

    Honestly it just feels like a straight up raw damage issue.

  2. #2
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    If the stun baton had a very high rate to stun them for a second, enough to swap to another weapon and strike the zomibe, that would be cool. Nice way to deal with the runners.

  3. #3
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    Or place the junk turret down. Running zombies are harder if you have not placed down the turret. I am trying the turret build now and will hope to use 5-10 turrets on hoard night so once one runs out of bullets the next will activate. Then I would just need to micro manage reloading empty turrets on top of repairing/adding my own fire power.

  4. #4
    Zombie Hunter beHypE's Avatar
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    Quote Originally Posted by minisith View Post
    Or place the junk turret down. Running zombies are harder if you have not placed down the turret. I am trying the turret build now and will hope to use 5-10 turrets on hoard night so once one runs out of bullets the next will activate. Then I would just need to micro manage reloading empty turrets on top of repairing/adding my own fire power.
    What does that have to do with stun batons though ?

    I've been trying them out a bit (unperked that is), but indeed they feel pretty lackluster compared to other options. They would probably fare better if the affected zombie couldn't hit you while being buzzed, even though that could be slightly op.

  5. #5
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    I started with an Int build as well to give the Stun Batons a try. They seemed like they would be really cool in theory but in practice they are pretty bad. The stun would be great if it was an actual stun and the zombies still couldn't hit you. They really just feel like a worse club most of the time.

  6. #6
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    Quote Originally Posted by beHypE View Post
    What does that have to do with stun batons though ?

    I've been trying them out a bit (unperked that is), but indeed they feel pretty lackluster compared to other options. They would probably fare better if the affected zombie couldn't hit you while being buzzed, even though that could be slightly op.
    Wouldn't stunning the zombies be helpful for 2 turrets that were placed shooting the zombies?

  7. #7
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    Stun baton = trader fodder.

  8. #8
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    Meanwhile, the Int build in my crew is loving the stun baton something fierce when we're clearing POIs. He's got the burning shaft mod in it, and is pretty heavily perked in the Int tree.

    That thing does work when he's tanking with ranged support behind him.

  9. #9
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    Quote Originally Posted by minisith View Post
    Wouldn't stunning the zombies be helpful for 2 turrets that were placed shooting the zombies?
    Sure but you know what would be better? Two turrets and a machine gun. I think the OP is trying to make Stun Batons something besides trader fodder.

  10. #10
    Hunter
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    Perk it up.

    2 or 3 perks in and you can effectively stunlock even groups of zombies super quick. Honestly given all the other must-have INT skills I found getting INT to 8, turrets and stun baton to be virtually broken. That's part of what makes it such a good weapon - you've got two very strong combat skills tied to the same attribute.

  11. #11
    Colony Founder Katitof's Avatar
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    I believe turret and stun baton are to be used together, hence neither is particularly excelling in what it does.

    Use them together however and they work fine.

  12. #12
    Survivor EstebanLB's Avatar
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    The stunt baton should stun always but the stun should last a lot less and of course and freeze them there and unable to hit like others mentioned. The dmaging electrical effect that we have now should only happen with power attacks

  13. #13
    Reconstructionist A Nice Cup of Tea's Avatar
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    Quote Originally Posted by Katitof View Post
    I believe turret and stun baton are to be used together, hence neither is particularly excelling in what it does.

    Use them together however and they work fine.
    They also work really well when you're part of a team and you stun the zombies while your friends shoot them.

    That, combined with the Charisma skill, makes me think that the Int specialist is intended to be a support character choice rather than a solo character choice.

  14. #14
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    To all those suggesting use them with this that or the other. In what way is a stun baton better at that than say a club or a sledgehammer or a spear, or hell even a knife. Most weapons when you hit someone have a chance of making them stagger back clutching their head. And with the right perks or skill books, (depending on the weapon), you can send enemies flying with various ranged options. And all of these deal significantly more damage as well. In what way is the stun baton better in this than alternatives. Personally i consider getting more than one zombie zapped at once a bonus because the strike pattern is poor for hitting multiple enemies with one attack.

  15. #15
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    To quote Hicks from Aliens: "Thats why I keep this," *Ka-chink!* "For close encounters..."
    Last edited by Ramethzer0; 4 Weeks Ago at 07:18 AM.

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