JakeCWolf

Well-Known Member
Aug 26, 2015
73
6
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Right after stunlocking being disarmed for half a fight and loosing access to 80% of my offensive abilities is my second least favorite way to have fun in TiTS. Disarming is a valid tactic for Player and NPC alike, but it shouldn't come with a set time limit and bupkis you can do about it. When I'm tripped I can use a turn to stand back up, why can I use a turn to at least try to get my weapon back?

It could even be class specific;

- Smugglers could have higher base chance to get their weapon back or be disarmed base for a shorter time.

- Mercenaries could give the disarmer a whack when they pick their weapon back up as a little 'don't you do that again'.

- Tech Specialists might give the disarmer a shock when they are disarmed due to a fail-safe they built in to it.

- Kineticist could just summon their weapon back to their hand without a chance of failure or for free if there isn't one, because frick you I'm a space wizard I can just do that.

As it stands now being disarmed isn't fun, there is no challenge there is no counter play. Being told to literally throw rocks for four turns until you can go back to actually fighting is lame and how disarmed is handled should be revised at least if disarming enemies are going to continue to become more common as the game goes on, which it honestly feels like it is right up there with stuns.
 

TheShepard256

Well-Known Member
You can end being disarmed on yourself early by equipping a different weapon from your inventory - preferably in whichever slot you don't get the most use out of, as both slot are affected equally. Don't ask me how equipping a different melee weapon undisarms you of your ranged weapon, or vice versa, works in-universe, because even I have no idea.
 

JakeCWolf

Well-Known Member
Aug 26, 2015
73
6
36
You can end being disarmed on yourself early by equipping a different weapon from your inventory - preferably in whichever slot you don't get the most use out of, as both slot are affected equally. Don't ask me how equipping a different melee weapon undisarms you of your ranged weapon, or vice versa, works in-universe, because even I have no idea.
That sounds more like an oversight that was intentionally left in for lack of a better option to me.
 

Theron

Well-Known Member
Nov 8, 2018
3,944
1,476
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Smuggler can be functionally immune via Quickdraw. If un-equipping/re-equipping a weapon is the intended counter, I think it could probably be better signposted.

Which enemies can disarm? Sexbots (ranged only), Cyberpunks (Energy Weapons), Hyrax Alpha. Tainted Cultist has not-a-disarm. Who else?

Actually, my bigger issue is that Disarm doesn't work against a huge number of enemies, some of which are immune solely because it would make them too easy. Others are functionally immune because the AI has to specifically written to accommodate it. If it's not, it doesn't actually stop the enemy from using any abilities.
(Based on a test I did some time ago. I posted my findings in the Bug Reports forum. I know some of it was being addressed, but I'm not sure how far it got.)

I've suggested making Disarming Shot/Kinetic Burst have a Stagger chance vs Disarm Immune enemies.
 
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