Shelf Posted August 24, 2014 Share Posted August 24, 2014 I always run Deckard because I love being able to explore more of the map faster and get out earlier rather than later. Often times advanced tech I find will be a Stim, which claims to restore "X" AP and refresh the Agent's attack. It always restores the AP when I use it but I have never been able to refresh the attack. Is this an error or am I making a mistake? Link to comment Share on other sites More sharing options...
BaneoverBane Posted August 24, 2014 Share Posted August 24, 2014 Agents can attack once per turn which is refreshed by the stim. The taser however has its own cooldown which is not refreshed by the stim. What the stim allows you to do is essentially melee an enemy, use stim, then shoot another enemy. Klei has said that they are going to improve weapon selection so that if you have two tasers on an agent with stim, you could melee twice, but you would still need two weapons. Link to comment Share on other sites More sharing options...
obliviondoll Posted August 24, 2014 Share Posted August 24, 2014 Agents can attack once per turn which is refreshed by the stim. The taser however has its own cooldown which is not refreshed by the stim. What the stim allows you to do is essentially melee an enemy, use stim, then shoot another enemy. Klei has said that they are going to improve weapon selection so that if you have two tasers on an agent with stim, you could melee twice, but you would still need two weapons. If you have 2 tasers and one is on cooldown, you can normally drop it and use the second. When you use a stim to refresh your attack, you can't do this even though the only taser available is off cooldown and should be functional. Link to comment Share on other sites More sharing options...
the truthseeker Posted August 25, 2014 Share Posted August 25, 2014 Yep. Now I too am confused what Stim is for, or is this a bug? Link to comment Share on other sites More sharing options...
Snows Posted August 26, 2014 Share Posted August 26, 2014 I believe this was confirmed to be a bug. I didn't know about it until today and it completely killed a VERY close run. Link to comment Share on other sites More sharing options...
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