While this is indeed a soothing clarification, that doesn't change one fundamental problem: as long as the character who's being hit makes those saves, he doesn't suffer any effects other than a rising subdual total.
Its that professional courtesy thing again. Try out 2-3 thugs with stun guns zapping a lone player and see if they think it's insufficently awful
. Heck, 1 might be enough with good rolls. Players and special NPCs play by the same rules, and those rules are expressly designed to avoid instant wipe-outs. One round combats with the principle opponents are rather dull, even if players crave them. By the same token, getting TPK'd in 12 seconds is not fun for the players either.
I was expecting the stungun's good-looking damage code to lead to a reasonably fast "lights out", and it didn't quite deliver, which was especially bitter as the PC had packed it for the express purpose of taking out enemies quickly.
*shrug* It's lets you take people alive which is already a hell of a perk. Subdual damage offers a different
method of bringing someone down. One which can get around some of the best "tank"-style defensive builds out there (AP (X) drills through most brick strategies). And that raw damage number is rather high, meaning it eats standard characters alive. But, its NOT supposed to be fundamentally better/faster than all other (lethal) options - unconcious
is effectively dead
where gamers are involved so invalidating the entire wounds/vitality system is not a goal that players are gonna find all that easy