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Juicy wrote :This will cause catastrophical gameplay issues. Y'all should nerf the shock gun cause its super op.
Juicy wrote :Ducati. wrote :Juicy wrote :Y'all should nerf the shock gun cause its super op.
Cops have to arrest criminals.
Criminals have to kill Swat
Cop
Army
Don't you think shock should be a little buff than tazer.
Being able to taze 2 times vs being able to shock 6 times in a row is a whole different story. The range on the shock gun is ridiculous too.
Demon. wrote :Can’t you just make it to the way it was? Max 3 shocks for criminals the cops would also have 3 tazes before the cooldown. Lemme explain
So whoever tazes or shocks first he’ll activate the cooldown/run out of shocks
If the cop tazes first, the criminal would have the last shock, ex:
Cop tazes Crim
Crim shocks Cop
Cop tazes Crim
Crim shocks Cop
Cop tazes Crim
Crim gets the last shock or vice versa.
12 shocks is like waaaay too op and this has been suggested countless of times I think, but idk seems a bit too much aiming with ur tazer n shit, neutral anyway
Mastro wrote :Sowhat wrote :A nice game-play concept but I don't think it will work out here.
There are plenty of scenarios and ways that will ruin the whole idea of implementing this, starting by Ping and FPS. Some players will surely have advantage over others, way superior advantage depending on these two, a person can have a super smooth game-play that will let him aim more preciously and success while other can be very much lagging that it will be hard to catch in this intense combat - We are talking about few seconds that determines if you will taze or be killed by 4shot sawnoff - which I doubt it will be fair in most of time.
FPs is an issue in every single scenario no matter what, dueling, chasing and what not. Sometimes you are bad at dueling due to low FPs, for example. Same with ping difference. Often you have a hard time hitting someone due to this. You are sometimes unable to cuff someone properly due to the high ping difference. Or taze them, shock them. That's inevitable and it affects our/their gameplay in every single aspect already.
Mastro wrote :Sowhat wrote :Assuming the first reason is ignored or the player base has to live with it, some cops might just go kamikaze riding bikes, reach out the criminal, gets off and just shots at the criminal very easy in order to cuff afterwards.
That way it will be harder for them to do so. Nowadays they can just press F, instantly type taze/cuff and the player is in jail before they realise. Sometimes they don't even taze, or it takes less than a second to arrest one. Isn't that significantly easier and non-realistic?Sowhat wrote :The concept of cop having to taze first in order to be able to cuff won't work out at all as the taze period is just 1 second or less than 2, you'll need to aim; taze; cuff in these two seconds to manage to do it. If we increase taze period then the second reason I mentioned will be a lot worse. Assuming that we allow it some how that cop can cuff criminal after being tazed once without the need of having the criminal being tazed (in other words, giving cop 10 seconds to cuff the criminal after he taze him), will still lead us to the second reason I mentioned that the cop would just taze, run in loops to cuff the criminal.
This is definitely possible. Once they aim at the criminal they have to run to them and cuff them . Criminal is unable to move for 1-2 seconds. It takes less than that to reach them.
Mastro wrote :Sowhat wrote :Another theory is that the cophunting will start using silencers to shock, 4 players using silencer while one using sawnoff to just kill cops one by one, knowing that silencer can have infinite ammo.
I mean, isn't that what's happening nowadays? Criminals (or cops) shocking the same cop again and again (shock/taze spam) while the other is 4-shooting? Also they will not have unlimited ammo, 3 'bullets' or so, then recharging.
Mastro wrote :Sowhat wrote :Assuming that we some how make it impossible to own more than 50 bullets of silenced 9mm, then these 50 bullets will be enough to encounter the cops in the cophunting and refill afterwards.
^
Mastro wrote :Sowhat wrote :Assuming all of what I said didn't make any sense then the following might do:
How would cops manage to hunt down criminal to taze with silencer 9mm knowing that the cops needs to stand still in order to hit while the success hit is not very high - knowing that it would be super stupid to increase width of the taze because by then you won't land a successful hit on the person you want to target - thus making the cop gets killed very easily by sawnoff. Assuming the criminal running on foot, same as the cop, how would the cop manage to catch the suspect knowing that he has to aim with the silenced 9mm which will force him to lose a lot of distance while aiming?
You don't need to stand still to use the 9mm. Moreover, they ought to go pretty close then immediately aim at them. Taze range could also be increased by a bit (or other minor tweaks) since they will have to slow down for a few milliseconds and aim. That requires skill aswell - till this day they can execute the command while jumping. Zero skill required.
Mastro wrote :Sowhat wrote :Using of a weapons such as 9mm silenced will promote C-bug to cancel animations to have superior advantage in shock/taze.
You can't really cbug with 9mm, you can however with the silenced 9mm which is not needed to be added.
Mastro wrote :Sowhat wrote :Changing the taze/shock to another weapon than 9mm silenced will still give same result and it would be insane to add a running-stun weapon.
Why? Currently you can taze/shock whilst running/jumping, what's the difference here? You also cannot run with 9mm, but jog only. It's actually easier now.
Mastro wrote :The main issue here is how easy it is to use those commands without necessarily being skilled enough. There are new players to the game that can easily face very experienced players since all they have to do is type a command (which they can also keybind and pre-type making it easier). You can taze/shock players through the wall. Cuff them through the wall. You can press F from a car and arrest a criminal within 1 second while they are in the middle of entering-a-car animation. So many things to mention. This shouldn't be easy.
We should focus more on a CnR gameplay. Yes it is going to be harder, more challenging. It will be more about actual skill. Players will have to use tactics, try to better their aim and whatnot.
I can assure you if it was the other way around and we were thinking of switching from guns to commands in order to taze/cuff then we would all start talking about so many disadvantages, being extremely against it. We shouldn't be afraid of possible changes.
e.e wrote :Honestly, I like this idea, but I think it just won't work in the lsrcr system. It's a rp server, sure - but after all not a hardcore rp server. They would need to remove 2 shot as well then/sniper cbug and all this stuff, since it's way too op for criminals to kill someone while the cop is trying to taze the person (especially if the tazer needs to recharge). This will just change the current system (better aimer vs faster typer)
Dunno, I'd also like to play in a system where this server goes hardcore rp (no car surfing, no 2 shot, no cbug and all this stuff), but then again, it wouldn't be lsrcr and this server is known for what it is today.
Mastro wrote :Many of you mention how it will be easier for LEOs to direct cuff someone, which is partially true, however we could always counter this.
We could possibly make it so LEOs ought to taze before cuffing someone which definitely makes sense. You can't really apply cuffs to someone who is resisting/running, but when they are immobilized.
The reason why we suggest this is because we are trying to focus on a CnR gameplay. Currently all we encounter is shock vs taze fights/spam, and players with little to no skill (because they are new to the game) manage to take down experienced players without much effort.
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