Suggestion: SSB Modes

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Wizzy

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Post by Wizzy » May 6, 2026, 12:28 am
Your Name: theninjawizzard
Your suggestion: S.W.A.T. Bomb Modes
Reason: From my personal experience, I've never had the chance to use the old S.W.A.T. Shock Bomb, the nerfed version that I've used through out my entire S.W.A.T. career was still pretty good, but ever since the cooldown nerf, it's only a fraction of what I imagine it used to be. Obviously it was removed for a reason, way too overpowered, and it did have its own rules when it could be used but it was nerfed regardless. Now with the nerfed verison that is no longer an explosive, but more of a large taze radius for a few seconds, being that there is no rules for it and you may use it however you want, but after the nerf, it now has a cooldown of 15 minutes per usage, as well as a global cooldown for all members, this is extremely bad in my opinion and I think every S.W.A.T. member agrees.
Every time I use it now it barely does anything, not to mention the long animation upon planting it that leaves the user completely frozen and vulernable to all attacks, if you instantly plant and activate the SSB, you'll spend most of your time waiting out the planting animation while everyone affected is tazed, by the time you are able to move again to try and make some cuffs/drags, the affected criminals also are able to move, and with so many targets running away from you while others are shooting, you're just simply overwhelmed and die, if you activate it after the planting animation or near the end of it, you'll be severly damaged because the user spent so much time in the animation that they became target practice for the surrounding criminals. If you are/have been a S.W.A.T. member and used the SSB, you know exactly what I'm talking about.
And once you manage to activate it, there's nothing you can really do, it freezes all criminals around for a couple seconds and prevents them from shocking, which you may be able to cuff 1 or 2 and maybe drag 1 at MOST, before the others gun you down and free the dragged suspect(s), believe me, I've had this situation happen to me literally hundreds of times, the outcome is the same. No S.W.A.T. member is superhuman enough to detain several criminals within seconds. I seriously don't know what they expect us to do. (Keep in mind, I'm talking about using it against several criminals, not just 1, that's a complete waste ever since the cooldown was added and no S.W.A.T. member should use it on only 1, unless it's a bycicle or the criminal is extremely evasive and has been chased for a long time).
The S.W.A.T. Shock Bomb is only good for using it on 2 to 3 criminals nowadays as any more you'll immediately get overwhelmed and waste a bomb to get zero arrests, but why must it be that way? How come what was once considered a weapon of destruction be reduced to such a pathetic form? Looking at it from both prespectives I thought of a solution that is balanced and fair for both criminals and S.W.A.T.

The S.W.A.T. Shock/Explosive Bomb!
By using /sbt (or whatever command the devs make) you are able to toggle between 2 modes of the SSB, one being the now current version of SSB, and the other mode being the old explosive SSB (Note: Only MCP+ should be able to use /sbt, as the default bomb mode would the shock bomb upon picking it up at the base, and SPCs will not be able to use /sbt to change to an explosive bomb, this way only the high ranks can use the explosive bomb and new members will have to spend a long time climbing the ranks to be able to use it, SPCs after unlocking the shock bomb, will be looking forward to reaching an upgrade when they reach MCP, more swat commands/features distributed around the ranks will encourage more activity for promotions) With this feature, S.W.A.T. Members are able to toggle between using a shock bomb, or an explosive bomb, with the rule that you are able to use the shock bomb on anyone no matter the numbers with a 10 min global cooldown between all users as well as the 15 minute cooldown per usage.
And you are only able to use the explosive bomb on a group of 5+ criminals with a 15 minute global cooldown for all users, and a 20 minute cooldown per usage. (Note: Once you use any of the SSB modes, you'll have to wait 15 minutes to be able to use the shock bomb and an extra 5 minutes if you want to use the explosive bomb). This way S.W.A.T. can still use SSB frequently by swapping between users, if there ever is a massive cophunt, S.W.A.T. may use the explosive bomb as a last resort under very specific conditions.
This way, S.W.A.T. has to strategize when to use SSB and which mode to use as all S.W.A.T. users will be on a global cooldown upon a usage by any of the members.
With this, we can finally live up to our title and use our special weapons effectively, being able to use SSB on multiple occasions, for example on groups of 2-3, use shock bomb, and groups of 5+, use the explosive bomb.
In my opinion the usage of the explosive bomb is completely fair due to the colossal 20 minute cooldown, I mean if a cophunt dies to an explosive bomb they'll be completely safe for the next 20 minutes, they can start another cophunt the minute they get wiped out, it's also not guaranteed an explosive bomb can wipe them all out as the user has to be extremely precise with timing and range, criminals can keep their distance, and if we miss, we have to endure a 20 minute cooldown. If there is no criminal groups of 5+ we won't be able to use an explosive bomb anywhere else and will have to wait until another cophunt comes way later on, the explosive bomb is meant to be a quick stop to a lot of heat, and criminals could form groups of 4 to avoid explosive bombs, in which we can still use a shock bomb to try and fight, as well criminals can fight back with SSB Jammer for both modes, a lot of work-arounds for both sides, which I think is fair.

If you look at SA Army, they have a bunch of explosives. Grenades, Rocket Launchers, Hydras, Tanks, which they can all use to wipe out a massive amount of criminals very easily, I feel that as an equal faction, posssesing special weapons, we should have an explosive weapon too that requires skill to use efficiently.

(Note: You will recieve an error message when trying to detonate a SSB when both the global and per usage cooldown is ongoing).

I thought to suggest this seeing how much Ls-rcr is active again and especially the update yesterday that had a nostalgic feeling to it by reintroducing the Lsrcr tag again, as well as getting some QoL updates on S.W.A.T. I thought I'd suggest this since Hiresh added some updates for us.


I'm willing to discuss further about this from other community members and potential staff to try to make it as balanced as possible, I want to hear your thoughts, but I think this is a very good and balanced suggestion considering there is a counter for the SSB, the SSB Jammer that is available on the black market and currently everyone has access to it on /dweap, I think this suggestion is reasonably fair considering the numerous amount of strategies we can do with the SSB while keeping the battle field even with the large cooldowns.
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Bombshell

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Bombshell
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Post by Bombshell » May 12, 2026, 12:46 am
I believe this suggestion is fair as long as it includes specific rules and ranks for each type of SSBs, not to mention the unmentioned advantages for Army in terms of aircraft, tanks, RPGs, grenades, etc., which already overpowered to an entire cophunt with a single click. I've carefully considered this suggestion and find it fair and very appropriate given the recent server activity. Everyone should also carefully consider the suggestion before voting, otherwise, don't vote at all if you don't.

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Wizzy

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Post by Wizzy » May 12, 2026, 1:08 am
To Summarize:

The current S.W.A.T. Shock Bomb (SSB) in the game became too weak after multiple nerfs, especially because of the long cooldowns and slow activation animation.

Main complaints:

The old SSB used to be explosive and very powerful, but it was removed because it was overpowered.

The current version only temporarily stuns/tazes nearby criminals.

Now it has:
.15-minute personal cooldown
.Global cooldown for all S.W.A.T. members
.The planting animation freezes the user, making them an easy target.
.By the time the user can move again, criminals recover and either escape or kill the S.W.A.T. member.
.It only works well against 2–3 criminals; against larger groups it’s almost useless.


Suggested solution:

Proposing two bomb modes:

1.Shock Bomb (current version)
.Works on any number of criminals
.10-minute global cooldown
.15-minute personal cooldown

2. Explosive Bomb (old powerful version)
.Only usable against groups of 5+ criminals
.15-minute global cooldown
.20-minute personal cooldown
.Only higher-ranked S.W.A.T. members (MCP+) can use it


Why it’s balanced:

.Huge cooldowns prevent spam.
.Criminals already have counters like the SSB Jammer.
.The explosive bomb would only be for massive “cophunts.”
.Criminals can avoid it by spreading out.
.Army faction already has strong explosives, so S.W.A.T. should also have one special explosive weapon.


Overall point:

S.W.A.T. has become too weak after the nerfs and wants a more strategic, balanced system where S.W.A.T. can choose between a stun bomb or a powerful explosive bomb depending on the situation.
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ThoraX

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Post by ThoraX » May 12, 2026, 9:22 pm
fully supportive, finally someone with brain.

do you believe that I (maybe other teammates too) often forget that I'm carrying a SSB in my back? cause of the current shock bomb simply does not feel effective anymore, especially in large cophunts where SWAT members are heavily outnumbered and the long animation or cooldowns make it harder to take advantage of it properly.

the most important is that this suggestion is not asking for something overpowered, but focuses on balance by strict rules. the idea of having two bomb modes, one for smaller situations and an explosive version strictly for 5+ criminal groups with heavy cooldowns, restrictions, and rank requirements ( MCP+ ), sounds fair rather than abusive.

while no need for comparison, but a small notice. since the Army already has access to multiple strong explosives, and the server is active again so giving SWAT even ONE situational explosive option with proper limitations and rules doesn't seem unreasonable, especially when criminals still have counters like the SSB jammer and such...

and how active the server has become again, ofc cophunts will be seen more frequently. that's why the SWAT features (especially SSB which is the main subject) should remain effective and useful, not forgotten and repeatedly weakened over time cause of some losers kept yapping because they couldn't beat the SWAT members.
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Criminal

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Post by Criminal » May 13, 2026, 4:36 am
It’s not a bad suggestion, I also checked the one Kawish posted and thats not bad either. I believe that it needs a change and it could be either this way or what Kawish suggested.

Two modes is actually cool and great idea, and I do believe there should be one explosive weapon which swat should have and should be unlocked at certain high rank.

Kawish’s suggestion: viewtopic.php?p=1127798#p1127798

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69?

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Post by 69? » May 13, 2026, 11:44 am
I agree with the idea. It actually feels like a more balanced system overall and gives SWAT more strategic options while still keeping strong counters and cooldowns in place.
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Meow

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Post by Meow » May 16, 2026, 1:02 pm
If you really want to balance things, I’d say allow the SSB to only one member online, preferably the highest rank, and make the team play around him. If there are 4+ members online, then let two members pick it up.. and etc. Feels way more strategic to me. (Kinda gives a Counter-Strike type vibe, I’d say.)
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