Add a 'actual' taze gun & remove or do the same with shockgu

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LOUD

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Post by LOUD » April 11, 2016, 7:03 pm
Your name: [Lsrcr]Loudy
Suggestion headline: Add a 'actual' taze gun & remove or do the same with shockgun
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Why should it be accepted: Remove /taze and /shock commands affects. What I mean by this is, add a 'actual' gun which will be called 'taze(shock)-gun'. I'll explain it, so, if I am LEO (Civilian) so when I type /taze or /shock, a gun (9mm would work because people rarely uses it) would come and if a LEO shoots it on some WANTED player he gets the same affects of taze/shock but with a bit more longer stun time... more points can be added would help if you guys post your opinions about it.
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Kaosx234

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Post by Kaosx234 » April 11, 2016, 7:06 pm
Can I see your argument against having more than 3 tazes on spawn? How are we going to get suspect if they have shock?

For me, if this gets added the following condition has to be fulfilled. Add NORMAL tazes, that means:
  • After the taze, you get stunned for 5 full seconds. Doing animations is bug abusing therefore should be harshly punished
  • Having at least of 6 tazes
  • Be able to restock them from weapon checkpoints at police cars/SWAT sultans.
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122policeofficer

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Post by 122policeofficer » April 11, 2016, 7:21 pm
viewtopic.php?f=386&t=67094

I already suggested that :P

But let me update something.9mm taser gun should be made to work as real one.I mean for part with patrons.So when spwaning as any LEO enforcer we will get 9mm taser gun and 15-20 patrons.Why so much? Because we will aim with it and there will be much chances to miss.So if we miss the wanted suspect and don't hit him while patron employe electric wires we will get automaticly reload new patron for aim and use,just like after we shot one bullet from gun.And ofcourse we should be able to restock patrons at checkpoints.I think this will be nice implementation and finaly those criminal skin players will being able to escape on some easier way and stop complaing about /taze OP status. :lol:

Thursday

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Post by Thursday » April 12, 2016, 11:56 am
Decrease /taze range will be good.
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122policeofficer

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Post by 122policeofficer » April 12, 2016, 1:20 pm
[Lsrcr]Slam wrote:
Decrease /taze range will be good.
Real taser gun can hit individual who is 10 meters away (or 32 feet) away. ;) So /taze range is okey.

BoSS

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Post by BoSS » April 12, 2016, 7:01 pm
[Lsrcr]Slam wrote:
Decrease /taze range will be good.
The range isn't even that far right now.

Geri

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Post by Geri » April 13, 2016, 10:53 am
For my opinion taze in officers is too op and i can get almost everyone in foot spamming taze 3 times and arresting. or my opinion decrease the radius or allow max 2 times spam.
glgy geri

Thursday

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Post by Thursday » April 13, 2016, 2:21 pm
GalaxyGeri wrote:
For my opinion taze in officers is too op and i can get almost everyone in foot spamming taze 3 times and arresting. or my opinion decrease the radius or allow max 2 times spam.
Well newbie slowly typing,3 taze is fair enough
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[MOB]ibrar.123

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Post by [MOB]ibrar.123 » April 15, 2016, 6:09 am
[Lsrcr]Slam wrote:
Decrease /taze range will be good.
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Naruk

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Post by Naruk » April 16, 2016, 3:42 am
The /taze command has been in Lsrcr ever since it started, it's one of its trademark. Removing the command is literally removing the SOC system.
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