
Moderators: Suggestions helpers, Developers
CXdur wrote:Do you guys still believe that changes are necessary? We do not want to decrease the jail time as it would devalue jail cards, but do you still think it's too unbalanced? I personally feel like it's a lot more balanced in most cases now and chases last a lot longer, you have more chances at escaping and I don't see them as overpowered as they were. I want your opinions though and more suggestions are appreciated if you have something good.The new updates are insane, I cannot deny. But since you're welcoming opinions, the new updates are kinda not practical. Entering the blackmarket causes one to get wanted which forces him to cophunt.


Shaco wrote:I like suggestions 1 & 3**Commenting on the bold part**
Suggestion 1 - Maybe running slower than usual of course
Suggestion 3 - Make the /taze range like /rob or /rape(?)
Or let me float another idea by you. How about in order to /cuff you have to /taze first? In other words,no instant /cuff. I mean you got to hold the criminal down first in order to /cuff him anyway,logic. Open the spoiler for some epic painting skills of what i'm trying to say.
I think the original idea was by Onzie so credits to him.Spoiler: show

CXdur wrote:Do you guys still believe that changes are necessary? We do not want to decrease the jail time as it would devalue jail cards, but do you still think it's too unbalanced? I personally feel like it's a lot more balanced in most cases now and chases last a lot longer, you have more chances at escaping and I don't see them as overpowered as they were. I want your opinions though and more suggestions are appreciated if you have something good.Frankly speaking, the new updates that have something to deal with the balance between cops and robbers are actually just what we call mindset illusions.
Skillzz wrote:I still think the /taze distance could be nerfed slightly as it's still an overly large distance but the new criminal updates help alot and chases are nearly always a lot longer if you're criminals with cop bats, shock guns and cuff picks.If cops are stunned, they can still use commands. If they are shocked, the more shocks, the more they can taze. Taze reflector, I guess, only reflects one taze. In addition, criminals must get these items from the Black Market which, like I said, causes them to get wanted, while cops spawn with everything.
CriticaL wrote:And yeah, there's a point that has to be mentioned here. Have you ever wondered why SWAT has less members than army? Or why there is maximum 3 SWAT members online?Honestly I don't think that is the reason of why SWAT has less members than Army. 'SWAT have to work harder', that is true and not true at the same time. I mean, obviously SWAT have to cuff and then drag the criminal but because SWATS are mostly teaming up, it is really easy for them to take down/cuff a criminal unlike cops, when most of them are solo-ing (for example, try leaving your car when the SWAT team is behind you, chasing you. The chances to escape are nearly zero). In addition, SWAT got some special commands // features such as roadblock which is really helpful, grenades (not sure if they have that but I think they do), injections at their base and so on. Not to mention the fact that you can earn score really fast just by standing on the roof of the car.
The answer is, because practically SWAT have to work harder while cops just ar. Nerfing the taze command or setting limitations for cops will ensure balance not only between LEOs and Criminals, but also between LEOs' factions.
By this, I mean, tazing changes shouldn't be applied to SWAT.
Phone = typos

Users browsing this forum: No registered users and 2 guests