Shock and Taze - Possible tweaks

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Should shock gun be slightly nerfed in order to make both tazing and shocking equal?

82%
Yes
53
18%
No
12

Total votes: 65

Geri

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Post by Geri » July 8, 2018, 5:29 pm
Mastro wrote:

- Cops can taze a suspect 3 times in a row.
Most of the times its only two tazes in a row for me.


Anyways, if you are a pinoy, someone who only plays as criminal and someone hates the cops, please don't vote no, because the gameplay wont be fun and challenging. I remember getting carjacked, getting shocked from 10 members, 1 after another till they killed me after the third shock, and I could not do anything at all.

Thank you!
glgy geri

Heisenberg

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Post by Heisenberg » July 8, 2018, 5:57 pm
make it 5 in case the criminal is using taze reflector.
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Kawish

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Post by Kawish » July 8, 2018, 7:26 pm
Unc3N 8D wrote:
3 tazes and 3 shocks before recharge would be the best
-less spam
-shocks wouldn't give criminals free kills anymore with 0 effort
-criminals will still have taze reflector
^^
3 shocks and 3 tazes big equal !
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Post by Sowhat » July 8, 2018, 8:10 pm
/arrest and /cuff commands are still overpowered, like with current updates it is still playable while being a cop/army without doing much effort. - personal opinion
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Post by Sonit » July 8, 2018, 9:04 pm
I suggest making the shock recharge after 4 shocks and tazer to recharge after 3 tazes. With that criminals wont be able to use shocks while cuffed. This benefits both the sides, From a LEO's point of view, for example they've to deal with 2 cophunters, they can cuff one and deal the other one without the fear of being shocked by both of them together.
From a criminal's point of view, he has the benefit to shock the LEO once more than the opponent if he's lucky to break the cuffs or the cop fails to cuff.
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Fantastic

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Post by Fantastic » July 8, 2018, 9:10 pm
Sounds like a fair enough of a suggestion. Voted in favour of the proposed changes.

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Post by BoSS » July 8, 2018, 9:12 pm
Unc3N 8D wrote:
3 tazes and 3 shocks before recharge would be the best
-less spam
-shocks wouldn't give criminals free kills anymore with 0 effort
-criminals will still have taze reflector
pretty much this

BeaTen.

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Post by BeaTen. » July 8, 2018, 9:17 pm
Cops can only taze twice (atleast when I am a cop), swats can taze thrice. 3 taze and 3 shock gun would be good 4 shocks would be fine too
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MineJolle19

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Post by MineJolle19 » July 8, 2018, 10:14 pm
Finally!
Change it to a 3 taze and 3 shocks then the cooldown.

While you are at it, add a shock reflector as there already is a taze reflector.
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Mr.Nightmare

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Post by Mr.Nightmare » July 8, 2018, 11:45 pm
Alright so, I'll try to be honest here.. The whole idea of recharging was introduced in order to balance the gameplay between the 2 sides but let's have a quick look on what does each side has:
Criminals:
- Ability to use the shock gun 6 times only if they buy it from the 24/7 shops and it can be up to 12 times if they buy it from the blackmarket.
- Ability to reflect the taze by using the taze reflector which can be found in the blackmarket.
- Cuff kit which increase your chances to break cuffs.
- Cuff picks which can be used by your team-mates to help you get free from the cuffs.
- Ability to use up to 25 grams of drugs at once and they can hide their drugs using the drug bag.
- Swat bomb jammer which makes the swat bomb useless in some cases.
- Ability to stun the cops using the cop bat.
Note: Access to weapons is easy so won't count it.
Law enforcement officers:
- 4 cuffs and then you need to refill your cuff stock (doesn't apply for swats since they get auto refill when they get in the swat cars).
- 3 tazes limit unless you're shocked or the suspect broke cuffs.(rules)
- Ability to use up to 10 injections at once (15 for swats and armies).
- SWAT bomb (can be used by specialists andf higher ranked members) and it also harms the user + it has rules.
- Planes, helicopters, tanks, grenades and RPG for army but they're limited by rules and ammo as well.
- /smh for swats and they can still be located so it can be really useless in many situations.
- Ability to drag more than 1 suspect but it's limited by rules.

Clearly the criminals have more features to use against the leos and you find them in teams unlike the leos which are found usually solo except swats, so basically it's a suicide mission for any cop to step in and try to arrest/kill a criminal whether he's alone or teaming with others.
Note: I've read a reply of a staff member in which he said that it's meant for cops to lose in 1vs1 fights with a criminal that has those equipments (just saying the point of view of the scripters when they made the updates).
So, I'd like to suggest a change in both sides features so whenever a side has a feature the other side has a way to counter it and it's his fault if he doesn't use the feature.
This is what both sides should have in my opinion:
Criminals:
- Ability to use up to 25 grams of drugs at once and the drug bag should have 100% chances to hide your drugs for 1 search attempt that is done by a leo then you'll have to buy another bag (works just like the wallet, corck, razor...).
- Removing the cooldown that prevents criminals from using multiple bribe stars.
- Reducing the cooldown of the lawyer job from 60 seconds to 10 seconds only as the job is useless and it's annoying to wait a minute between every /free.
- Removing the shock recharge but reducing the shocks amount from 12 to 6. So you'll be able to buy only 3 shocks from the 24/7 stores and 6 from the blackmarket. (as a result we should remove the free shocks that you get on spawn sometimes)
- Disabling shocking while being cuffed.
- Replacing the taze reflector by a rubber vest which will block the next 3 taze attempts that are done on you.
- Cuff picks should work based on the one who cuffed (30% chances to break the cuffs if it's swat cuffs/50% if it's cop cuffs/70% if it's army cuffs) you can buy 3 cuff picks from 24/7 shops and 6 from the blackmarket.
- Cuff kit should work based on the one who cuffed you just like the cuff picks above (75% success chances if it's cop cuffs same for swat/50% chance for army cuffs).
- SWAT bomb jammer in order to block the swat bomb.
- Cop bat to stun cops but it can't be used on any leo who was shocked in the last 2 seconds.
- Criminals should be able to walk and run but not sprint if they're cuffed (just like /rpcuff)
Leos:
- Ability to use up to 20 injections at once for cops (25 for army and swat).
- Reducing the cooldown between every /parole to 10 seconds.
- Removing the taze recharge and replcing it by the following: You may taze the same suspect 3 times only and it doesn't matter if he shocks you or not but whenever he breaks the cuffs you're allowed to taze him 1 more time.
- army stays the same.
- Swats stay the same.[/i]
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