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Immortal wrote:Cops will never use the tazer gun. It's very easy to straight cuff and arrest even now. Imagine if this gets implemented, the criminals won't stand a chance against LEOs. We all know that they don't stand a chance vs SWAT/Army now, with this addition, I believe they won't be able to stand a chance even against cops. However, I think that the introduction of the Black Market was a mistake. Also the 12 shock guns criminals get. Back in the days, the maximum amount of shock guns you can own was 3 (Salesman | 24/7) and there were no issues. I don't believe criminals were complaining either. If you compare criminals vs LEOs, the LEOs obviously have more advantages. There are two LEO factions with special perks, while a criminal faction doesn't exist.Army can't taze criminals anymore, and criminals cannot taze Army members. They are forced to fight and that's purely about skill (yes they can cuff but it's not happening as often at all).


Whiskey wrote:Or what about getting away from the cops instead of being in (the super close) cuff range? You'd almost guess we're getting CnR gameplay again that way.About the worry of being instantly sent to Alcatraz as a result of a straight cuff, there's a number of ways this could be countered, one of them being that in order to cuff the suspect, they would have to be tased first (which is again, how the taser is used in real life and for that purpose as well). The roleplayish & logical reasoning behind this would be that you couldn't really cuff an arrest that is actively resisting (read: running, fleeing) so in order to apply the cuffs, you'd have to hit them with the taser. If you're not that good of an aim with it then well, take it as a sign that there's room for improvements.
Mastro wrote:
Army can't taze criminals anymore, and criminals cannot taze Army members. They are forced to fight and that's purely skill (yes they can cuff but it's not happening as often at all).
Nah, I don't think so. Kill them once or twice, they'd come to you with a Rhino which even a minigun can't destroy - you're all blown up (solo/10 suspects - it doesn't matter, you will always lose as a criminal).
SWAT usually take down suspects easily because they most of the times outnumbers criminals. SWAT are forced to team up, you usually see more than two teamming up, whilst criminals often solo. They also have a mechanic with them the most of the times too. Obviously they are going to win when more effort has been made by their side. Tazer gun re-charges more often than shock gun. In a 5v5 fight, for example, criminals usually have a slight advantage.
The only issue here is what Luka mentioned I guess.

Whiskey wrote:I don't really know. If you get tazed first (you're frozen (can't turn left/right/up/down etc) *unless CX does some magic*), there's no way to shock back with the actual shock gun (even if you're not frozen lol), you'll get cuffed very easily, people even copy-paste the /cuff command. I still think the criminals won't stand a chance.About the worry of being instantly sent to Alcatraz as a result of a straight cuff, there's a number of ways this could be countered, one of them being that in order to cuff the suspect, they would have to be tased first (which is again, how the taser is used in real life and for that purpose as well). The roleplayish & logical reasoning behind this would be that you couldn't really cuff and arrest a suspect that is actively resisting (read: running, fleeing) so in order to apply the cuffs, you'd have to hit them with the taser. If you're not that good of an aim with it then well, take it as a sign that there's room for improvements.



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