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Los Santos Roleplay Cops and Robbers
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Lsrcr Forum • Possible significant shock & taze changes [SURVEY ADDED] - Page 2

Lsrcr Forum

Los Santos Roleplay Cops and Robbers
https://ls-rcr.com/forum/

Possible significant shock & taze changes [SURVEY ADDED]

https://ls-rcr.com/forum/viewtopic.php?t=100291

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Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 5:50 pm
by Ducati.
Juicy wrote:
Y'all should nerf the shock gun cause its super op.
Cops have to arrest criminals.
Criminals have to kill Swat
Cop
Army

Don't you think shock should be a little buff than tazer.

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 6:00 pm
by Aamir
NEGATIVE

People with bad aiming or inconsistent aiming (including me) will never play as cop or will never do cophunt alone after this. This will really effect the gameplay of peoples.
While people with good and consistent aim will outplay every other player easily in server.

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 6:01 pm
by Flameknight
Huge positive on this one, I like the idea of actually needing to do something than just typing to shock/taze

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 6:03 pm
by Mastro
Aamir wrote:
NEGATIVE

People with bad aiming or inconsistent aiming (including me) will never play as cop or will never do cophunt alone after this. This will really effect the gameplay of peoples.
While people with good and consistent aim will outplay every other player easily in server.
But that's the point. Currently it requires little to no skill. You see new players being able to take down a criminal/LEO as if they are playing on the server for years. Practice makes better.

Nowadays all we see is taze vs shock fights/spam. Removing the command was just a suggestion, once again there are always many alternatives you guys can suggest.

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 6:08 pm
by Unc3N 8D
Aamir wrote:
NEGATIVE

People with bad aiming or inconsistent aiming (including me) will never play as cop or will never do cophunt alone after this. This will really effect the gameplay of peoples.
While people with good and consistent aim will outplay every other player easily in server.
Better players should win in most cases.

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 6:10 pm
by RockingJohnson
My vote is also negative the current situation is way better than the disadvantages of this suggestion. I, according to me this will make the leo skin dead minority of the players are too much skilled to kill/shoot immediately plus the thing is that it wont requure skills it will be like kind of continuous kill streak. So no. -1

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 6:10 pm
by Juicy
Ducati. wrote:
Juicy wrote:
Y'all should nerf the shock gun cause its super op.
Cops have to arrest criminals.
Criminals have to kill Swat
Cop
Army

Don't you think shock should be a little buff than tazer.
Being able to taze 2 times vs being able to shock 6 times in a row is a whole different story. The range on the shock gun is ridiculous too.

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 6:13 pm
by BeaTen.
Make taze and shock recharge time same (right now we can use more shocks than tazers), no need for shock reflector, it will ruin the gameplay even more, remove tazereflector, no need for criminal shock gun/tazer gun, its good as long as we both get equal shock and taze

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 6:13 pm
by Immortal
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.

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 6:16 pm
by Luka
I don't think it's a good idea as majority of the playerbase is not skilled enough to adjust to such changes, they will be in a huge disadvantage which will make them lose interest, it will also affect those who are skilled enough, instant cuff is still there which means after you are cuffed, there is almost no chance of escaping (when you leave a shop and cop is waiting, etc). This will also mean that significant changes will be done with factions, for example: S.W.A.T. cuff range, shock resistant Army, basically no chance after being dragged and many more.

In my opinion there is no need for huge changes at all, the main issue right now is that taze has cooldown after 3 uses, shock gun - 5 (i think, or more), which is mostly why LEOs complain and no longer use /taze in a combat because they know shock gun will prevail. Simply making it so both criminals and cops have to recharge after the same usage will resolve majority of problems and complains (maybe not for S.W.A.T. because they already are powerful enough).

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