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Los Santos Roleplay Cops and Robbers
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Lsrcr Forum • Possible significant shock & taze changes [SURVEY ADDED] - Page 3

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, 6:19 pm
by Diplomatic.
I remember suggesting the exact same thing about the shock gun and the taser but I have no clue where it is gone.

Anyways, I'd surely go with Positive on this since it'll satisfy both sides and put an end for the whole complaints the Community is getting nowadays.

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 6:22 pm
by Ginger
+1 from my side

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 6:22 pm
by Mastro
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).

SWAT usually take down suspects easily because they most of the times outnumber 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 most of the times. 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.

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 6:23 pm
by Whiskey
It's perfectly realistic & roleplayish for the tase & shock commands to be replaced with at actual weapon that has the same effect. It's adds realism to both sides as well as removes the shallowness of what is "bunny hoping & spamming commands" type of confrontations between criminals and LEOs. Keep in mind that with this system around, there no longer would be a guaranteed chance of getting tased or shocked, landing a shock or tase would truly come down to individual tactics, plays and certainly, skill.

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.

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 6:25 pm
by Robin
Whiskey wrote:
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.
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.

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 6:29 pm
by Immortal
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.

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 6:33 pm
by Immortal
Whiskey wrote:
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.
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.

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 6:34 pm
by Mastro
Many of you mention how it will be easier for LEOs to direct cuff someone, which is partially true, however we could always counter this.

We could possibly make it so LEOs ought to taze before cuffing someone which definitely makes sense. You can't really apply cuffs to someone who is resisting/running, but when they are immobilized.

The reason why we suggest this is because we are trying to focus on a CnR gameplay. Currently all we encounter is shock vs taze fights/spam, and players with little to no skill (because they are new to the game) manage to take down experienced players without much effort.

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 6:35 pm
by Grand
+1, i was playing today as a cop and there were 4-5 criminals who were cophunting they shocked me more than 12 times and what i got to do is tazing one of them just 3 times, it kinda gives nonskilled players advantages than cops so it will be fair if we modified it, hope we can solve this issue as possible as we can!

Negative, i find the current system is kinda better

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 6:39 pm
by Demon.
Can’t you just make it to the way it was? Max 3 shocks for criminals the cops would also have 3 tazes before the cooldown. Lemme explain

So whoever tazes or shocks first he’ll activate the cooldown/run out of shocks

If the cop tazes first, the criminal would have the last shock, ex:

Cop tazes Crim
Crim shocks Cop
Cop tazes Crim
Crim shocks Cop
Cop tazes Crim
Crim gets the last shock or vice versa.

12 shocks is like waaaay too op and this has been suggested countless of times I think, but idk seems a bit too much aiming with ur tazer n shit, neutral anyway

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