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Los Santos Roleplay Cops and Robbers
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Lsrcr Forum • SWAT Bomb - Page 3

Lsrcr Forum

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

SWAT Bomb

https://ls-rcr.com/forum/viewtopic.php?t=101966

Page 3 of 5

Re: SWAT Bomb

Posted: July 31, 2019, 6:46 am
by Ducati.
Uzzwal. wrote:
You go to fight with SWAT while being wanted and you expect to beat them? SWAT is itself a "Special Weapons and Tactics" Read again and know the meaning of SWAT
I
What? Are you out of your mind?
Why wouldn't a criminal expect to beat swat? Swat is part of lsrcr. They are not god lol.

So basically you wanna say that swat can't be killed by a criminal solo and since you wrote this your line means that swat is overpowered lmao.

Just take a deep breath and think what you wrote.

Re: SWAT Bomb

Posted: July 31, 2019, 6:58 am
by Ducati.
CXdur wrote:
What about completely removing the disarm, but in return increase taze time always by 0.75 seconds if the player being tazed is car surfing?

This would only apply to wanted players car surfing. I see someone suggested to only disarm the top players, which I agree would be more balanced.
Faraon78910 wrote:
Big deal bomb disabled your weapon, so what? Just switch to another one, no problem for me. What I would like to see implemented is that bomb can't be used on one suspect ("There aren't enough suspect to detonate bomb"). It's just unskilled imo. I mean, use /taze in right moments and you can easily avoid shocks, cuff range is big enough and I really don't see how this would cause a problem for skilled swat member. Also range in height is still ridicilous - just the other day I was shooting (was solo) swat car (3 swats, 2 cops with them, and one solo cop after me) and they decided to detonate bomb. The place this happened was commerece (next to little mexico) at yellow star, I was above tunnel, next to that ramp you can stunt from, and swats were down in tunnel. Can you imagine? That is way too much height range. If you didn't get me I can easily provide picture so you can actually see how big that range between me and them was.
Once again, I don't see a problem except the HEIGHT range and ability of use on one suspect.
For me too disarming is not a big deal.
I agree with faraon that there are other points to think on rather doing things which will be useless after implementations too.
Using it on solo suspects. just imagine it.
This just showe how dumb is to use it again solo suspect. Many of us were against of this in the previous topic but none of you cared.

Implement the thing that will make it fair not the thing which is the easiest one.

Re: SWAT Bomb

Posted: July 31, 2019, 8:09 am
by Uzzwal.
Ducati. wrote:
Uzzwal. wrote:
You go to fight with SWAT while being wanted and you expect to beat them? SWAT is itself a "Special Weapons and Tactics" Read again and know the meaning of SWAT
I
What? Are you out of your mind?
Why wouldn't a criminal expect to beat swat? Swat is part of lsrcr. They are not god lol.

So basically you wanna say that swat can't be killed by a criminal solo and since you wrote this your line means that swat is overpowered lmao.

Just take a deep breath and think what you wrote.
You are not in war or TDM server where everything is equal to both sides, This is cops and robbers server with roleplay and Faction like SWAT of course Must be powerful then normal criminal and it's name itself is "Special Weapons and Tactics" i said know SWAT meaning first and don't come up with "this is not real life it's just a game excuses here" but in real life, have you seen any criminal going towards leos just to play war? But all of us have seen cops chasing criminals, Basically Criminals try to eascape leos and not fight back, They only fight back for self defence but criminals do not make foolish idea to go and play war with leos, and exactly here you guys just want to play in criminal skin with lot of advantages to rekt leos which doesn't suit in Lsrcr's gameplay.

Re: SWAT Bomb

Posted: July 31, 2019, 8:30 am
by Fady
Lsrcr was far off better when cophunting wasn't a thing and criminals used to rob and run. Kept the server active and the gameplay was pretty fun. Y'all just hungry for score nowadays

Re: SWAT Bomb

Posted: July 31, 2019, 9:24 am
by Faraon78910
CXdur wrote:
What about completely removing the disarm, but in return increase taze time always by 0.75 seconds if the player being tazed is car surfing?

This would only apply to wanted players car surfing. I see someone suggested to only disarm the top players, which I agree would be more balanced.
Imagine: 3 (swats) vs 3 (cophunters, 1 driver, 2 on top) fight. Swat activates bomb -> criminals car stops -> driver is completely useless and has to leave car in order to do something -> players on top are frozen -> swats have enough time to get to criminals, /taze if the start running - crim shocks are not working so it's really free score for swats
Keep the disarm, don't add what you suggested. Rather read what I suggested because it's the only thing worth reading in this topic and delete Ducati's and Uzzwal's replies!

Re: SWAT Bomb

Posted: July 31, 2019, 4:30 pm
by Ducati.
So basically you just want it be same like real world. In real world criminals usually don't fight back and only run. Right. This is sem-roleplayish server and mostly agree with it. So you just want a thing to be removee which mostly prefer to do.
You literally cannot connect it to real life and its foolish to do so. In real life cops also drag wanteds but here do they do that?
And very nice way to get out of a argument. Start writing what the other person will be saying. I really like it.

Ps: if you want it to relate it with real life lets do it with everything. I am here you are here let's see what is realistic and what is not.

Re: SWAT Bomb

Posted: July 31, 2019, 5:16 pm
by VenoM
Ducati. wrote:
So basically you just want it be same like real world. In real world criminals usually don't fight back and only run. Right. This is sem-roleplayish server and mostly agree with it. So you just want a thing to be removee which mostly prefer to do.
You literally cannot connect it to real life and its foolish to do so. In real life cops also drag wanteds but here do they do that?
And very nice way to get out of a argument. Start writing what the other person will be saying. I really like it.

Ps: if you want it to relate it with real life lets do it with everything. I am here you are here let's see what is realistic and what is not.

Re: SWAT Bomb

Posted: July 31, 2019, 6:35 pm
by CXdur
Faraon78910 wrote:
CXdur wrote:
What about completely removing the disarm, but in return increase taze time always by 0.75 seconds if the player being tazed is car surfing?

This would only apply to wanted players car surfing. I see someone suggested to only disarm the top players, which I agree would be more balanced.
Imagine: 3 (swats) vs 3 (cophunters, 1 driver, 2 on top) fight. Swat activates bomb -> criminals car stops -> driver is completely useless and has to leave car in order to do something -> players on top are frozen -> swats have enough time to get to criminals, /taze if the start running - crim shocks are not working so it's really free score for swats
Keep the disarm, don't add what you suggested. Rather read what I suggested because it's the only thing worth reading in this topic and delete Ducati's and Uzzwal's replies!
I thought we already dealt with solo suspects by changing the way the bomb works on solo suspects. Is it still being used on solo suspects? Do you still think the effects are too much? Our intention when nerfing it against solo suspects was to make it effective enough for SWAT members to consider using it a waste.

One reason why we haven't completely disabled it against solo suspects (it has been considered and quite a few code for this is already in place, all that has to be changed is a number) is because of vortexes and mountain bikes. Both vortexes and mountain bikes are controversial vehicles so I don't really see a problem with this.

Re: SWAT Bomb

Posted: July 31, 2019, 7:00 pm
by ackman
CXdur wrote:
Faraon78910 wrote:
CXdur wrote:
What about completely removing the disarm, but in return increase taze time always by 0.75 seconds if the player being tazed is car surfing?

This would only apply to wanted players car surfing. I see someone suggested to only disarm the top players, which I agree would be more balanced.
Imagine: 3 (swats) vs 3 (cophunters, 1 driver, 2 on top) fight. Swat activates bomb -> criminals car stops -> driver is completely useless and has to leave car in order to do something -> players on top are frozen -> swats have enough time to get to criminals, /taze if the start running - crim shocks are not working so it's really free score for swats
Keep the disarm, don't add what you suggested. Rather read what I suggested because it's the only thing worth reading in this topic and delete Ducati's and Uzzwal's replies!
I thought we already dealt with solo suspects by changing the way the bomb works on solo suspects. Is it still being used on solo suspects? Do you still think the effects are too much? Our intention when nerfing it against solo suspects was to make it effective enough for SWAT members to consider using it a waste.

One reason why we haven't completely disabled it against solo suspects (it has been considered and quite a few code for this is already in place, all that has to be changed is a number) is because of vortexes and mountain bikes. Both vortexes and mountain bikes are controversial vehicles so I don't really see a problem with this.
I'd rather suggest to:

1. Remove *there are no targets signs nearby*when a SWAT member misses the target, server doesn't let them waste it, this should be removed so they sometime waste it and travel back to BASE to get a new one.

2. Only roof surfers should be disarmed - driver & passengers weapons should not be changed.

3. Change the SWAT bomb detonating way, Make it such a way that it could only be denoted by typing a command (just like JSB) so it gets less chances of avoid the animation since one can not always spam the same command (as the server by default stops it by saying 'command used too recently'.

I believe these changes are necessary before making any major changes to it.
Fady wrote:
Lsrcr was far off better when cophunting wasn't a thing and criminals used to rob and run. Kept the server active and the gameplay was pretty fun. Y'all just hungry for score nowadays
Would really love a reply in regards to the subject, I guess going off topic isn't ok since we all know this cannot be reverted. Even though your statement......... how does cop hunting gives score though?

Re: SWAT Bomb

Posted: July 31, 2019, 9:22 pm
by Faraon78910
CXdur wrote:
Faraon78910 wrote:
CXdur wrote:
What about completely removing the disarm, but in return increase taze time always by 0.75 seconds if the player being tazed is car surfing?

This would only apply to wanted players car surfing. I see someone suggested to only disarm the top players, which I agree would be more balanced.
Imagine: 3 (swats) vs 3 (cophunters, 1 driver, 2 on top) fight. Swat activates bomb -> criminals car stops -> driver is completely useless and has to leave car in order to do something -> players on top are frozen -> swats have enough time to get to criminals, /taze if the start running - crim shocks are not working so it's really free score for swats
Keep the disarm, don't add what you suggested. Rather read what I suggested because it's the only thing worth reading in this topic and delete Ducati's and Uzzwal's replies!
I thought we already dealt with solo suspects by changing the way the bomb works on solo suspects. Is it still being used on solo suspects? Do you still think the effects are too much? Our intention when nerfing it against solo suspects was to make it effective enough for SWAT members to consider using it a waste.

Image
They still do it, because it's not that hard to go in base for another one. Maybe add limit to amount of bombs you can take in one life (2 would seem alright)

One reason why we haven't completely disabled it against solo suspects (it has been considered and quite a few code for this is already in place, all that has to be changed is a number) is because of vortexes and mountain bikes. Both vortexes and mountain bikes are controversial vehicles so I don't really see a problem with this.
I forgot about that, now it makes sense.

What also I would like to see is cooldown on suspect, for example if X player uses swat bomb on me, other players cant use swat bomb for 5 minutes on me. Why? One time I was fighting cops at ganton next to 24/7 and one swat came. He used bomb on me, killed him anyway. He came again and as i was still fighting cops, didnt have time to leave, he just activated another bomb on me... I check and it passed 30 seconds between usages of both bombs. That's just... Unbalanced..

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