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Lsrcr Forum • Taze: Reducing stun time - Page 3

Lsrcr Forum

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

Taze: Reducing stun time

https://ls-rcr.com/forum/viewtopic.php?t=64607

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Re: Taze: Reducing stun time

Posted: December 26, 2015, 1:19 pm
by Ziad
Aleksa wrote:
Just make the taze with 9mm pistol it should be good.

If you hit a body, the guy gets in an animation of /crack for some seconds, it should be interesting.

Thoughts?
This idea is roleplaying +1

Re: Taze: Reducing stun time

Posted: January 10, 2016, 3:19 am
by Annonymous
[Lsrcr]Ziad wrote:
Aleksa wrote:
Just make the taze with 9mm pistol it should be good.

If you hit a body, the guy gets in an animation of /crack for some seconds, it should be interesting.

Thoughts?
This idea is roleplaying +1

Re: Taze: Reducing stun time

Posted: January 11, 2016, 2:01 pm
by Gangsta19
instead of reducing tazer stun timer (which personally i think it's good the way it is) why not have the LEOs have a limited amount of tazer guns (like 6-7) and each time they'd have to refill from the gov' checkpoint at the PD.

Re: Taze: Reducing stun time

Posted: January 11, 2016, 2:12 pm
by Kaosx234
Gangsta19 wrote:
instead of reducing tazer stun timer (which personally i think it's good the way it is) why not have the LEOs have a limited amount of tazer guns (like 6-7) and each time they'd have to refill from the gov' checkpoint at the PD.
Increase tazer stun timer (3 sec stun timer) + increase cooldown between EACH tazer (3 sec between the usage)

Re: Taze: Reducing stun time

Posted: January 11, 2016, 9:01 pm
by Faraon78910
Gangsta19 wrote:
instead of reducing tazer stun timer (which personally i think it's good the way it is) why not have the LEOs have a limited amount of tazer guns (like 6-7) and each time they'd have to refill from the gov' checkpoint at the PD.

Re: Taze: Reducing stun time

Posted: January 11, 2016, 11:15 pm
by ProfessionalJk
Shaco wrote:
Or make the range of /taze the same of /cuff,either way +1
Then why should I use /taze if I can use /cuff directly ?

Re: Taze: Reducing stun time

Posted: January 12, 2016, 11:47 am
by 122policeofficer
How just about Aleksa's suggestion.Make a taser gun so when we wanna taze someone we have to aim not type,I think it will bring more fun but also sometimes I sure it will make LEO's angry if they miss the shot and suspect escape lol :D .With all suggestion before this one is my favorite,because if we have weapons and have to aim with it,just like in real life,why shouldn't we make taser and also shock gun on same principle.I am really supporter of this Aleksa's suggestion,and I hope more people will join too.Remember this "LESS TYPE MORE AIM".
EDIT:
About stun time,well as I said previuosly real taser affect is about 3-5 seconds,so I think current time is realistic and enough for this action.But one thing I can not say is what about refil taser,because for example let me get in real situation,when taser get deploy and hit the body,after 3-5 seconds affect perosn can move again,but if he do that officer can again just tasze person with same taser patron because it's connected with persony body.And usually officer have 2 more reserve patron just in case that one fail or something like that.So I think we shouldn't make a taser affect like real that when officer taze,that it stay connected with person body,because it will be much advantage for LEO's and unfair to the criminals,but I think we need to make taser like a gun,when we aim and shot person stun affect 3 seconds,after that if we want to taze again,we need to aim the person again,I think this will be allright ?

And take look at this isn't it funny lol :

https://www.youtube.com/watch?v=jycsQe1F-sE


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