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Los Santos Roleplay Cops and Robbers
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Lsrcr Forum • Cop balancing - Page 3

Lsrcr Forum

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

Cop balancing

https://ls-rcr.com/forum/viewtopic.php?t=72657

Page 3 of 5

Re: Cop balancing

Posted: June 18, 2016, 5:57 pm
by Kaosx234
Gangsta4EVER wrote:
+1 this should be added cops are overpowered , let's say cops can do same things as swat they have all weapons, they can /taze /cuff /ar, i think cops should be ''nerfed'' a lot, compare to swat they are nearly the same.
SWAT has loads of more things than cop unlike Army. Army has vehicles with loads of rules that makes them more-less useless, while as SWAT you can be invisible, you can block up whole roads / block cars so it cannot move / make bikers drop off (rb), with bomb they can kill any suspect in a less than a second, have free police lights, injections, nearly spawn with weapon list and so on

Re: Cop balancing

Posted: June 18, 2016, 7:35 pm
by The_Fury
Mastro wrote:
Nitro. wrote:
davidscorp13 wrote:
Yea... Let's remove /taze...
Look, they way you said this you didn't watch all facts.
Suggestion 2: cops won't be able to /taze if they were shot in the last 1 - 2 seconds (should also apply to criminals using /shock)

Haha my friend, there are almost always two noobs who are always teaming and they are always attacking. Let's say i go for one criminal other will shot me and what what what i can't taze?
Sorry but this sucks. -1

P.S it is already a challenge for us to arrest 2+ criminals who are teaming together, how?
Well you see while you /taze /cuff /ar you do have to stand and others criminals find you very easy target and you die easily.
If you seriously think that in a 2vs1 situation, you deserve to win, you have only exampled the current system of unfairness that is currently being used.

In a 2 criminals vs 1 cop situation you are at a disadvantage, not the criminals. You can't just rambo your way and arrest two criminals who have opened fire at you. You either fire back or wait for backup and try arresting together.

The server should be fair, a 1 criminal vs 1 cop would mean (if it were a fair system) that the better one wins, not that in this situation the cop would win 95% of the time, that's stupid, idiotic and unfair. This is what creates the imbalance between cops and criminals.

excuses like "hurr durr I can't beat 2vs1 situations already, I don't want to be weaker in this position, -100" are made by ignorant people who think they need to be at an advantage in situations which are clearly, not to their advantage.

I think cops need to understand that in a 2vs1 you are supposed to be at a disadvantage and not the other way around, criminals shouldn't be afraid of a single cop arresting everyone. The cop needs to think about how to approach such situation, what to do and whether it is worth it trying to arrest a group of 3 suspects alone or use his head and wait for backup. (this would also make the backup command useful for once).
**Bold part**

That is how it is supposed/must be. Cops should be stronger than criminals.
ok so a cop can arrest 3 criminals attacking him alone? a cop can have an unlimted Taze ammo? lol that's not how it works buddy ( Not talking about roleplay) If anyone wants to make a CnR server he should make a fair balance between both and apply some roleplay since It's CNR whether u like it or not, Real life things should be added into CNR server or it won't be a CNR server, Cops can't be stronger than criminals if 2 are attacking 1, lol for real.

Re: Cop balancing

Posted: June 18, 2016, 7:42 pm
by Kaosx234
Fury, want RP aspect? Remove sawnoffs, tec and other 2handed weapons. If you are trying to involve RP in this server, start with those things. I have no problem with this suggestion if sawnoffs and tec/uzi's got removed (or nerfed to 1 sawnoff/uzi). Also, tazes should immediately stop the suspect as it has 50 000 volts, and you would not be able to run at all, you would be as dead as fish.

If a cop managed to arrest a group that had 3 members, that means the group was unskilled. I don't see a way how can 1 cop chase a 3 membered criminal group, if you could tell me, please share it.

If you want a fair balance, then you want to invent a TDM server. Make up your mind.

Re: Cop balancing

Posted: June 18, 2016, 8:01 pm
by Mastro
The_Fury wrote:
ok so a cop can arrest 3 criminals attacking him alone? a cop can have an unlimted Taze ammo? lol that's not how it works buddy ( Not talking about roleplay) If anyone wants to make a CnR server he should make a fair balance between both and apply some roleplay since It's CNR whether u like it or not, Real life things should be added into CNR server or it won't be a CNR server, Cops can't be stronger than criminals if 2 are attacking 1, lol for real.
I commented on the bold part where he said a criminal should have the same chances to take down a cop when it comes to a 1 versus 1 fight. Never said anything about 2vs1 and so on.

By the way I don't think a cop can arrest 3 criminals in a row with no help at all unless the suspects aren't skilled at all // cop is too good // cop had luck.

And yes like I said cops must be - at last slightly - stronger than criminals otherwise it wouldn't be called CnR but like what Kaos said, TeamDM one.

About the unlimited ammo, I think it's because free weapons must be provided to cops so they can do their duties. That is their job while a civilian's job isn't to kill a cop before he/she actually commit a crime (again cop hunting is optional, robbers are mostly supposed to rob stores/players and try to escape from them rather than killing cops). However there's Bounty Hunter class where you can get free weapons and such. Regarding the taze part I believe it should be changed, I would rather prefer an actual tazer gun than a command.

After all, you can kind of 'balance' the whole thing if you make some smart decisions (e.g get a bike, drugs, choose bounty hunter class etcetera). But I suppose you will never achieve that 'balance' because cops must be stronger than criminals.

Re: Cop balancing

Posted: June 18, 2016, 9:20 pm
by Grospy
+1 add more roleplaying and balance to the game

Suggestion 2: cops won't be able to /taze if they were shot in the last 1 - 2 seconds (should also apply to criminals using /shock)
-1 for this suggestion, cophunters will get an advantage by this suggestion

Re: Cop balancing

Posted: June 18, 2016, 10:14 pm
by 122policeofficer
Sorry but -1 for all ....

I think the way how tazer and shock gun working currently is allright

Re: Cop balancing

Posted: June 19, 2016, 1:48 am
by richirich
ShItBrIx wrote:
+1
I like the can't taze if shot recently idea.

Re: Cop balancing

Posted: June 19, 2016, 6:22 am
by Razer531
its interesting how everyone who posted "-1" has at leat 80% police gameplay.

Re: Cop balancing

Posted: June 19, 2016, 6:49 am
by Crossbones
+1 fuck the police it's very OP here

Re: Cop balancing

Posted: June 19, 2016, 7:02 am
by Kaosx234
Razer531 wrote:
its interesting how everyone who posted "-1" has at leat 80% police gameplay.
Interesting how I didn't pick cop skin for at least 1 week and also interesting how you did not even try to argue back with me.

Do you know what also is interesting? That you do not know what is "80 percent".

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