Re: Replacing SSB with spikes
Posted: October 2, 2020, 8:16 am
As someone who spends a fair amount of time as both LEO (mainly army) and criminal, this suggestion is just ridiculous.
I've been bombed plenty times while wanted, I've never seen the problem with it. It's part of the game and if you get arrested due to the bomb it's no ones fault but your own for getting too close. Sure, it might end your whole cophunt with 6 people on one sultan, all of whom are mechanics, but even so, it's only fair.
If a team of 6 cophunters get bombed by 3 SWAT members, the criminals still have the advantage thanks to the shock gun, which itself is overpowered - and if we're talking about SSB being unrealistic, then so is shock guns. If you want to make things fair, add a shock reflector, heck, even remove mountain bike totally, the most overpowered vehicle in the game, even more overpowered than vortex.
The crimerate isn't near 0 at all. It's all time-based. Last night when I played there were around 20 players on, about 5 who were LEOs, then about 10-12 who were criminals. Sometimes it's the other way around, so I guess you could say that the LEO rate is also near 0.
Cophunters are more than happy when it's them with 3 cops in the server, because it's easy to just kill and make it an overpowered TDM. So I don't wanna be hearing that SWAT is overpowered because of one of their abilities.
However, I do feel like JSB could be used like /tazeref/taze reflector - you activate it with /jsb and then when a SSB is deployed, it doesn't have any effect. I would think that's a fair compromise and could be improved upon.
Spikes are useless as players can see the player placing them in front so they could easily just switch their route.
Anyway, if you can't tell what my vote is, it's -1.
I've been bombed plenty times while wanted, I've never seen the problem with it. It's part of the game and if you get arrested due to the bomb it's no ones fault but your own for getting too close. Sure, it might end your whole cophunt with 6 people on one sultan, all of whom are mechanics, but even so, it's only fair.
If a team of 6 cophunters get bombed by 3 SWAT members, the criminals still have the advantage thanks to the shock gun, which itself is overpowered - and if we're talking about SSB being unrealistic, then so is shock guns. If you want to make things fair, add a shock reflector, heck, even remove mountain bike totally, the most overpowered vehicle in the game, even more overpowered than vortex.
The crimerate isn't near 0 at all. It's all time-based. Last night when I played there were around 20 players on, about 5 who were LEOs, then about 10-12 who were criminals. Sometimes it's the other way around, so I guess you could say that the LEO rate is also near 0.
Cophunters are more than happy when it's them with 3 cops in the server, because it's easy to just kill and make it an overpowered TDM. So I don't wanna be hearing that SWAT is overpowered because of one of their abilities.
However, I do feel like JSB could be used like /tazeref/taze reflector - you activate it with /jsb and then when a SSB is deployed, it doesn't have any effect. I would think that's a fair compromise and could be improved upon.
Spikes are useless as players can see the player placing them in front so they could easily just switch their route.
Anyway, if you can't tell what my vote is, it's -1.
