[Server] LEO Updates

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All-in-one suggestion

44%
Suggestion 1 - Allow cuffed players to run while they're cuffed.
17
26%
Suggestion 3 - Decrease the distance of tazing.
10
8%
Suggestion 4 - Decrease taze effect duration.
3
23%
None of them
9

Total votes: 39

Mastro

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Post by Mastro » September 4, 2016, 5:25 pm
Shaco wrote:
All i want is to make the /taze or /cuff the same range of /rape
My bad, didn't notice the 'or'. However, or means, either /taze or /cuff cmd. So let's say it's the taze cmd. Then won't it be useless? Why would someone taze when it's going to be cuff's range > taze's range? So you'd better say ''cuff's range must be the same of /rape.''
Shaco wrote:
If /taze stays the same,/shock can stay the same aswell
But if not, that means shock gun's range changes aswell? So it will nerf both sides, maybe cops a bit more because they spawn with unlimited 'tazer guns' but nowadays, 12 shock guns from the Black Market are enough.
Shaco wrote:
Of course but at the end of the day its still GTA
But it's multiplayer. Not single player. You aren't forced to play as criminal.
Shaco wrote:
Aren't you one of the cops that spawns at the East LS PD? What's the point in buying all of that stuff and getting myself wanted level 12 (red) when i'm still getting arrested in 1 or 2 seconds from someone who is spawning right next to the Black Market?
Yes, that's LSPD United's base. I agree with you, for sure getting wanted level while pushasing items from the Black Market discourages players to go there. I, myself, suggested that players shouldn't get wanted level when purchasing stuff. But I have to remind you something. When you leave the Black Market you got a 25seconds protection. You can get killed but yet can't get arrested. So in case you enter the Market and when you leave there are 2-3 cops waiting outside. You got 2 choices:

- You either risk it and you try to kill them (if you got nice shooting skills then it's worth it)

- You just run away (car/foot)

So you got enough time to escape from the ones who are camping outside.
Shaco wrote:
Cop commands
/inject
/taze
/cuff
/ar

Criminal commands
/takedrugs
/tazeref (only reflects 1 with 45 second timer)
/stun (stuns cop for 2-10 seconds and cops can still use commands) (can be used once)
/sh (shocks the cop)
/bc (most of the time it fails)
/stun stuns the cop for 2 to 10 seconds and it's enough time for you to escape, also /cuff's range = /stun's range. Cops can only taze while being stun'ed. Not cuff nor arrest.

/bc is already too op and obviously not rp-ish. Like for real, sometimes you are able to break the cuffs 3 and 4 times in a row. Will that ever happen irl? I doubt that. Saying this just because of the 'a cop throws the cuffs and catches the suspect' statement. There's a 30-40 percent of success rate and that's already too high. Also correct me I am wrong but the more robskill you have the more chances you have to escape. You also forgot about the /pcs (/pickcuffs) cmd (has 50 percent of success rate) and is really helpful when teaming up.
Shaco wrote:
It's possible to run away in 1 vs 1's but it's impossible to type the same commands for 2 or more cops. Especially when the cop cuffs has the same range of Caitlyn's ultimate on league.
Most cops are solo-ing, except SWAT that are obligated to. Why would you go alone V/S 2 cops in the first place? It's better to team up rather than trying to take down 2 cops alone. I think we should talk about 1 vs 1 cases. Two/three criminals can easily kill a cop aswell.

Shaco wrote:
"A couple of guys" Because a couple of guys means everyone. I know "a couple of guys" who can easily arrest in a blink of an eye too.

I didn't say it was too difficult,the black market's tools have lightened the gameplay for criminals but the most basic and effective way isn't added yet,that is the /cuff needs to be the same range of /rape.
If that ever happen, it will be for cops -especially for straight cuffers like me - really, really hard in order to arrest a suspect and that's not how it should be. If that get implemented you will realise that criminals will definetely be stronger than cops. Even more if stun's // shock gun's range remain the same.
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Kaosx234

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Post by Kaosx234 » September 4, 2016, 6:37 pm
CriticaL wrote:
Kaosx234 wrote:
Since you are great at drawing pictures, could you make me a favor and make one that is about, when cops tazes a suspect with 50 000 volts (it can kill a person), they run as nothing happened.
Same should happen when cops get shocked then?
Kaosx234 wrote:
As for running when handcuffed, try it in your home, you lose your coordination. Ever wondered why cops hold the head of the suspect when entering the car? For the same reason.
Idk, maybe you don't run properly, but that doesn't mean you get frozen in real life when you are cuffed.
If you are going to be realistic here, then name a person that'd try to run after he was cuffed from several cops.
They're not always 50cops around you, and practically you can run?
As for shock, give me a link where shock gun exists, so we can talk about the difference between shock gun and a taser.
Shock guns don't exist, yes. But, there are basic items for personal safety like stun gun which can still get you shocked?
There are like 5 cops if you are running away, and if you are highly wanted suspect, there're like 20 SWAT officers including 10 police officers. If you are the most wanted, the whole city is against you (IRL). So, there are more than 50 LEOs after you if you are red or dark red (In game). (ps. there are never 50 cops in server)

Give me the link of anything related to shock gun. Tasers, according to Wikipedia, do have 50kV. You can google "taser gun 50 000 volts". If you want to imply that shock gun = taser gun, give me a link about shock guns (I cannot find any).
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Cyanide

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Post by Cyanide » September 5, 2016, 5:43 pm
f*ck, you guys need to help criminals, you guys didn't help cops in anything :/
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Astrl

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Post by Astrl » September 5, 2016, 9:33 pm
Dracola wrote:
f*ck, you guys need to help criminals, you guys didn't help cops in anything :/
With the recent change in the server, We have noticed that there's around 60% cops and 40% criminals.
Cops are quite a standard class, improving your skills and joining the S.W.A.T team / Army team for example will give you access to more and more things as you progress (IE: S.W.A.T Bomb / RPG etc.)
Cops are quite a new player friendly class that allows them to learn the ropes of the LEO side of things, meanwhile criminals have such a diverse range of skills they can pick, each of them giving the ability to get wanted and can cause havoc around the city if so desired.

Not saying that Cops won't get anything cool added, it's just highly unlikely with Army and S.W.A.T factions having updates brought to them - Also, Army and S.W.A.T can control members who use their class, anyone who joins the server can use the Cop class (Eg, if we added a RPG to it, they'd blow everyone up wouldn't they, it'd be quite pointless - Just an example)

But yea, If anyone has a suggestion to add for the Cop class, create one and we'll look into it :)
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Game

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Post by Game » September 5, 2016, 9:42 pm
With the blackmarket added, criminals are already pretty much buffed and the teams are now kind of balanced.

I like the idea of running while cuffed though.
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Kaosx234

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Post by Kaosx234 » September 6, 2016, 7:26 am
Skillzz wrote:
Dracola wrote:
f*ck, you guys need to help criminals, you guys didn't help cops in anything :/
With the recent change in the server, We have noticed that there's around 60% cops and 40% criminals.
Cops are quite a standard class, improving your skills and joining the S.W.A.T team / Army team for example will give you access to more and more things as you progress (IE: S.W.A.T Bomb / RPG etc.)
Cops are quite a new player friendly class that allows them to learn the ropes of the LEO side of things, meanwhile criminals have such a diverse range of skills they can pick, each of them giving the ability to get wanted and can cause havoc around the city if so desired.

Not saying that Cops won't get anything cool added, it's just highly unlikely with Army and S.W.A.T factions having updates brought to them - Also, Army and S.W.A.T can control members who use their class, anyone who joins the server can use the Cop class (Eg, if we added a RPG to it, they'd blow everyone up wouldn't they, it'd be quite pointless - Just an example)

But yea, If anyone has a suggestion to add for the Cop class, create one and we'll look into it :)
How much older players do pick the cop skin? New players makes that "60%" statistic whereas older players pick criminal skins (at least in my time).
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Aleksa

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Post by Aleksa » September 6, 2016, 10:19 am
If you make a taze look like /cuff, then you can simply remove the /taze command then.
Also, I've voted for the third one. GL & HF

Astrl

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Post by Astrl » September 6, 2016, 3:09 pm
Kaosx234 wrote:
How much older players do pick the cop skin? New players makes that "60%" statistic whereas older players pick criminal skins (at least in my time).
When I gave a statistic, It was more of a shot in the dark, I've not got a statistic that has substantial evidence to give you for that, but it was quite a substantial change when the new update was added.
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David

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Post by David » September 6, 2016, 7:56 pm
I am just here to read what Kaosx say. 2x :)

Kaosx234

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Post by Kaosx234 » September 6, 2016, 8:39 pm
Skillzz wrote:
Kaosx234 wrote:
How much older players do pick the cop skin? New players makes that "60%" statistic whereas older players pick criminal skins (at least in my time).
When I gave a statistic, It was more of a shot in the dark, I've not got a statistic that has substantial evidence to give you for that, but it was quite a substantial change when the new update was added.
Alright, I think those statistics are wrong as well, since there are more civilians+criminals than cops.
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