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Los Santos Roleplay Cops and Robbers
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Lsrcr Forum • Possible significant shock & taze changes [SURVEY ADDED]

Lsrcr Forum

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

Possible significant shock & taze changes [SURVEY ADDED]

https://ls-rcr.com/forum/viewtopic.php?t=100291

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Possible significant shock & taze changes [SURVEY ADDED]

Posted: May 20, 2019, 5:14 pm
by Mastro
Hey everyone,

Lately there have been a couple of complaints regarding shock and taser gun. Some claim that they are easily spammable and require little to no skill in order to use them, which is definitely true since all you have to do is type a command. There are also a couple of community members talking about shock gun being superior to taser gun (re-charge time etc).

We have been thinking about this for a while and we have decided to suggest something which is going to be a game changer in case it gets implemented.

Taze and shock are one of the most (if not the most) used commands on the server so please before voting be sure to think about it properly, it will have a huge effect on the gameplay.

The idea: What we are suggesting is to add a taser/shock gun (9mm silenced pistol or anything similar) to LEOs/criminals, meaning they would actually have to aim and hit the wanted/LEO with it in order to taze/shock. You will basically have to aim at them with your gun and press LMB. As for LEOs, they will be forced to taze before cuffing someone. That also makes sense since you can't really apply cuffs to a criminal who is running/resisting unless they are immobilized.

Now, there are some advantages and disadvantages of this we have thought of. There might be more though:

Advantages:

● Players with low skill will not be able to taze or shock someone easily since you have to be precise and be good at aiming. That means highly skilled players will stand out. Currently it requires almost zero skill to spam those two commands.
● This might discourage players to taze/shock as often as they used to, which led to taze vs shock fights.
● Ls-rcr is partially a role-play server and this is fully roleplay-ish. No commands are going to be used.

Disadvantages:

● It will be harder to taze or shock someone.
● Sometimes you might end up tazing/shocking the wrong person if many players are running around/interfering. But that's all about skill aswell.
● It will possibly be easier for cops to arrest someone since criminals (that could maybe be fixed by shortening the cuff range for example)

However, that was just a suggestion by us. It might not get implemented if many community members disagree. It's just an idea for now, nothing more than this. You can also suggest alternatives if you have anything in mind, possible tweaks and whatnot. This is a discussion/suggestions topic regarding shock/taze. Those alternatives could be:

- Adding a shock reflector similar to taze reflector
- Make re-charge times equal
- Cooldowns on tazing/shocking
- Make it so criminals won't be able to shock whilst cuffed

Etc.

!
Please be sure to stay on topic and be serious. We will have to go through all the replies here in order to come to a conclusion. Also try to type everything in one message instead of posting a couple of times. Failing to do what was mentioned above might lead to a forum warning and/or section restriction.
!
Regards,
Ls-rcr Administration.

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 5:35 pm
by BoSS
Going with a yes. Dislike being spammed with shock by multiple enemies and not being able to defend yourself.

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 5:36 pm
by AK33L
-1 If there will be a cophunting team and a single leo and only 2 of them use it and the leo will not be able to either kill or arrest and will only die. And if there is a single cop vs a criminal, the criminal will try to use the shock gun and use s/o or other but when the cop use the taze gun, its easier for him to type /cuff and ar the guy who will be cuffed and will not be able to shock which will result with lots of complaints later that will ruin and discouraged criminals a lot and will create a huge imbalance in to both in different situations.
I suggest bring back old taze and shock as it used to be long ago and ran smoothly without complaining of imbalance, even tho we know there will be a lot of suggestions again and it will always be so. And why not add a shock reflector? What you think?

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 5:38 pm
by Immortal
The second you try to aim at the cop, you'd actually realize you're in Alcatraz

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 5:41 pm
by AK33L
Immortal wrote:
The second you try to aim at the cop, you'd actually realize you're in Alcatraz
True and it will also be another huge drawback if someone lags

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 5:44 pm
by Juicy
This will cause catastrophical gameplay issues. Y'all should nerf the shock gun cause its super op.

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 5:44 pm
by Mastro
Immortal wrote:
The second you try to aim at the cop, you'd actually realize you're in Alcatraz
That's a good arguement but cuff range has already been shortened by a lot and we could also make it even shorter in case this gets implemented, or maybe something else that won't make cuffing someone so easy. Currently it's more of a shock vs taze spam which looks terrible.

We don't have to necessarily remove the command, this was just an idea. We could possibly make other not so significant changes/tweaks.

Some exaples:

- Adding a shock reflector similar to taze one
- Make recharge times equal
- Cooldowns on tazing/shocking

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 5:45 pm
by Ducati.
Negative
The fact is that problem should be solved. But the problem should be solve in respect to that it will be comfort for everyone.
Not everyone is good at shooting. In one line you mentioned that it's a roleplayish server. But if you think that shooting from gun to shock/taze promotes dm and infact not everyone's aim is perfect.
Basically if cop and criminal are just near around. Obviously cop will end up arresting the criminal. Because there will be no chance of escaping as criminal will get no chance to shock and cop can use direct cuffs.

Solution should be somewhat different.

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 5:48 pm
by AK33L
Mastro wrote:
Immortal wrote:
The second you try to aim at the cop, you'd actually realize you're in Alcatraz
That's a good arguement but cuff range has already been shortened by a lot and we could also make it even shorter in case this gets implemented, or maybe something else that won't make cuffing someone so easy. Currently it's more of a shock vs taze spam which looks terrible.

We don't have to necessarily remove the command, this was just an idea. We could possibly make other not so significant changes/tweaks.
Ima give a big negative on this if only i could use block letters for - 1 on this i would looool

Re: IMPORTANT: Possible significant shock & taze changes

Posted: May 20, 2019, 5:49 pm
by Friday
My vote is a yes.
As you said, the server is partly role-playish and it is more convenient to use a gun to taze/shock instead of jumping around the suspect/leo as a clown while spamming /sh or /taze. It will (hopefully) decrease the fights between LEOs and criminals over this shock/taze arguement. Although, with the introduction of tazing/shocking with a gun, the range of taze/shock will ultimately increase as well as once can easily switch between their weapons to recharge/reload their weapon and taze/shock again.
We could also make it so the more players you have tazed/shocked using the gun the easier it will be to sucessfully do it (by possibly shortening the range, making it wider etc).
No, it would slightly be a bit unfair to the newbies in a situation where they are facing experienced and old members of the community who have a pretty nice taze/shock score. However, I support this suggestion only if
  • A specific range is set for these weapons to be used.
  • it is kept balanced between newbies and experienced members.
  • A time limit after a certain amount of shots fired (3-5 secs) is set.
Moreover, akeel said that "it will be a huge drawback if someone lags".
It will remain the same akeel,
if you try to /taze a lagger, you will fail aswell as the lagger will fail to /sh you in return
if you try to shoot a lagger, you will fail aswell as the lagger will fail to shoot you in return

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