Suggestion: SSB Modes
Posted: May 6, 2026, 12:28 am
Your Name: theninjawizzard
Your suggestion: S.W.A.T. Bomb Modes
Reason: From my personal experience, I've never had the chance to use the old S.W.A.T. Shock Bomb, the nerfed version that I've used through out my entire S.W.A.T. career was still pretty good, but ever since the cooldown nerf, it's only a fraction of what I imagine it used to be. Obviously it was removed for a reason, way too overpowered, and it did have its own rules when it could be used but it was nerfed regardless. Now with the nerfed verison that is no longer an explosive, but more of a large taze radius for a few seconds, being that there is no rules for it and you may use it however you want, but after the nerf, it now has a cooldown of 15 minutes per usage, as well as a global cooldown for all members, this is extremely bad in my opinion and I think every S.W.A.T. member agrees.
Every time I use it now it barely does anything, not to mention the long animation upon planting it that leaves the user completely frozen and vulernable to all attacks, if you instantly plant and activate the SSB, you'll spend most of your time waiting out the planting animation while everyone affected is tazed, by the time you are able to move again to try and make some cuffs/drags, the affected criminals also are able to move, and with so many targets running away from you while others are shooting, you're just simply overwhelmed and die, if you activate it after the planting animation or near the end of it, you'll be severly damaged because the user spent so much time in the animation that they became target practice for the surrounding criminals. If you are/have been a S.W.A.T. member and used the SSB, you know exactly what I'm talking about.
And once you manage to activate it, there's nothing you can really do, it freezes all criminals around for a couple seconds and prevents them from shocking, which you may be able to cuff 1 or 2 and maybe drag 1 at MOST, before the others gun you down and free the dragged suspect(s), believe me, I've had this situation happen to me literally hundreds of times, the outcome is the same. No S.W.A.T. member is superhuman enough to detain several criminals within seconds. I seriously don't know what they expect us to do. (Keep in mind, I'm talking about using it against several criminals, not just 1, that's a complete waste ever since the cooldown was added and no S.W.A.T. member should use it on only 1, unless it's a bycicle or the criminal is extremely evasive and has been chased for a long time).
The S.W.A.T. Shock Bomb is only good for using it on 2 to 3 criminals nowadays as any more you'll immediately get overwhelmed and waste a bomb to get zero arrests, but why must it be that way? How come what was once considered a weapon of destruction be reduced to such a pathetic form? Looking at it from both prespectives I thought of a solution that is balanced and fair for both criminals and S.W.A.T.
The S.W.A.T. Shock/Explosive Bomb!
By using /sbt (or whatever command the devs make) you are able to toggle between 2 modes of the SSB, one being the now current version of SSB, and the other mode being the old explosive SSB (Note: Only MCP+ should be able to use /sbt, as the default bomb mode would the shock bomb upon picking it up at the base, and SPCs will not be able to use /sbt to change to an explosive bomb, this way only the high ranks can use the explosive bomb and new members will have to spend a long time climbing the ranks to be able to use it, SPCs after unlocking the shock bomb, will be looking forward to reaching an upgrade when they reach MCP, more swat commands/features distributed around the ranks will encourage more activity for promotions) With this feature, S.W.A.T. Members are able to toggle between using a shock bomb, or an explosive bomb, with the rule that you are able to use the shock bomb on anyone no matter the numbers with a 10 min global cooldown between all users as well as the 15 minute cooldown per usage.
And you are only able to use the explosive bomb on a group of 5+ criminals with a 15 minute global cooldown for all users, and a 20 minute cooldown per usage. (Note: Once you use any of the SSB modes, you'll have to wait 15 minutes to be able to use the shock bomb and an extra 5 minutes if you want to use the explosive bomb). This way S.W.A.T. can still use SSB frequently by swapping between users, if there ever is a massive cophunt, S.W.A.T. may use the explosive bomb as a last resort under very specific conditions.
This way, S.W.A.T. has to strategize when to use SSB and which mode to use as all S.W.A.T. users will be on a global cooldown upon a usage by any of the members.
With this, we can finally live up to our title and use our special weapons effectively, being able to use SSB on multiple occasions, for example on groups of 2-3, use shock bomb, and groups of 5+, use the explosive bomb.
In my opinion the usage of the explosive bomb is completely fair due to the colossal 20 minute cooldown, I mean if a cophunt dies to an explosive bomb they'll be completely safe for the next 20 minutes, they can start another cophunt the minute they get wiped out, it's also not guaranteed an explosive bomb can wipe them all out as the user has to be extremely precise with timing and range, criminals can keep their distance, and if we miss, we have to endure a 20 minute cooldown. If there is no criminal groups of 5+ we won't be able to use an explosive bomb anywhere else and will have to wait until another cophunt comes way later on, the explosive bomb is meant to be a quick stop to a lot of heat, and criminals could form groups of 4 to avoid explosive bombs, in which we can still use a shock bomb to try and fight, as well criminals can fight back with SSB Jammer for both modes, a lot of work-arounds for both sides, which I think is fair.
If you look at SA Army, they have a bunch of explosives. Grenades, Rocket Launchers, Hydras, Tanks, which they can all use to wipe out a massive amount of criminals very easily, I feel that as an equal faction, posssesing special weapons, we should have an explosive weapon too that requires skill to use efficiently.
(Note: You will recieve an error message when trying to detonate a SSB when both the global and per usage cooldown is ongoing).
I thought to suggest this seeing how much Ls-rcr is active again and especially the update yesterday that had a nostalgic feeling to it by reintroducing the Lsrcr tag again, as well as getting some QoL updates on S.W.A.T. I thought I'd suggest this since Hiresh added some updates for us.
I'm willing to discuss further about this from other community members and potential staff to try to make it as balanced as possible, I want to hear your thoughts, but I think this is a very good and balanced suggestion considering there is a counter for the SSB, the SSB Jammer that is available on the black market and currently everyone has access to it on /dweap, I think this suggestion is reasonably fair considering the numerous amount of strategies we can do with the SSB while keeping the battle field even with the large cooldowns.
Your suggestion: S.W.A.T. Bomb Modes
Reason: From my personal experience, I've never had the chance to use the old S.W.A.T. Shock Bomb, the nerfed version that I've used through out my entire S.W.A.T. career was still pretty good, but ever since the cooldown nerf, it's only a fraction of what I imagine it used to be. Obviously it was removed for a reason, way too overpowered, and it did have its own rules when it could be used but it was nerfed regardless. Now with the nerfed verison that is no longer an explosive, but more of a large taze radius for a few seconds, being that there is no rules for it and you may use it however you want, but after the nerf, it now has a cooldown of 15 minutes per usage, as well as a global cooldown for all members, this is extremely bad in my opinion and I think every S.W.A.T. member agrees.
Every time I use it now it barely does anything, not to mention the long animation upon planting it that leaves the user completely frozen and vulernable to all attacks, if you instantly plant and activate the SSB, you'll spend most of your time waiting out the planting animation while everyone affected is tazed, by the time you are able to move again to try and make some cuffs/drags, the affected criminals also are able to move, and with so many targets running away from you while others are shooting, you're just simply overwhelmed and die, if you activate it after the planting animation or near the end of it, you'll be severly damaged because the user spent so much time in the animation that they became target practice for the surrounding criminals. If you are/have been a S.W.A.T. member and used the SSB, you know exactly what I'm talking about.
And once you manage to activate it, there's nothing you can really do, it freezes all criminals around for a couple seconds and prevents them from shocking, which you may be able to cuff 1 or 2 and maybe drag 1 at MOST, before the others gun you down and free the dragged suspect(s), believe me, I've had this situation happen to me literally hundreds of times, the outcome is the same. No S.W.A.T. member is superhuman enough to detain several criminals within seconds. I seriously don't know what they expect us to do. (Keep in mind, I'm talking about using it against several criminals, not just 1, that's a complete waste ever since the cooldown was added and no S.W.A.T. member should use it on only 1, unless it's a bycicle or the criminal is extremely evasive and has been chased for a long time).
The S.W.A.T. Shock Bomb is only good for using it on 2 to 3 criminals nowadays as any more you'll immediately get overwhelmed and waste a bomb to get zero arrests, but why must it be that way? How come what was once considered a weapon of destruction be reduced to such a pathetic form? Looking at it from both prespectives I thought of a solution that is balanced and fair for both criminals and S.W.A.T.
The S.W.A.T. Shock/Explosive Bomb!
By using /sbt (or whatever command the devs make) you are able to toggle between 2 modes of the SSB, one being the now current version of SSB, and the other mode being the old explosive SSB (Note: Only MCP+ should be able to use /sbt, as the default bomb mode would the shock bomb upon picking it up at the base, and SPCs will not be able to use /sbt to change to an explosive bomb, this way only the high ranks can use the explosive bomb and new members will have to spend a long time climbing the ranks to be able to use it, SPCs after unlocking the shock bomb, will be looking forward to reaching an upgrade when they reach MCP, more swat commands/features distributed around the ranks will encourage more activity for promotions) With this feature, S.W.A.T. Members are able to toggle between using a shock bomb, or an explosive bomb, with the rule that you are able to use the shock bomb on anyone no matter the numbers with a 10 min global cooldown between all users as well as the 15 minute cooldown per usage.
And you are only able to use the explosive bomb on a group of 5+ criminals with a 15 minute global cooldown for all users, and a 20 minute cooldown per usage. (Note: Once you use any of the SSB modes, you'll have to wait 15 minutes to be able to use the shock bomb and an extra 5 minutes if you want to use the explosive bomb). This way S.W.A.T. can still use SSB frequently by swapping between users, if there ever is a massive cophunt, S.W.A.T. may use the explosive bomb as a last resort under very specific conditions.
This way, S.W.A.T. has to strategize when to use SSB and which mode to use as all S.W.A.T. users will be on a global cooldown upon a usage by any of the members.
With this, we can finally live up to our title and use our special weapons effectively, being able to use SSB on multiple occasions, for example on groups of 2-3, use shock bomb, and groups of 5+, use the explosive bomb.
In my opinion the usage of the explosive bomb is completely fair due to the colossal 20 minute cooldown, I mean if a cophunt dies to an explosive bomb they'll be completely safe for the next 20 minutes, they can start another cophunt the minute they get wiped out, it's also not guaranteed an explosive bomb can wipe them all out as the user has to be extremely precise with timing and range, criminals can keep their distance, and if we miss, we have to endure a 20 minute cooldown. If there is no criminal groups of 5+ we won't be able to use an explosive bomb anywhere else and will have to wait until another cophunt comes way later on, the explosive bomb is meant to be a quick stop to a lot of heat, and criminals could form groups of 4 to avoid explosive bombs, in which we can still use a shock bomb to try and fight, as well criminals can fight back with SSB Jammer for both modes, a lot of work-arounds for both sides, which I think is fair.
If you look at SA Army, they have a bunch of explosives. Grenades, Rocket Launchers, Hydras, Tanks, which they can all use to wipe out a massive amount of criminals very easily, I feel that as an equal faction, posssesing special weapons, we should have an explosive weapon too that requires skill to use efficiently.
(Note: You will recieve an error message when trying to detonate a SSB when both the global and per usage cooldown is ongoing).
I thought to suggest this seeing how much Ls-rcr is active again and especially the update yesterday that had a nostalgic feeling to it by reintroducing the Lsrcr tag again, as well as getting some QoL updates on S.W.A.T. I thought I'd suggest this since Hiresh added some updates for us.
I'm willing to discuss further about this from other community members and potential staff to try to make it as balanced as possible, I want to hear your thoughts, but I think this is a very good and balanced suggestion considering there is a counter for the SSB, the SSB Jammer that is available on the black market and currently everyone has access to it on /dweap, I think this suggestion is reasonably fair considering the numerous amount of strategies we can do with the SSB while keeping the battle field even with the large cooldowns.
