CalvinKlein Posted June 15, 2025 Report Posted June 15, 2025 (edited) Change how Tazing you kicks you out of the car. Remove the ability to taze from cars (whether from the driver seat or passenger) Increase the cooldown between tazer shots , (Tazer duration is longer rn, and gives enough time to run and cuff the suspect, or switch to lethal and have them surrender). Even increase the duration if you want, but limit ammo / increase cooldown between shots so it's not just spammed. Edited June 15, 2025 by CalvinKlein 1 Quote
Thang Posted June 15, 2025 Report Posted June 15, 2025 (edited) 8 minutes ago, CalvinKlein said: Tazer duration is longer rn, and gives enough time to run and cuff the suspect, or switch to lethal and have them Except it doesn't. You can't cuff someone who's tazed right now. You need to wait for them to stand up and then you can try cuffing them and then they will start running again. Instead give people some kind of a debuff after they get tazed (maybe they can't sprint or something similar) because right now people just get tazed 100x times and they will just keep running and running and running. But overall I think tazers should have a longer cooldown if they are actually usable. Right now they just stop you for a few seconds. Edited June 15, 2025 by Thang Quote
CalvinKlein Posted June 15, 2025 Author Report Posted June 15, 2025 16 minutes ago, Thang said: Except it doesn't. You can't cuff someone who's tazed right now. You need to wait for them to stand up and then you can try cuffing them and then they will start running again. Instead give people some kind of a debuff after they get tazed (maybe they can't sprint or something similar) because right now people just get tazed 100x times and they will just keep running and running and running. But overall I think tazers should have a longer cooldown if they are actually usable. Right now they just stop you for a few seconds. Im 100% with you on "If a tazer hits you, you're kinda fucked" and then players can RP it out, but seeing tazers spammed with no cooldown, or shot from the driver side / passenger seat of a car, with unlimited ammo and very low cooldown is why i opened this discussion. Right now if you're in a foot chase, one on one, and a cop misses their tazer, it's not as punishing as it should be, they will just continue to run and trying to spam it until 1 out of the 10 flying electric shocks hit. (but tazers actually shoot a projectile with cables) Also being tazed in the driver seat of a car, should maybe force you to slow down, but imo, should not just throw you outside the car like ejecting Quote
CalvinKlein Posted June 15, 2025 Author Report Posted June 15, 2025 something like this Miss your 2 cartilages ? your suspect can continue to run on foot. Hit one cartilage? kinda guaranteed to secure your suspect, they try to run, shock em again. a lot more immersive than just having a flying unlimited and spammable electric shock 1 Quote
RustyOsprey2 Posted June 16, 2025 Report Posted June 16, 2025 Well the issue with this is the people we taze. Even if we taze someone like 5+ times, they will still continue to run away like nothing happened. Changing the tazer would only increase the amount of times you get beaten to death by LEO's which people would probably complain about even more. Quote
CalvinKlein Posted June 16, 2025 Author Report Posted June 16, 2025 1 minute ago, RustyOsprey2 said: Well the issue with this is the people we taze. Even if we taze someone like 5+ times, they will still continue to run away like nothing happened. Changing the tazer would only increase the amount of times you get beaten to death by LEO's which people would probably complain about even more. Look at the video I posted, you'd have the Bolt/Projectile, attached to them, and just re-shock them when they try to run away. A script like the one in the video means if you hit 1 of your shots, the person is basically locked, with your ability to zap them every time they try to run again or do some dumb shit, unless they RP attempting to rip the thing off, which then maybe /dice, for a better dynamic in RP. Having played PD and SD, I see the annoyance of those people you need to taze 10 times, and that's why a script similar to the one in the video mitigates that, if you're hit 1 time, with it, it's more powerful for the cop, than hitting multiple times with the current tazer, it's just for balancing purpose you have limited shots, so make them count, and a longer cooldown between shots, rn it acts as a gun that shoots infinite electric shocks Quote
Mrpyth0n33 Posted June 22, 2025 Report Posted June 22, 2025 (edited) On 6/16/2025 at 3:03 AM, CalvinKlein said: A script like the one in the video means if you hit 1 of your shots, the person is basically locked, with your ability to zap them every time they try to run again or do some dumb shit, unless they RP attempting to rip the thing off, which then maybe /dice, for a better dynamic in RP. I agree with you tazers are insane hitting through solid glass windows throwing you out the car, or spamming unlimited amounts of times needs a change, but locking on? So it'll be similarly like hit your first tazer shot or second and /drag and the perp is locked to the cop no catching them lacking and attempting another escape prolonging rp instead of just hit tazer lock on to perp read rights and /jail Edited June 22, 2025 by Mrpyth0n33 Quote
NotMattch Posted June 24, 2025 Report Posted June 24, 2025 I'd agree with modifying the tazers in that sense; honestly, I feel like the animation when you are tazed is a bit broken as you get the prompt saying the stun has worn off and you can move but are still on the ground for another 2-3 seconds. That being said, I would also state that if we're modifying how tasers work, it should then be a requirement within the rules to properly RP the effects of being tasered. It gets incredibly boring when you taze someone 69 times and they just constantly try to hit you again the second the stand up Quote
Demonmit1 Posted June 25, 2025 Report Posted June 25, 2025 TL;DR - cocaine gives you a speed buff. if you get hit by a taser, you should get a speed nerf, get hit enough times, you wont be able to move anymore. Quote
Eliza Posted June 25, 2025 Report Posted June 25, 2025 Add cartridges so you can’t spam tase and have limited shots, with a longer cooldown Make tasers do a significant amount of damage to you so if you get tased too much you get injured 1 Quote
Requiem Posted June 27, 2025 Report Posted June 27, 2025 On 6/25/2025 at 3:48 PM, Eliza said: Add cartridges so you can’t spam tase and have limited shots, with a longer cooldown Make tasers do a significant amount of damage to you so if you get tased too much you get injured We don't want tasers to do more damage and injure people because people will continue to resist until injured and then they have to be brought to pillbox over and over delaying the arrest process significantly. Quote
CalvinKlein Posted June 28, 2025 Author Report Posted June 28, 2025 (edited) On 6/27/2025 at 7:07 PM, Requiem said: We don't want tasers to do more damage and injure people because people will continue to resist until injured and then they have to be brought to pillbox over and over delaying the arrest process significantly. Despite it being against the rules and reportable, I know cops struggle with that kind of people that push it (having dealt with it on my cop char too). and I understand how it can be annoying. I'm suggesting a script where if you're hit once you're kinda beat, but if you aren't, you have a chance to extend the foot pursuit instead of having 10 attempted tazes. Edited June 28, 2025 by CalvinKlein Quote
Tomvd682 Posted July 2, 2025 Report Posted July 2, 2025 Add "ammo" for a tazer with a longer cooldown between shots. When the taze animation ends, receive reduced movement speed for x seconds. Quote