Wolokai142 Posted August 21, 2025 Report Posted August 21, 2025 Simply put, to avoid the 10+ tazers it takes to put down these tanking bezerkers, apply the knockout script to tazers with some balancing parameters. Its extremely disheartening to be demanded to play realistically and fairly by individuals who are tazed over and over and over, who then get up and laugh in their radio and continue running. I dont know who's getting up after a total of 12,000 volts distributed amongst tazer shots and running around but the fact that there is only 2 shots max has encouraged taken advantage of this limitation by a considerable margin. The fix? Have a calculation of how many tazer rounds are received by a player in a certain window and apply the knockout script if it crosses this threshold. There is currently no consequence or advantage that tazers currently bring other than to have more LEOs get close to the suspect to then have to use their own tazers to no effect what-so-ever. The balance? Drug use. Have drugs grant knockout resistance in some capacity like meth and steroids. 1 1 1 Quote
Demonmit1 Posted August 21, 2025 Report Posted August 21, 2025 (edited) There's two good suggestions ive heard with how to make tasers actually functional. they removed the Rule to RP the taser realistically, and then they heavily nerfed the taser so it only gets two shots before it despawns, and you have to go to a car to go into your faction spawn menu to get a new one. people entirely ignore it, then bitch and moan when you beat them unconscious or shoot them for non compliance. Server Devs have forced law enforcement to be more aggressive and use deadly force more often with the massive nerf to tasers, and its overall worse for the server. I dont know if i agree with this suggestion to fix it, but these are the two ive seen make the most sense: 1. getting hit by a taser gives you a debuff, for however long, that reduces your player movement speed. so say, getting hit once reduces your player movement speed by 25%, and with no drug boost, will set you from 100% to 75% movement speed. a second shot will set you to 50%. length of the debuff would be balanced by devs. This would allow players to counteract it by using drugs that give you boosts to your movement speed, so you can "tank" a taser hit scriptly by using certain drugs. 2. Getting tased forces your character into different run animation states. the first tase, you're not longer able to sprint, and are forced in the run animation, a second tase forces you into an injured run animation. Another core issue with tasers, is SO MANY players have modified game files, where they've downloaded a 100% completed version of the storymode with max stats, so their character on ECRP has infinite sprint. should be looked into by devs on a way to disable this. Edited August 21, 2025 by Demonmit1 1 Quote
Earl Mud Posted August 21, 2025 Report Posted August 21, 2025 I'm a crim main and I can get down with this. Cops are escalating like crazy and it hurts crims too with the changes. Maybe debuff on first tazer and 2nd shot is knockout so there is possible counterplay for the crims. 2 Quote