Mar 10, 2019, 08:15 AM
Explain your suggestion, in detail:
- Tranq rifle has a chance to not work in 10% increments based on range (100% at melee range, 80% shotgun distance, etc. I don't know how to measure IG and I got a D in Math)
- Tranq rifle knockout time is brought down from 30 seconds on every successful hit to 20 seconds flat. If you land a shot and it works, it will be a 20-second knockout.
- Tranq rifle will still have a 5-10 second timer before knocking someone out, but on revival, the victim will have a disoriented vision for 5 seconds.
- Tranq rifle has an extended magazine of 3 rounds per magazine
- Beanbag Shotgun can only knockout within a short distance (Normal shotgun damage range)
- Beanbag Shotgun will knock out a person instantly for 30 seconds. ("But that's unfair!" Is it? You have to practically get in the armed suspect's face to have it do anything. Tranq rifles will granted have a chance to not work, but if they do land a hit, they could be the equivalent of a few blocks down and still land a 20-second knockout)
- Beanbag Shotgun victims, when revived from the knockout, will have no after effects
- If the target has kevlar on, there is a 20% chance to negate a tranq (It's a needle type bullet. Shit ain't gonna get through kevlar easily) and will instead leave the target hazy for 5 seconds / With a Beanbag Shotgun, the target has 30% to negate the effects with no after effects
Explain why the suggestion should be implemented:
Currently, the tranq rifle can knock an active shooter out for 30 seconds. The only thing that is nerfed about it is a glitched scope and a 5-10 second window before the victim is incapacitated. The beanbag shotgun is an instant knockout with a chance to fail due to either distance or it simply won't affect the shooter. And if it DOES, they're knocked out for 10-15 seconds. Granted I've had the rare occasion where someone is knocked out with a beanbag for up to 25 seconds, but with a little recent testing, this is indeed RARE. I feel if we're gonna have both these weapons work with each other they need to be level in their own respects.
With these changes, we'd see less dependence on tranq's in every firefight as they will finally have a negative aspect and a shorter timer. And with the beanbag shotgun, it will no longer only work on occasion when in melee distance. If you fight your way up to a shooter in melee range, you deserve a guaranteed long knockout due to the work it takes to get that close in an engagement.
- Tranq rifle has a chance to not work in 10% increments based on range (100% at melee range, 80% shotgun distance, etc. I don't know how to measure IG and I got a D in Math)
- Tranq rifle knockout time is brought down from 30 seconds on every successful hit to 20 seconds flat. If you land a shot and it works, it will be a 20-second knockout.
- Tranq rifle will still have a 5-10 second timer before knocking someone out, but on revival, the victim will have a disoriented vision for 5 seconds.
- Tranq rifle has an extended magazine of 3 rounds per magazine
- Beanbag Shotgun can only knockout within a short distance (Normal shotgun damage range)
- Beanbag Shotgun will knock out a person instantly for 30 seconds. ("But that's unfair!" Is it? You have to practically get in the armed suspect's face to have it do anything. Tranq rifles will granted have a chance to not work, but if they do land a hit, they could be the equivalent of a few blocks down and still land a 20-second knockout)
- Beanbag Shotgun victims, when revived from the knockout, will have no after effects
- If the target has kevlar on, there is a 20% chance to negate a tranq (It's a needle type bullet. Shit ain't gonna get through kevlar easily) and will instead leave the target hazy for 5 seconds / With a Beanbag Shotgun, the target has 30% to negate the effects with no after effects
Explain why the suggestion should be implemented:
Currently, the tranq rifle can knock an active shooter out for 30 seconds. The only thing that is nerfed about it is a glitched scope and a 5-10 second window before the victim is incapacitated. The beanbag shotgun is an instant knockout with a chance to fail due to either distance or it simply won't affect the shooter. And if it DOES, they're knocked out for 10-15 seconds. Granted I've had the rare occasion where someone is knocked out with a beanbag for up to 25 seconds, but with a little recent testing, this is indeed RARE. I feel if we're gonna have both these weapons work with each other they need to be level in their own respects.
With these changes, we'd see less dependence on tranq's in every firefight as they will finally have a negative aspect and a shorter timer. And with the beanbag shotgun, it will no longer only work on occasion when in melee distance. If you fight your way up to a shooter in melee range, you deserve a guaranteed long knockout due to the work it takes to get that close in an engagement.