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Add rule to not allow tranqs in combat - Printable Version

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Add rule to not allow tranqs in combat - User 12049 - 11-18-2017

Title of Suggestion: Add rule to not allow tranqs in combat

Description: Add rule 4.7 stating:

4.7 - Once any form of gunfight has occurred you're not allowed to use a tranq sniper in combat.

Why:




It's a shit mechanic which is getting straight up exploited. With the addition to SRU getting them for free(!?!?!?!?!) they are now being used on a daily basis and there is no counter to them. 

p.s. making them go from 30 seconds to 20 seconds is not a counter


RE: Add rule to not allow tranqs in combat - Richtea - 11-18-2017

+ Support, i don't feel tranqs should be used to gain an advantage in combat or as a weapon. Tranqs should strictly be used to subdue a running player who you want to capture, not kill.

And under no circumstances at all should a tranquilized player be killed.

ps. I feel great shame in the way i was annihalated at the start of this video, if i was aware of the circumstances things could have been different.


RE: Add rule to not allow tranqs in combat - dawson270500 - 11-19-2017

-support
That is literally their only use, never move has a fleeing suspect been tranq'd


RE: Add rule to not allow tranqs in combat - Falc - 11-19-2017

+Support


RE: Add rule to not allow tranqs in combat - DreeBott - 11-19-2017

+ Support


RE: Add rule to not allow tranqs in combat - Jonas - 11-19-2017

-Support.

Tranqs are a very great strategic way of eliminating multiple people if you're either alone or at a big disadvantage. Everyone has the ability to use tranqs, so it's not like it's unfair.


RE: Add rule to not allow tranqs in combat - god - 11-19-2017

(11-19-2017, 04:56 AM)MasterNoda Wrote: +support. I think they shouldn't be used in active combat. However, if a person who was gunning down people starts to run away, or a person is on the run in general, I think they should still be able to be used for subduing them.

+Support^

Also no matter how low you make the timer, there bs and no counter


RE: Add rule to not allow tranqs in combat - Wolven - 11-19-2017

+support


RE: Add rule to not allow tranqs in combat - Floodify - 11-19-2017

You made a suggestion like this and it got declined, by the way. I'll just paste in what I wrote at the time!

Floodify' Wrote: this is just impractical and almost renders the actual weapon useless, except for situations that occur once in a thousand times.

-support - nerf the weapon rather; make the severity based on stamina, so if you got a high stamina you will only get a bit dizzy at the first shot and then second a knockout (tranq then needs some reload time obviously).



RE: Add rule to not allow tranqs in combat - Captain Barry - 11-19-2017

+support
Anybody with a decent sense of aim can end a gunfight in ten seconds. Like Ghost said, there's no solid defence against it.
Being able to use a tranquilliser in combat just alienates any players who actually enjoy aggressive RP, because it steals that experience from them. The whole point of the server is to provide an environment where as many people as possible can have fun right? Great mechanical skill isn't necessary to win the fight, take the SRU's long list of equipment for example. Being able to blind people is a very useful tool just for starters.