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Cooldown on flashbangs


TaaviLaudur
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@Joe said in Cooldown on flashbangs:



@Marko said in Cooldown on flashbangs:



10 seconds cooldown for marker usage. Let's see what would you guys say about that



cant wait to use a base with 2 markers and I can't even get around because of a cooldown



10 seconds cooldown for the same marker not all around markers.


Not applied on base markers or markers that only squad/gang can access


just talking about the way criminals go in, out, in and out. Kinda annoying isn't it.


anyways it's off topic, about flashbangs, maybe 5 seconds not 10!
and think about it, what do cops actually have as an advantage in BR/JB .. They can't do wall tactics and we don't use drugs 24/7.


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@Marko how about if we change tazer range from 13 meters to 130 and add minigun for the cop side to handle crims better at the jail. I've been even thinking myself to suggest it because cops struggle stopping jailbreaks. Poor fellas, I feel you emotionally.


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@Marko said in Cooldown on flashbangs:



@Joe said in Cooldown on flashbangs:



@Marko said in Cooldown on flashbangs:



10 seconds cooldown for marker usage. Let's see what would you guys say about that



cant wait to use a base with 2 markers and I can't even get around because of a cooldown



10 seconds cooldown for the same marker not all around markers.


Not applied on base markers or markers that only squad/gang can access


just talking about the way criminals go in, out, in and out. Kinda annoying isn't it.


anyways it's off topic, about flashbangs, maybe 5 seconds not 10!
and think about it, what do cops actually have as an advantage in BR/JB .. They can't do wall tactics and we don't use drugs 24/7.



For what its worth, the invincibility in markers was added for cops complaining about being marker killed, not the other way around.


So remove the marker invincibility but then deal with being marker killed at jail.


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@Joe said in Cooldown on flashbangs:



@Marko said in Cooldown on flashbangs:



@Joe said in Cooldown on flashbangs:



@Marko said in Cooldown on flashbangs:



10 seconds cooldown for marker usage. Let's see what would you guys say about that



cant wait to use a base with 2 markers and I can't even get around because of a cooldown



10 seconds cooldown for the same marker not all around markers.


Not applied on base markers or markers that only squad/gang can access


just talking about the way criminals go in, out, in and out. Kinda annoying isn't it.


anyways it's off topic, about flashbangs, maybe 5 seconds not 10!
and think about it, what do cops actually have as an advantage in BR/JB .. They can't do wall tactics and we don't use drugs 24/7.



For what its worth, the invincibility in markers was added for cops complaining about being marker killed, not the other way around.


So remove the marker invincibility but then deal with being marker killed at jail.



about that marker invincibility, criminals don't really respect that, if you get inside the marker especially in jail the red door one and you see about 5 criminals standing with weapons aimed on your fckin ass with drugs what can you do .. don't talk about marker invincibility, it's lame


That's exactly what i can see the moment i enter the marker in jail.


:::


alt text


:::


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@Xavier said in Cooldown on flashbangs:



Actually instead of having the cooldown on the thrower, the cooldown should be on the effect. So you get flashed once and that makes you immune to flashbangs for set time.



sounds like an excellent idea if we do the same to grenades and vehicle explosions!


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@Tut-Greco said in Cooldown on flashbangs:



@Xavier said in Cooldown on flashbangs:



Actually instead of having the cooldown on the thrower, the cooldown should be on the effect. So you get flashed once and that makes you immune to flashbangs for set time.



sounds like an excellent idea if we do the same to grenades and vehicle explosions!



You can throw a nade just it wont appear or explode before the cooldown


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@Skerdi said in Cooldown on flashbangs:



@Tut-Greco said in Cooldown on flashbangs:



@Xavier said in Cooldown on flashbangs:



Actually instead of having the cooldown on the thrower, the cooldown should be on the effect. So you get flashed once and that makes you immune to flashbangs for set time.



sounds like an excellent idea if we do the same to grenades and vehicle explosions!



You can throw a nade just it wont appear or explode before the cooldown



I quoted the immunity idea saying it should affect explosions and grenades too, so u can't get hit by multiple nades in 10 seconds. obviously a kidding but eh


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This vote will always be a yes, why? Because criminals outnumber Cops and criminals.


Criminals already have dumb advantages like jumping up a wall or a hedge, which makes it 90% harder to arrest.


So we need flashbangs to give us a SLIM advantage. They make barely any difference in banks, reason is because there are too many crims SPRAYING CS or M4 down the hall way so cops are still killed.


Flashbangs are fine, if they were broken you would see every bank rob won by cops. Where actually nearly every bank rob is won by criminals.


The reason why grenades have a cooldown is because they do DAMAGE. They kill things and quite easily. Flashbangs dont kill, taze or arrest anyone. They blind you for like 3 seconds. Which is nothing. Does not slow you down, does not prevent you from shooting.


Flashbangs dont need changing.


Might as well include a 20 second jump cooldown to stop criminals getting to high levels and easily killing cops because of the arrest system. Or actually lets increase how long you stay on the floor, so cops have enough time to get on the wall/hedge and actually arrest. Or actually lets make it so when I taze you, you are instantly arrested like before. Or actually.....................................................................................................................................................................................


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@Joshbond said in Cooldown on flashbangs:



This vote will always be a yes, why? Because criminals outnumber Cops and criminals.


Criminals already have dumb advantages like jumping up a wall or a hedge, which makes it 90% harder to arrest.


So we need flashbangs to give us a SLIM advantage. They make barely any difference in banks, reason is because there are too many crims SPRAYING CS or M4 down the hall way so cops are still killed.


Flashbangs are fine, if they were broken you would see every bank rob won by cops. Where actually nearly every bank rob is won by criminals.


The reason why grenades have a cooldown is because they do DAMAGE. They kill things and quite easily. Flashbangs dont kill, taze or arrest anyone. They blind you for like 3 seconds. Which is nothing. Does not slow you down, does not prevent you from shooting.


Flashbangs dont need changing.


Might as well include a 20 second jump cooldown to stop criminals getting to high levels and easily killing cops because of the arrest system. Or actually lets increase how long you stay on the floor, so cops have enough time to get on the wall/hedge and actually arrest. Or actually lets make it so when I taze you, you are instantly arrested like before. Or actually.....................................................................................................................................................................................



You guys have a whole fucking arsenal of different equipement to get things done, let me bring out a few of many; tazer that takes from a fucking fortune, KILL ARREST at the bankrobs aswell as in the JB's, when you die you respawn, when we die we get jailed, means that a certain event is over for someone, especially if that's a bankrob, which is fucking illogical. Can't forget to mention the shotgun which slows you down and you'll move like a snail after that. You have everything, when we miss shot we get jailed for over 400 seconds, when you miss your ONE tazer shot you respawn and come back, so fuck your flashbangs clown.


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@ChasinTLSN said in Cooldown on flashbangs:



@Joshbond said in Cooldown on flashbangs:



This vote will always be a yes, why? Because criminals outnumber Cops and criminals.


Criminals already have dumb advantages like jumping up a wall or a hedge, which makes it 90% harder to arrest.


So we need flashbangs to give us a SLIM advantage. They make barely any difference in banks, reason is because there are too many crims SPRAYING CS or M4 down the hall way so cops are still killed.


Flashbangs are fine, if they were broken you would see every bank rob won by cops. Where actually nearly every bank rob is won by criminals.


The reason why grenades have a cooldown is because they do DAMAGE. They kill things and quite easily. Flashbangs dont kill, taze or arrest anyone. They blind you for like 3 seconds. Which is nothing. Does not slow you down, does not prevent you from shooting.


Flashbangs dont need changing.


Might as well include a 20 second jump cooldown to stop criminals getting to high levels and easily killing cops because of the arrest system. Or actually lets increase how long you stay on the floor, so cops have enough time to get on the wall/hedge and actually arrest. Or actually lets make it so when I taze you, you are instantly arrested like before. Or actually.....................................................................................................................................................................................



You guys have a whole fucking arsenal of different equipement to get things done, let me bring out a few of many; tazer that takes from a fucking fortune, KILL ARREST at the bankrobs aswell as in the JB's, when you die you respawn, when we die we get jailed, means that a certain event is over for someone, especially if that's a bankrob, which is fucking illogical. Can't forget to mention the shotgun which slows you down and you'll move like a snail after that. You have everything, when we miss shot we get jailed for over 400 seconds, when you miss your ONE tazer shot you respawn and come back, so fuck your flashbangs clown.



There is a reason why there are more criminals than cops. Its simple, criminal life is more easy and so majority of people like it more.


Being an officer is ALOT harder than being a criminal. Flashbangs are not broken, they last 3 seconds. We cant use them everywhere either, as that is what is instructed. You can use nades EVERYWHERE, so yeah fuck your nades.


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Flashbacks aren't even that useful during BR, since you can shoot still straight by literally crouching and holding lmb.. It only helps with newbie crims that don't know that.


Unless flashbang has been reworked to make your mouse look in random direction


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@Joshbond said in Cooldown on flashbangs:



@ChasinTLSN said in Cooldown on flashbangs:



@Joshbond said in Cooldown on flashbangs:



This vote will always be a yes, why? Because criminals outnumber Cops and criminals.


Criminals already have dumb advantages like jumping up a wall or a hedge, which makes it 90% harder to arrest.


So we need flashbangs to give us a SLIM advantage. They make barely any difference in banks, reason is because there are too many crims SPRAYING CS or M4 down the hall way so cops are still killed.


Flashbangs are fine, if they were broken you would see every bank rob won by cops. Where actually nearly every bank rob is won by criminals.


The reason why grenades have a cooldown is because they do DAMAGE. They kill things and quite easily. Flashbangs dont kill, taze or arrest anyone. They blind you for like 3 seconds. Which is nothing. Does not slow you down, does not prevent you from shooting.


Flashbangs dont need changing.


Might as well include a 20 second jump cooldown to stop criminals getting to high levels and easily killing cops because of the arrest system. Or actually lets increase how long you stay on the floor, so cops have enough time to get on the wall/hedge and actually arrest. Or actually lets make it so when I taze you, you are instantly arrested like before. Or actually.....................................................................................................................................................................................



You guys have a whole fucking arsenal of different equipement to get things done, let me bring out a few of many; tazer that takes from a fucking fortune, KILL ARREST at the bankrobs aswell as in the JB's, when you die you respawn, when we die we get jailed, means that a certain event is over for someone, especially if that's a bankrob, which is fucking illogical. Can't forget to mention the shotgun which slows you down and you'll move like a snail after that. You have everything, when we miss shot we get jailed for over 400 seconds, when you miss your ONE tazer shot you respawn and come back, so fuck your flashbangs clown.



There is a reason why there are more criminals than cops. Its simple, criminal life is more easy and so majority of people like it more.


Being an officer is ALOT harder than being a criminal. Flashbangs are not broken, they last 3 seconds. We cant use them everywhere either, as that is what is instructed. You can use nades EVERYWHERE, so yeah fuck your nades.



No we can't use nades at the interiors, while you can throw that shit at every single place. Coincidence? I don't think so.


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@TaaviLaudur said in Cooldown on flashbangs:



Will this go ignored like all of the stuff that nerfs copside?



What makes you think that it's ignored? We don't really have a democracy here, having more positive or negative votes on a subject does not mean that the suggestion will be accepted or denied. It gives SAES an insight into general opinion amongst all sorts of players, after which they might or might not implement the change or even react to it.


Needless to say, if it was democracy, all suggestions which work in favour of criminals and put cops at a disvantage would be accepted merely because there are far more criminal players.


Furthermore it's nonsense that anything related to nerfing cop side is ignored or rejected, just recently /eject all was removed so cops couldn't use it during chase, then cop cars speeds were nerfed too, they used to be fastest vehicles on the server and are now somewhere in the middle, slower than almost all two seated cars and bikes.


Finally, I find your suggestions history hilarious, out of 5 suggestions, 4 are to nerf cops. 1-shot taser, removing jb/br kill arrest, letting people kill dealers who sell to cops and now flashbang cooldown. Fifth was to let criminals use grenades closer to SR so we could technically call it 5/5. If even while spawned CLO 24/7 with access to special weapons/armour and 80% general population advantage over cop side you still struggle to deal with cops and focus on thinking up new and exciting ways to nerf cop side further, I think you are just plain bad at this game or are just taking a piss.


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Personally I don't agree with the suggestion because comparing flash to grenade is like comparing a mosquito with a killer bee. Grenade has a powerful knockback, deals massive damage and is able to destroy any vehicle at full health. Meanwhile flash turns your screen white and does an annoying sound.


Now onto numerous flash weaknesses: If you do not aim with your weapon and shoot with lmb or ctrl/alt instead, flash does not force you to look at the ground, even if it did, all it takes is to click the aim button again. Names and health bars still show even though your screen is white so you can tell where the cop is, especially in places like bank robbery or jailbreak where you have 2 meters wide tunnels through which cops run into a wall of shooting criminals, you could close your eyes and still be able to hit a cop in that little space.


Throwing two flashes can sometimes aid the cop to make a breach in these otherwise suicidal situations, one flash simply does nothing then as you're supposed to run into a group of 15-30 shooting criminals. As of now throwing two flashes into corridors is the only tactic with somewhat high chance of success.


Of course, there are always idiots who just overdo everything they have access to, then you could see some guy throwing 10 flashes one after another, which should then be reported so that the squad in question (only squads have more than 1 flash) so that this squad can suffer consequences. Taking something from everyone because there is a small number of idiots missusing what their squad was given with a level is not the way to go, that person and their squad alone should be held responsible for their own actions. Imagine CLO losing ability to place more than 1 satchel charge because someone from DE did something stupid with it.


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@Joshbond said in Cooldown on flashbangs:



@ChasinTLSN said in Cooldown on flashbangs:



@Joshbond said in Cooldown on flashbangs:



This vote will always be a yes, why? Because criminals outnumber Cops and criminals.


Criminals already have dumb advantages like jumping up a wall or a hedge, which makes it 90% harder to arrest.


So we need flashbangs to give us a SLIM advantage. They make barely any difference in banks, reason is because there are too many crims SPRAYING CS or M4 down the hall way so cops are still killed.


Flashbangs are fine, if they were broken you would see every bank rob won by cops. Where actually nearly every bank rob is won by criminals.


The reason why grenades have a cooldown is because they do DAMAGE. They kill things and quite easily. Flashbangs dont kill, taze or arrest anyone. They blind you for like 3 seconds. Which is nothing. Does not slow you down, does not prevent you from shooting.


Flashbangs dont need changing.


Might as well include a 20 second jump cooldown to stop criminals getting to high levels and easily killing cops because of the arrest system. Or actually lets increase how long you stay on the floor, so cops have enough time to get on the wall/hedge and actually arrest. Or actually lets make it so when I taze you, you are instantly arrested like before. Or actually.....................................................................................................................................................................................



You guys have a whole fucking arsenal of different equipement to get things done, let me bring out a few of many; tazer that takes from a fucking fortune, KILL ARREST at the bankrobs aswell as in the JB's, when you die you respawn, when we die we get jailed, means that a certain event is over for someone, especially if that's a bankrob, which is fucking illogical. Can't forget to mention the shotgun which slows you down and you'll move like a snail after that. You have everything, when we miss shot we get jailed for over 400 seconds, when you miss your ONE tazer shot you respawn and come back, so fuck your flashbangs clown.



There is a reason why there are more criminals than cops. Its simple, criminal life is more easy and so majority of people like it more.


Being an officer is ALOT harder than being a criminal. Flashbangs are not broken, they last 3 seconds. We cant use them everywhere either, as that is what is instructed. You can use nades EVERYWHERE, so yeah fuck your nades.



The reason there are more criminals is because set of long procedures a cop goes through, then another set of tests, then how squads hq team manage their squad, and bureaucratic actions over cop groups


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Detect a flashbang? Press lmb. Evading those are as easy as moving your mouse but evading nades are slim. Therefore a direct comparison between flashes and nades is illogical.
Reason why nades are prohibited in interiors is cause of the immense splash damage it can cause in cramped up spaces. Throw one, kill 3 comrades, deal with reports. Whereas FBs are made to stun and ambush in narrow spaces ever seen a cop throw a FB at you in broad daylight when you got numerous places to run to and are open? That's illogical. The essence of using flashbangs is in interiors. Therefore, comparing them with grenades and proposing a cool down would make them useless basically, it would affect the squads in JBs and BRs as many a times, players don't even see the flash when thrown at a distance such as Jail last corridor end to end and just see the default smoke nade. We squad members aren't that retarded to keep throwing flash after flash as it affects our comrades too. If you see someone doing that you can report to his squad respectively. Flashes as said, only cripple your aim but you can immediately crouch and shoot and kill, jail and BRs being narrow places with the Health bars showing. If you wish to add a cool down to flashes then the logical change would be disable fire ability and increase stun time. You're just crippling an already crippled resource that helps us make a small difference or two, not everyone can pull off a flash ambush perfectly.


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