11-18-2017, 10:44 PM
(This post was last modified: 09-01-2022, 01:06 AM by Fearless Community.
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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
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11-18-2017, 10:47 PM
(This post was last modified: 09-01-2022, 01:06 AM by Fearless Community.
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+ 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.
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11-19-2017, 12:01 AM
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-support
That is literally their only use, never move has a fleeing suspect been tranq'd
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11-19-2017, 02:03 AM
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+Support
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11-19-2017, 04:56 AM
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+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.
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11-19-2017, 10:08 AM
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+ Support
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11-19-2017, 10:43 AM
(This post was last modified: 09-01-2022, 01:06 AM by Fearless Community.
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-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.
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11-19-2017, 12:05 PM
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(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
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11-19-2017, 12:09 PM
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+support
Wolven
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11-19-2017, 12:14 PM
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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).
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