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Everything posted by destruct
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Is it possible to make tasers lethal instead of tase if you're x km from cartels? It'd solve the vigi problem I think, idk though
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there is not vigi problem, just dont get tased.
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See I thought of this and talked to a few people about it. If there was gonna happen and you had a t5 with t5 and csats with a mk1 taser. Goes to warzone lethals kids and gets money from it. Everyone would be a lethal vigi which is basically a sgt on civ 24/7 minus the hawk.
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26 minutes ago, DeadPool said:
See I thought of this and talked to a few people about it. If there was gonna happen and you had a t5 with t5 and csats with a mk1 taser. Goes to warzone lethals kids and gets money from it. Everyone would be a lethal vigi which is basically a sgt on civ 24/7 minus the hawk.
tbh, i wouldn't give money for lethaling guys with bounties. Main thought really is if you're going in cartels with a taser it automatically shoots lethals (no choice), and it's just going to kill people - and you're not getting any bounty for it (it won't remove the victim's bounty either). So no money for lethals - no point to bring a vigi taser (or any other taser) into cartels if there's a better and sometimes cheaper lethal option like an MK1 from rebel.
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Hmm.. contraband mechanic did not work both times I was in jail today. I was over 15 minutes time both times. Something's got to be wrong with it since it even persisted over a restart. I hope it's not just me?
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I've had the same problem a couple times today. When I go to pick my first trash, it cancels, and then I'm unable to pick any more until I soft log, which adds 35 minutes to my time. Once logged back in, it seemed to work just fine. It seems like an issue with it not canceling properly on movement.
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For those who only play APD, what's the contraband mechanic?
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Contraband is something in jail you can pick and turn in to get time off of your sentence. Each contraband takes one minute off. You can only turn in contraband if you have more then fifteen minutes left.