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APD Handcuffs Invincible


Invincible APD Cuffs?  

80 members have voted

  1. 1. Should APD handcuffs be invincible

    • Yes
      17
    • No
      63


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3 hours ago, OlympusAccount said:

I thought shooting your friend to keep him from being processed was considered an exploit? I mean, you have the video right here, why not just report it?

This is a really obvious example, but alot of times "oh there was a cop close it was an accident" and you cant report, but everyone knows it was intentional

2 hours ago, Nikoteen said:

"Yo! oh! That son of a bitch, I'm getting him banned" :D
 

I got him a 3-day :D

  • Like 1
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Suspects that are restrained are already invincible whilst being escorted. I do not think it's a good idea  implementing invincible handcuffs, as killing your friend in restraints is not consistent. I agree with Mcdili, careful planning by officers securing the area against the challenge of friends bailing someone out promotes leadership qualities, focus, and good practice. Implementing invincible handcuffs takes that away, also would give the suspects a helping hand as Pledge mentions, they would be used as shields. If players decide to take away the role playing situation by being lazy and killing their friend  just report them. Your video with the guy coming in to rook his friend is not common and should not have happened if your officers secured the area to prevent that from happening in the first place.

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I think recently it hasn't been as much of a problem. I mean I along with several others did a BW and I think it was 5 seniors on to go against. It's very difficult in this situation, but most of the time if it's spread out, there is only 3-4 cops per area. If they have 3 guys to process, then that leaves one to watch entrances and such. That can be very difficult in most HQ's. That is why instead of invincible handcuffs. Make it so that you need to lock pick the entrance to the door of only the processing hut. This would require lots more than just a random rookbanger to get you out. Would require a team of people to break someone out. I think that the HQ should be a little more secure. Someone can sneak in while a freshspawn is distracting the cops or something and just sneak around to a hut and shoot the guy, and you'll never even know he was there. It seems actually easy as long as it's not when all the cops on the server are in an HQ together. I honk this can solve any chance of an easy breakout. Cops should be more aware like talindor said, but people shouldn't just have a concealed rook, urn in and be able to shoot a guy in less than 5 seconds. That is just dumb tbh.

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20 hours ago, V4GAMER said:

Wow hard to get a criminal out of police HQ after hes been detained? Wow almost like how it should be amirite...

Exactly, and it's hilarious because it genuinely isn't that hard to be completely honest.

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  • 3 weeks later...

When someone is restrained by apd or vigi, they should be given god mode (from lethal civ bullets) when they are being escorted, they should still die from things like vehicle crashes

Someone who recently got escorted (and are still in restrains) should be given temporary god mode (for 30 seconds), they should still die from things like vehicle crashes

Also, bolt cutters should be used to break into panic rooms (4-5 seconds for breaking process)

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On 1/19/2017 at 10:55 AM, Tman15tmb said:

I like the idea of the processing huts having the option to lock the door. That could be pretty useful. The bad guys would have to use a lock pick to unlock the door of the hut then use another lock pick to unlock someone's cuffs. That way it wouldn't be a run in and run out operation If someone wanted to break their buddy out of a Police HQ.

if this is the case, it should also be implemented that if an officer dies inside of HQ, they can't respawn there for ~2 mins.

they can still respawn at another HQ and drive/fly back, but coming back almost instantaneously would be pretty unfair.

i would assume the doors would have the lockpick timer equivalent to a fully upgraded vehicle as well

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On 1/19/2017 at 2:39 PM, DANGUSDEAN said:

1. A lockable door on the huts in HQ. Having a cool hut with jail bars and a computer is useless if it doesn't stop the person from being broken out. A locked door is logical because there would be one irl. Make it lockpickable, takes as much time as a car alarm and works like a car factory settings insurance, in that it may take multiple times. Throw up a notification or lark at the door for cops to know if someone's breaking in. A lot of times these things happen is because there's not enough cops on for the amount of random civs that go in. If there's five civs in Kavala and two of them are a vigi with a restrained guy and the other 3 are turning themselves in, then it's easy for one guy with a rook to sneak in and shoot the guy in custo

I like the idea but I don't think we want to make it IMPOSSIBLE for rebels to save their friends lol rescue missions are so much goddam fun xD. I do like the bulletproof glass tho.

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2 hours ago, Aunt Jemima said:

I like the idea but I don't think we want to make it IMPOSSIBLE for rebels to save their friends lol rescue missions are so much goddam fun xD. I do like the bulletproof glass tho.

The point though is that yo have to be prepared to take someone out of APD custody. not just run in, shoot em' in the back, and run out before they spawn. But yeah,

 

 

 

 

 

 

 

 

 

This post is old as shit lol

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