suggestion towards cuffing system

Okay then tell me how criminal gonna fight cops if cops just run around criminal to get them auto cuffed by this system? It's pretty simple and I see this can be abused, imagine I'm against a pro criminal , I'll just run around him ,dodging all the bullets and let him got cuffed by this system automatically as I'm close to him. From your recent suggestion I knew that you like being a cop,but sometimes you gotta think of both side,it would be too overpowered if everything is one-sided.

that is why I said adding a timer (so the criminal can run away from cuff range so the cop can start chasing him again to get in range cops chasing robbers like the original idea of "cnr" is saposta be not the other way around like it is happening in the server).  That way a robber will have to think how to manuvar/trick a cop chasing him to a near by vehicle as an example or till his own car spawns to other robbers in hopes of helping him or call for assistance from friends in the same way a cop can call for assistance so the robber doesn't escape.  The thing happening atm is people running around in circles with saweed-off or uzis calling each other noobs for something based 50% on luck with the ocassional car parks when you get bored that is a DM mode not a "cnr"
Evocator wrote:
I don't support the idea 100% but something definitely needs to be changed with the current extreme realistic cuffing / arrest system.

There's only so much I can do with this game.

In real life, the cops tackle you to the ground and restrain you and cuff you. Obviously this isn't possible in SA-MP, so the tackle/restraint is done by the tazer and cuffing.

You can break out of cuffs, cops can't cuff you if they were recently attacked (5) seconds, and they literally have to be stood inside you to cuff you. The tazer doesn't have a long range at all. I think it's perfectly balanced.