Include Chainsaw at Close Range as a Shootable Threat

Currently, VALID THREATS ARE ONLY EXPLAINED FOR FIREGUNS

My principal argument is that AIMING A GUN AT someone is the same  as EQUIPPING A CHAINSAW NEXT TO someone. it's intimidation and valid threat.



1) With FIREARMS You can see A CLUE when you are about to be ATTACKED, for example the Aiming animation or The Shooting animation.

The problem is,  with MELEE WEAPONS you don't see ANY CLUE before the ATTACK, just the ATTACK animation. Players GO CLOSE and ATTACK.

That's why  FIREARMS are NOT a threat  WHEN VERY CLOSE, because they must be Aimed to be considered a Threat, no matter the "distance/proximity". But, MELEE WEAPONS Indeed ARE a threat WHEN VERY CLOSE. . In real life, cop manuals say 1-2feet distance is enough op advantage for melee weapons. Look it up, Knives vs Gun




2) Cops can shoot Oranges, When they are threats.

My point is, you get a MURDER ATTEMPT  for AIMING a gun OR MURDER THREAT for ATTACKING, that's perfect. But there is NO MURDER ATTEMPT with Chainsaw.

That's a problem. Why? Because chainsaws don't need to be Aimed to Attack. So,  Players can bypass the ATTEMPT and directly go to the MURDER ACTIVE THREAT when they ATTACK.  No aiming animation.

This means,  you know you are in danger WAY TOO LATE, just when the criminal has ALREADY attacked you.  WHEN VERY CLOSE WITH A MELEE WEAPON.


3) I suggest , that we can use some features of the ALREADY existent /GTFO, that sets an area and a timer, that gives you a warrant level if you don't abandon such area.

The suggestion would be something like:

When a player EQUIPS in hand a MELEE WEAPON, an automatic forbidden area (1 - 2 feet ) is marked around the PLAYER WHO EQUIPPED THE MELEE WEAPON. In that moment, that player has 2.5 seconds to HOLSTER /UNEQUIP the Weapon , OR ELSE The player GETS  A WARRANT LEVEL that' says "MELEE WEAPON THREAT"


IF THEY ATTACK, THEY GET THE NORMAL MURDER ATTEMPT WARRANT LEVEL. As always 😊



OR, IT CAN JUST BECOME A RULE RATHER THAN A FEATURE.


Please give a feedback on my replys to seek an agreement. Just give it a thought . Thx !


-1
You're playing for long enough to know to look at the chat to see if he threat or not
Admen
aint reading allat. just kill the guy, threat or not.
Best regards, 
Senior Associate 
MRA (MCNR Reporting Association)
holy chatgpt 😭
-1 shouldve told chatgpt to make it look more interesting

can u remake this and this time ask chatgpt not to write absolute nonsense
Jimmy wrote:
You're playing for long enough to know to look at the chat to see if he threat or not


According to your reading, what did I say?
aydin wrote:
can u remake this and this time ask chatgpt not to write absolute nonsense


The topic post is self explanatory. The description is for details and walkthrough.

You'll be surprised to know people can, or could, actually write and read.

You can ask me any clarification thru here.

Provide a feedback pls

Thx
I will try to give a detailed feedback just like you wanted.

- Melee weapons being counted as threat under certain circumstances, I'm pretty sure this is already stated that weapons held in hand don't count as threats until aimed or shot.

If the criminal is non threat but trying to aim you can shoot them BUT you need to have valid video recording of him/her aiming / trying to aim

- Non Threat oranges as said above might be trying to aim therefore they don't have damage protection from cops like yellows.

I don't see any other point which requires feedback if you have another point in mind which requires feedback feel free to tell
Not reading all of this ai slop, at least tell chatgpt to remake this whole suggestion more interesting.
Problem with this is SA game mechanics. When you scroll through your weapons you will inevitably "equip" it, even if for a millisecond. And you know that will definitely be enough of an excuse for the RDM'ing crowd. If we do end up implementing this, we must look at establishing a 3-to-5 seconds rule for the suspect to be considered a threat.
-1
Not possible tbh
Khaz wrote:
I will try to give a detailed feedback just like you wanted.

- Melee weapons being counted as threat under certain circumstances, I'm pretty sure this is already stated that weapons held in hand don't count as threats until aimed or shot.

If the criminal is non threat but trying to aim you can shoot them BUT you need to have valid video recording of him/her aiming / trying to aim

- Non Threat oranges as said above might be trying to aim therefore they don't have damage protection from cops like yellows.

I don't see any other point which requires feedback if you have another point in mind which requires feedback feel free to tell


Thanks for your input. I'll answer below:

1) Your point is valid on the firearms. With FIREARMS You can see A CLUE when you are about to be ATTACKED, for example the Aiming animation or The Shooting animation.

The problem is,  with MELEE WEAPONS you don't see ANY CLUE before the ATTACK, just the ATTACK animation. Players GO CLOSE and ATTACK.

That's why  FIREARMS are NOT a threat  WHEN VERY CLOSE, because they must be Aimed to be considered a Threat, no matter the "distance/proximity". But, MELEE WEAPONS Indeed ARE a threat WHEN VERY CLOSE. . In real life, cop manuals say 1-2feet distance is enough op advantage for melee weapons. Look it up, Knives vs Gun


2) I agree with you on the second point. But I don't think I was talking about damage protection, and I know in certain cases Cops can shoot Orange. When they are threats.

My point is, you get a MURDER ATTEMPT  for AIMING a gun OR MURDER THREAT for ATTACKING, that's perfect. But there is NO MURDER ATTEMPT with Chainsaw. That's a problem. Why? Because chainsaws don't need no be Aimed to Attack. So they can bypass an ATTEMPT and directly go to the MURDER ACTIVE THREAT when they ATTACK.  No aiming animation.

So you know you are in danger too late, only When the criminal has already started attacking you WHEN VERY CLOSE WITH A MELEE WEAPON.


3) I suggest , that we can use some features of the ALREADY existent /GTFO, that sets an area and a timer, that gives you a warrant level if you don't abandon such area.

The suggestion would be something like:

When a player EQUIPS in hand a MELEE WEAPON, an automatic forbidden area (1 - 2 feet ) is marked around the PLAYER WHO EQUIPPED THE MELEE WEAPON. In that moment, that player has 2.5 seconds to HOLSTER /UNEQUIP the Weapon , OR ELSE The player GETS  A WARRANT LEVEL that' says "MELEE WEAPON THREAT"


IF THEY ATTACK, THEY GET THE NORMAL MURDER ATTEMPT WARRANT LEVEL. As always 😊




Please give a feedback on my replys to seek an agreement. Just give it a thought . Thx !