Content Suggestion Tranq Gun Change/removal

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Sep 26, 2022
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What does this suggestion add/change/remove:
This suggestion would change how the Tranq Gun works or in total remove it for all jobs that get it.

The reason for this is because I believe the Tranq Gun is heavily abused in combat situations due to its ability to instantly make anyone non-combative for around 6 seconds. This includes but not limited to: Juggernauts, Type Blue, Orange suit, and ERT, which doesn't make sense for all of these maybe except Type Blue because they all have heavy armor which a tranquilizer should not be able to pierce. and when tranqed people can cuff you even if you have weapons out and you can't fight back making it unfair to everyone that falls victim to tranq. I believe a good change to this would be to remove the effects of it and maybe have the tranq give weird vision, or movement similar to a fracture but not permanent, or heavily reduce the time you are tranq and maybe add a timer that activates the tranq after a given time rather than it being instantaneous effects. The tranq having a fracture and blurry effect will allow ISD to effectively tranq someone and catch them. But the tranq should not make someone instantly non-combative especially to those on special jobs that give bonus effects, and I wouldn't mind it being completely removed and being replaced with an alternative.

Has something similar been suggested before? If so, why is your suggestion different?
I scoured around for a little bit and I could not find anything similar posted before.

Possible Positives of the suggestion (At least 2):
It would allow fair play without the worry of being kidnapped or killed without a fight due to a single shot of a pistol that soft locks you for 6 seconds.
It would make people travel together more often for Fear rp scenarios and more prone to use alternatives.
It would make Role play better for scenarios that concern it because it wouldn't be the first answer to the situation

Possible Negatives of the suggestion:
I can't think of any negatives of this suggestion maybe ISD and GSD will have problems with it but once again if some kind of movement reduction is put on it and maybe some other effect that doesn't effect fearrp or combativeness.

Based on the Positives & Negatives, why should this suggestion be accepted:
It would overall be a massive improvement to pvp and will prevent excessive use of tranquilizer on special jobs/Raids and combatives. Overall it would provide a more fair gameplay experience in pvp
 
Is this regarding the "Beanbag Shotgun" that acts as a Tranquilizer, or is it regarding the actual "Tranquilizer Pistol"?

The shotgun can be used against anyone but is based on armour amount, and the pistol can only be used against own faction members.

I just wish to ensure that people understand your post to the best of their ability.
 
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This is probably because of me and they already nerfed it so it can’t be used on any GOIs other than your own. Meaning parawatch Billy has immunity to tranqs while nu 7 jug Joe can be tranqed.

I say it should just be disabled on jugs in general because realistically doesn’t make sense why opposite factions would have like tranq resistance while your own team lacks the tech parawatch Billy has.

Also tranqs aren’t that hard to avoid….
 
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ISD would specifically suffer from this heavily. Our armor has been reduced recently, and we have been indirectly nerfed with the addition of visible holstered weapons, which requires us to take combative disguises more often or put our larger firearms away altogether. Taking combative disguises makes it (IMO) harder to blend in to begin with. With these recent changes it’s become (again IMO) necessary to use the tranq pistol more often as I don’t usually carry a larger firearm to defend myself from someone resisting arrest with a deadly weapon, and if they’re a combative they already have more armor than ISD. Not to mention the countless times people just walk in circles to avoid being cuffed or just generally sprint away. The tranq forces people to stop, and allow ISD to cuff them, arguable leading to more RP than it discourages.


PS. Just don’t get hit :)
 
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What does this suggestion add/change/remove:
This suggestion would change how the Tranq Gun works or in total remove it for all jobs that get it.

The reason for this is because I believe the Tranq Gun is heavily abused in combat situations due to its ability to instantly make anyone non-combative for around 6 seconds. This includes but not limited to: Juggernauts, Type Blue, Orange suit, and ERT, which doesn't make sense for all of these maybe except Type Blue because they all have heavy armor which a tranquilizer should not be able to pierce. and when tranqed people can cuff you even if you have weapons out and you can't fight back making it unfair to everyone that falls victim to tranq. I believe a good change to this would be to remove the effects of it and maybe have the tranq give weird vision, or movement similar to a fracture but not permanent, or heavily reduce the time you are tranq and maybe add a timer that activates the tranq after a given time rather than it being instantaneous effects. The tranq having a fracture and blurry effect will allow ISD to effectively tranq someone and catch them. But the tranq should not make someone instantly non-combative especially to those on special jobs that give bonus effects, and I wouldn't mind it being completely removed and being replaced with an alternative.

Has something similar been suggested before? If so, why is your suggestion different?
I scoured around for a little bit and I could not find anything similar posted before.

Possible Positives of the suggestion (At least 2):
It would allow fair play without the worry of being kidnapped or killed without a fight due to a single shot of a pistol that soft locks you for 6 seconds.
It would make people travel together more often for Fear rp scenarios and more prone to use alternatives.
It would make Role play better for scenarios that concern it because it wouldn't be the first answer to the situation

Possible Negatives of the suggestion:
I can't think of any negatives of this suggestion maybe ISD and GSD will have problems with it but once again if some kind of movement reduction is put on it and maybe some other effect that doesn't effect fearrp or combativeness.

Based on the Positives & Negatives, why should this suggestion be accepted:
It would overall be a massive improvement to pvp and will prevent excessive use of tranquilizer on special jobs/Raids and combatives. Overall it would provide a more fair gameplay experience in pvp
Tranq pistols do not work on non-foundation characters. This means, they don't work on GOC, CI, or Civilians. They already are effected by armor if I am not mistaken. Your "includes but is not limited to" is just meant to make people think there are jobs that have major issues with it other than being unable to dodge a single shot reload weapon. It is not that bad.

If D-Class have them, go out with extra people to kill the D-Class from catwalk. If it is ISD who you are complaining about having them, don't commit the FLC violations or just learn how to counter it as D-Class. When I play D-Class it is not an issue. When D-Class have them, I just watch them get swarmed from catwalk and an unholy hail of bullets turn the D-Class to swiss cheese.

Overall, this post just says "it counters raids" when it does not work against raids and wants PvP over RP which in my eyes is just a way to try and get around being arrested and prevent yourself from being FearRP'd without combatives swarming you.