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Ttt Taser


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The ttt taser imo is a bit op, is there any way we can find a way to debuff it a little.It used to not be 100% but now it is, could we possible lower the chances?The detective taser should be 100% but the inno one should be down a little.

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Edited by {}MewTwo{}
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Why not make a traitor item that malfunctions the taser and keep it as it is right now?

 

I find that being a T is really easy, unless I get tased instantly at the beginning of the round. Finding out who is a t shouldn't be as easy as tasering someone but maybe having a traitor item that causes them to pop up as innocent or just malfunctions. Half the maps have traitor testers so they will show the actual truth if someone is a traitor or innocent without malfunctions.

 

Changing the taser to a 70% success rate will just make the traitor's job a lot easier and less worry about getting tased.

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The ttt taser imo is a bit op, is there any way we can find a way to debuff it a little.It used to not be 100% but now it is, could we possible lower the chances?The detective taser should be 100% but the inno one should be down a little.

Thanks For Reading!!

i think lowering the percentage of succesful tases will not solve the "problem" as the traitor will want to kill the innocent because they do not know if the tase was succesful, which will get them to be killed anyways
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50/50 if youre using dried rubber...

Just remove the tasers for innos, they shouldnt have it

 

TAZERS are the only thing that will prove a person as an inno so removing it would be unfair. HOw about an anti taze thing for traitor which can be use only once pr round. THe anti taze device would block the tazer and will make it look as if the innos/detec missed the tazer on the T. BUT the device will work if and only if the tazer hits the T and the device will no longer be useful, if the inno/detec misses their taze in general, then u still have the anti tazer activated.

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