Tier 1 TFU Update Discussion

Planned TFU Hotfix
These are the planned changes that have been discussed, I expect most if not all of these will be implemented but this list may change, I will update it as needed

Recruit Changes
  • Recruit will have their limit moved from 3 to 2
  • Recruit will have their total flashbang count reduced to 1
  • Recruit will no longer be able to spawn cars
  • Recruit will no longer be able to get into gear without a TFO+ being ingear
  • Upon respawn a Recruit will be demoted back out of TFU gear and will be given a 10m cooldown before they can re-gear
The requirements to become a Recruit will be updated and changed to the below
  • Senior Officer rank is now required.
  • 1 month since last infraction
  • 1 week since last application
  • 12 hours PD playtime ( 6 hours recent within the last month)
  • No taser certification
When 15 recruits have passed the application will be temporarily locked to handle the new influx
The application will have its command review removed so it is fully automated (new requirements will be coded to support this, we are automating TFU CMD out of a job)

TFTOs will be given some indicator of their status on their uniform

TFO slots will be reduced to the following;
  • 100+ 5
  • 80+ 4
  • 60+ 3
  • Less then 60, 2
The armed deployment mayor policy will add 1 to the limit

Basic certification will be renamed to just "Tactical Firearms Officer Certification"
This is more of a bug fix but all of the colors have been made far more readable

There is not a planned release date for these changes but they are being worked on
why no taser certification?
 
Planned TFU Hotfix
These are the planned changes that have been discussed, I expect most if not all of these will be implemented but this list may change, I will update it as needed

Recruit Changes
  • Recruit will have their limit moved from 3 to 2
  • Recruit will have their total flashbang count reduced to 1
  • Recruit will no longer be able to spawn cars
  • Recruit will no longer be able to get into gear without a TFO+ being ingear
  • Upon respawn a Recruit will be demoted back out of TFU gear and will be given a 10m cooldown before they can re-gear
The requirements to become a Recruit will be updated and changed to the below
  • Senior Officer rank is now required.
  • 1 month since last infraction
  • 1 week since last application
  • 12 hours PD playtime ( 6 hours recent within the last month)
  • No taser certification
When 15 recruits have passed the application will be temporarily locked to handle the new influx
The application will have its command review removed so it is fully automated (new requirements will be coded to support this, we are automating TFU CMD out of a job)

TFTOs will be given some indicator of their status on their uniform

TFO slots will be reduced to the following;
  • 100+ 5
  • 80+ 4
  • 60+ 3
  • Less then 60, 2
The armed deployment mayor policy will add 1 to the limit

Basic certification will be renamed to just "Tactical Firearms Officer Certification"
This is more of a bug fix but all of the colors have been made far more readable

There is not a planned release date for these changes but they are being worked on
Glad to see the RTFO system being heavily reworked.

Can't help thinking the nerf to TFO slots is overly harsh however, limiting it to 3 for 79 players is rough.
 
Planned TFU Hotfix
These are the planned changes that have been discussed, I expect most if not all of these will be implemented but this list may change, I will update it as needed

Recruit Changes
  • Recruit will have their limit moved from 3 to 2
  • Recruit will have their total flashbang count reduced to 1
  • Recruit will no longer be able to spawn cars
  • Recruit will no longer be able to get into gear without a TFO+ being ingear
  • Upon respawn a Recruit will be demoted back out of TFU gear and will be given a 10m cooldown before they can re-gear
The requirements to become a Recruit will be updated and changed to the below
  • Senior Officer rank is now required.
  • 1 month since last infraction
  • 1 week since last application
  • 12 hours PD playtime ( 6 hours recent within the last month)
  • No taser certification
When 15 recruits have passed the application will be temporarily locked to handle the new influx
The application will have its command review removed so it is fully automated (new requirements will be coded to support this, we are automating TFU CMD out of a job)

TFTOs will be given some indicator of their status on their uniform

TFO slots will be reduced to the following;
  • 100+ 5
  • 80+ 4
  • 60+ 3
  • Less then 60, 2
The armed deployment mayor policy will add 1 to the limit

Basic certification will be renamed to just "Tactical Firearms Officer Certification"
This is more of a bug fix but all of the colors have been made far more readable

There is not a planned release date for these changes but they are being worked on
excellent

add taser certification requirement and its perfect
 
Why nerf TFU when you're attempting to nerf RTFU?
I am totally for the requirement changes and removal of an RTFU slot, but there are some points in the day where there are no TFU's that will gear up/any on duty and there have been countless situations where RTFU's have followed policy and have successfully handled a raid/M.F.I. , including myself.
I believe some RTFU's have the trust and should be able to gear up when needed, otherwise IA's should be made, regardless of officer rank.
How are RTFU's gonna gain experience if there will be no chance to gear up and respond to incidents?
Getting on cop is a game in itself and all you're doing is making it more cancer inducing.
 
but there are some points in the day where there are no TFU's that will gear up/any on duty

i disagree with you

i tryed to raid at morning/afternoon/evening/night all the time i had to fight 1-2 tfu every single time i do raid its very rare to not fight any tfu for past week

to make it short "every time you will raid you will find your self fighting 1-2 tfu + cops if they have been informed"
 
Planned TFU Hotfix
These are the planned changes that have been discussed, I expect most if not all of these will be implemented but this list may change, I will update it as needed

Recruit Changes
  • Recruit will have their limit moved from 3 to 2
  • Recruit will have their total flashbang count reduced to 1
  • Recruit will no longer be able to spawn cars
  • Recruit will no longer be able to get into gear without a TFO+ being ingear
  • Upon respawn a Recruit will be demoted back out of TFU gear and will be given a 10m cooldown before they can re-gear
The requirements to become a Recruit will be updated and changed to the below
  • Senior Officer rank is now required.
  • 1 month since last infraction
  • 1 week since last application
  • 12 hours PD playtime ( 6 hours recent within the last month)
  • No taser certification
When 15 recruits have passed the application will be temporarily locked to handle the new influx
The application will have its command review removed so it is fully automated (new requirements will be coded to support this, we are automating TFU CMD out of a job)

TFTOs will be given some indicator of their status on their uniform

TFO slots will be reduced to the following;
  • 100+ 5
  • 80+ 4
  • 60+ 3
  • Less then 60, 2
The armed deployment mayor policy will add 1 to the limit

Basic certification will be renamed to just "Tactical Firearms Officer Certification"
This is more of a bug fix but all of the colors have been made far more readable

There is not a planned release date for these changes but they are being worked on
If the name colours are changing it would be nice to have the either recruit or tfo uniforms changed so that there is a clearer distinction between them. Right now on the radio it is already hard to distinguish between their colours without others and on the scene is a similar case.

Perhaps a lighter shade of blue for the recruits or a darker shade of blue for the tfos?

Additionally, it might be useful to have the recruits certification listed differently on the police computer, as right now incident commanders and recruits are both listed just as 'TFU' in the Employees tab.
 
Those who have that trust should also apply for the basic TFU certification as soon as possible. When the apps open.
This hot fix should be in effect after Christmas then, let's people actually try it out before being denied a chance.
 
I don't understand why RTFU is a only-heavy-gear-deployment item that can self-deploy. A much, much, much better alternative would to have the restricted gearset and only allow light gear. They would require at all times to be deployed with a basic+ TFO in light gear, and they would not have the 3 billion HP that takes 20 headshots to remove from heavy armor that makes the balance so poor for raiders with the volume of TFOs right now. The light gear would allow them to patrol with said TFO normally and respond to incidents actively without requiring a complicated and up-to-interpretation policy for self-deployment and supervisor/highest-rank only otherwise.

Letting recruits patrol in TFU gear is objectively a worse idea than having them only access Heavy TFU gear due to the duties of what the role entails. The most important reason we gave heavy instead of light gear is, deploying to a car alarm in light gear is completely allowed, but if you were to gear heavy to respond to a car alarm, you’re in violation of deployment policy. Deployment policy is the best tool working in our favour with Recruits.

The reason light gear was not chosen was simply because of these reasons:
- Light Gear doesn’t necessarily encapsulate the experience of being a Tactical Firearms Officer as much as heavy gear does. The majority of Light Gear duties is standard patrolling and being first on scene to a firearms incident. In most cases typical TFU deployments are Heavy gear worthy events, Light TFU merely exists as a means to have a quick response to a smaller firearms incident.
- Heavy TFU gear has a strict set of deployment guidelines discerning what you can and cannot deploy to in it. Light gear has no such weakness. Light TFU are expected to perform all policing duties, and merely prioritise becoming the first on scene to a firearms incident.
- In most cases when a recruit is told to gear up currently then the situation has already escalated to a shootout of a scale that cannot be finished with a few shots of a pistol. Less margin for error, less margin to fuck up someone’s day through sheer stupidity.
 
Why nerf TFU when you're attempting to nerf RTFU?
I am totally for the requirement changes and removal of an RTFU slot, but there are some points in the day where there are no TFU's that will gear up/any on duty and there have been countless situations where RTFU's have followed policy and have successfully handled a raid/M.F.I. , including myself.
I believe some RTFU's have the trust and should be able to gear up when needed, otherwise IA's should be made, regardless of officer rank.
How are RTFU's gonna gain experience if there will be no chance to gear up and respond to incidents?
Getting on cop is a game in itself and all you're doing is making it more cancer inducing.
Have you ever tried being crim sunshine?
 
in the past 6mon the tfu was limited for some people and it was kinda hard to get it now almost everyone have it that mean with single shoot that happened on projex and someone call in radio "shoot fire at projex we need back up" all officers who can be tfu will go gear up and you know that there will be 3 at lest if there is no t2 tfu on dute and that not possible to have no t2 on dute

also today i just notice and you where on dute that any 911 call saying "raid " everyone on radio "can we go on dute and some shit"


so i think to solve the problem lower the max tfu on dute to 4 and with mayor policy the max be 5 since its almost every time there will be +4 tfu ppl can go as tfu

4? They’re trying to balance the PD, not litter the streets with their bodies Everytime a house alarm goes off. I preferred 6, but 5 is still a nice number for me. This is something that is a complete compromise on the whole “nerf PD” debate and between this and reducing RTUs combat capabilities by reducing armour, the nerf PD crowd is already winning, to ask for more of a nerf at this point would begin to delve from reasonable expectations of who the game favours. At the moment, it’s arguably the closest we’ve been to 50/50 in terms of balance for ages.
Glad to see the RTFO system being heavily reworked.

Can't help thinking the nerf to TFO slots is overly harsh however, limiting it to 3 for 79 players is rough.

I am inclined to believe that this is going to be less of an issue for the time being given how populated the server is. When the incident commander rank is made available, I am inclined to believe that this could be less of an issue further, as having heavily experienced TFOs be granted access to a wider assortment of equipment could lead to a far more formidable opponent.
my personal take on this is there should be at least some sort of training. maybe bring the practical back. the written and multiple choice can easily be copied from the handbook and the t1 multiple choice is way too easy. requierments should be at least SO and maybe an OR if not they should reopen the training sessions and have it mandatory that you have attendet at least one before you can apply for RTFO.

We can’t “Bring back” a practical for a role that’s never had one. Practical remains a core part of becoming Tier 2, and remains widely unchanged. We are definitely changing other aspects of the role before you receive your TFO certification practical assessment, but that aspect remains unchanged except for a few minor amendments.

taking over a property with defenders are already hard enough now you have to kill 6 tfus + remington cops which can camp anywhere and a bombarding rush of pistol cops yippie!
You’re implying as if the limit before didn’t allow 8 TFOs who were fully equipped with automatic weapons and a 1 shot sniper wasn’t the case before. If anything part of that team being full of people who passed a theory exam, get less weapons and generally have less experience as TFU isn’t arguably a more balanced situation. As for shotgun cops, that number fluctuates and isn’t entirely reliable. If we could fix that, maybe suggest a Remington limit or a subsidiary option for a new long gun.
why no taser certification?
Taser remains a Tier 2 requirement because of the ability to patrol in light gear where it would be needed more. For tier 1, seeing as they’re supposed to be with a tier 2, it’s less necessary. In reality most recruits are going to be taser whitelisted regardless, as the role is easy to attain.

atleast give RTFU a car
As a means of ensuring that all recruits are required to be led by a fully qualified TFO, the vehicles were removed from them to ensure this.
 
You’re implying as if the limit before didn’t allow 8 TFOs who were fully equipped with automatic weapons and a 1 shot sniper wasn’t the case before. If anything part of that team being full of people who passed a theory exam, get less weapons and generally have less experience as TFU isn’t arguably a more balanced situation. As for shotgun cops, that number fluctuates and isn’t entirely reliable. If we could fix that, maybe suggest a Remington limit or a subsidiary option for a new long gun.
you actually needed a brain to getTFU before recruit happened so there would not be always 8 tfu now and some of the TFUs barely play , they get their hours then log off now the pistol cops who play all day everyday has a M16 and MP5A4 and M24 sniper
I barely ever seen more than 6 tfus before when it was more than 6 it was a rare sight now everybody and their grandmother can get a free M16 with sight or camp with sniper or fullswing with MP5A4 holo
 
They’re trying to balance the PD
the system atm is not even close to balance everyone know the plpd is op long time ago its not even near the balance but the people who play as cops/tfu dosnt care "not all of them" as @rxsm said
who have absolutely 0 brain cells because why do they need to when they can just rush into every fight and not lose anything?

ter the streets with their bodies

about the bodies yesterday there was 2 big raids i was on them 1 at slums and 1 at regals the raiders was playing smart they killed all cops/tfu but i manage to kill many of them and win the point is if the tfu/cop really care he can win if you guys add something that they lose i believe people will start playing for real


At the moment, it’s arguably the closest we’ve been to 50/50 in terms of balance for ages
how its 50/50 if you are talking about big orgs raids i might agree with you but personally and about our org we barely do big raids but if you are talking about solo/duo/squad raid i strongly disagree with you especially when the pop are 58+ its not near the 50/50 or balance
I preferred 6, but 5 is still a nice number for me
have you tryed to raid after the update ?
if yes give us your experience if no go try to raid and clip it please let us see how its 50/50 or balanced especially if you will raid alone or with 1 guy with u




just want to remind you that the tfu are almost x2 hp that normal man "in hevey gear" so if you are fighting 4 mean you are fighting 8


i dont know why you are saying its balance or its almost 50/50 i would like you to explain it because i cant see how its 50/50 or balanced
 
@ALOO89 So many complaints, yet no solutions.

I understand raiding in a group of 3 is just a poor experience right now. Especially with everyone having an alarm on their door.

But what about when the PD takes up a group of 10 players with heavy guns. No amount of armor is going to save you from a headshot.

Give us a way to dynamically adapt the PD on the circumstances in the city. And the PD is supposed to win more than the criminals obviously, otherwise it'd just be chaotic.
 
But what about when the PD takes up a group of 10 players with heavy guns. No amount of armor is going to save you from a headshot.
dose that happened everyday/every time people raid with big guns? no


ok think about it 4 tfu with rifles as will with arrmor + cops that are on dute do you think that 4 tfu with 6 cops ( lets just say 6 cops on dute at worst scenario and no shootgun cops) on dute cant fight 10 people ? personally i think they can

dose everyone on game have good aim to aim for head ? no


And the PD is supposed to win more than the criminals obviously
i agree at that but think about it

1-free guns
2-arrmor
3-can run faster
4- c2 you can place it without no one know
5-many people can be on dute at once and you dont need to know them
6- radio that talk to everyone and its donst take part of your screen
7-free fule
8- free cars

many and many advantages the plpd got but its about lake of skills


tell me last time you sow someone hold perimeter

or last time you see tfu on stears and cops hold out side " i understand why cops go in they want to have fun shootout"

Give us a way to dynamically adapt the PD on the circumstances in the city
after what @Sindarin have said about the new stuff it seems good but we should see how it will be and how it will work
 
I still think adding craftable civ medium armour would make sense. Have it be equippable and bodygrouped to the player model so cops can see if someone has a vest on, and make it be illegal to wear in public, so there's some kind of trade-off. Criminals can either get that extra few seconds of hesitation where a cop has to figure out if they're a combatant or not, or they can have the extra armour to help against muh shomtgun cops.

Your thoughts @ALOO89 ?
 
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