Suggestion ~ Military Police Handcuff Rework ~


Sylvia

 

MP's Handcuff Rework 

Hello all you wonderful people!

I have recently been running into an recurring problem within the Military Police branch. While the Military Police is a very well fleshed our branch with superb customization, I feel one key aspect is a bit messed up. Two of the classes (Medic & Engineer) don’t spawn with handcuffs. The Military Police’s job is to detain suspected spies, terrorists, or rule breakers, while protecting their fellow brothers in arms on the home front. With this being said, I feel that having Military Police without handcuffs is quite a detriment to their duty.

Now I know there will be those people out there who simply ask “Why don’t you just be class with the handcuffs?” and the answer is simple. Every person has a different playstyle. Personally I like to play as a Combat Medic, however I find myself always having to ask the Army to cuff people for me, even though I am the Military Police. It seriously puts a detriment in my confidence as a Military Police, which is quite important to perform the job well. Even then, redeploying with a different class every 30 seconds just takes way too much time and effort, and by the time I do so, they are usually either dead or detained by another branch.

 

Simply removing the other classes would also not be the solution as like I previously stated, many people like myself enjoy being Medics or Engineers, however with doing so, we cannot perform our job as Military Police. I suggest that you give the Military Police classes that allow you to switch between having a grenade or handcuffs, along with the other options that the classes originally have. If this isn’t possible, then give the actual “MP” loadout handcuffs instead. Military Police needs soldiers who are capable of doing the job they were assigned. While other branches of the Army should be able to help, it is in fact the MP’s job to detain the guilty, which leads into my next point…

 

Removing Other Branches Cuffs 

Military Police are the backbone of the operation, and it is their job to detain suspects. I feel that allowing other people to do their job is undermining them and essentially making them ID Checker slaves. I joined the Military Police to protect and serve my fellow soldiers, however I don’t feel like I’m being allowed to do that to the best of my abilities. I understand that in the past the Military Police didn’t exist, so the duty lied onto the normal soldiers, however now there is a constant amount of MP on at all times to help assist whoever needs the help of them.

I suggest you remove the handcuffs from players that aren’t Military Police to give Military Police a sense of purpose, which will overall allow them to be more respected within the community, as all that MP are seen as right now are simply soldiers who annoyingly check your ID every 30 seconds. Just let us be something more…

 

Edit: I might suggest removing it from basic branches such as Army, Navy, and Marines, however still allow Devgru and Delta Force to use it. I don't feel like the basic branches should have it though, as it just doesn't make much sense role play wise.

 

Sylvia ♥


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I fully agree with the Idea of MP having cuffs by default on all their classes (Medic,Engineer,Assault) it will really help the MP and their playstyle like mentioned, though I am still a bit sceptical about removing cuffs from other branches. I mean it would indeed give the MP more stuff to do and help them see more action, but that might be a bit of a setback for other branches that might actually need the cuffs out in the field. Other than that we can always just test it out and see how things work out from there.

In conclusion it's a +1 from me.

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+1 but with one problem, the area with removing other branches cuffs, is what do they do when they acquire a hostage in the battle field? The Military Police is really meant for in-base problems. And if you have a hostage you need to drag them so you get them back to base safely and as quick as possible. if you remove the other branches handcuffs, what will they do in the field? That's up to whoever to decide. Either way, +1 for this recommendation.

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After thinking it over, I might suggest removing it from basic branches such as Army, Navy, and Marines, however still allow Devgru and Delta Force to use it. I don't feel like the basic branches should have it though, as it just doesn't make much sense role play wise.

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+1, however removing cuffs from other branches I'd see more harm than good. MP isn't always out in the field making arrests, your basic branches as well as Special Forces are bringing people back when they get cornered in Kunduz. I will fully advocate MP spawning with cuffs in a similar manner to how we spawn with the ID Scanner, however then the "Support" class is rendered useless for MP at least because the primary use of that class is for the cuffs in the first place.

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I agree with Dom, I feel as if MP should spawn with handcuffs however I absolutely do not feel we should take it away from other branches. It would make it physically impossible to take a hostage without MP. I want to see this with the changes that were mentioned by Dom and I.

+1

Edited by CrashZone

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One of the issues I see with removing handcuffs from all other branches is that they will not be able to arrest civilians or Jihadists when necessary. I'm sure many people would be frustrated that they need to call the MP over everytime they want to do so, or find themselves twiddling their thumbs when no MPs are online.

Furthermore, I could see how giving MPs handcuffs and allowing them to use other subclasses would make sense, but this allows them an unfair advantage out in the field. Instead of 2 class gadgets, they can now hold 3? I would rather have more flexibility in which class gadgets MPs can choose from (For example, Handcuffs and 1 class gadget from a different subclass). Otherwise, MPs would have an unfair advantage out in the field.

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6 minutes ago, acornbuzz said:

One of the issues I see with removing handcuffs from all other branches is that they will not be able to arrest civilians or Jihadists when necessary. I'm sure many people would be frustrated that they need to call the MP over everytime they want to do so, or find themselves twiddling their thumbs when no MPs are online.

Furthermore, I could see how giving MPs handcuffs and allowing them to use other subclasses would make sense, but this allows them an unfair advantage out in the field. Instead of 2 class gadgets, they can now hold 3? I would rather have more flexibility in which class gadgets MPs can choose from (For example, Handcuffs and 1 class gadget from a different subclass). Otherwise, MPs would have an unfair advantage out in the field.

You on drugs? MP aren’t “out in the field”. They’re at the base running security. And in the very rare circumstance they are out and about two of their class gadgets are already rendered useless, leaving them with just one, and that isn’t properly utilized without cuffs in the first place. You guessed it. The taser. The taser is the only thing useful to an MP outside the base walls. ID scanning etc becomes invalid. But let me go around and tase the innocents without cuffing them! Yes! Free electroshock therapy with prongs, no brass bracelets or a trip to the slammer involved. This is exactly what you’re suggesting, and if that’s not the case, that’s how it came off. 

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I don't appreciate that first comment.

I was under the impression that the MP could leave their base just like any other member of the US. An MP officer can easily go out with a loadout of a primary weapon, a secondary weapon, taser and the gadgets of the support class (handcuffs & frag grenade) which I would aruge aren't useless. MP can still use their primary weapons, which are much more effective than a taser for dealing with an enemy. Furthermore, during raids, class gadgets are essential and could mean the difference between winning and losing.

What I'm concluding with is that their class gadgets aren't useless, if they need to use handcuffs by all means they should pick that subclass. For those times when the MP do in fact leave their base, it would give them one extra gadget over the others outside the base.

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