-Support I do agree that being cop raided is the most annoying thing that can happen. But still you are not a drug cartel leader that has many goons. No one in their right mind would go and counter raid cops in real life. The risk is just to high for them to do it.
Now, my biggest issue with this debate every time it gets brought up is this.
The two life rule and free equipment is always mentioned as the biggest strength of police.
The advantage you get from defending chokepoints, generally better equipment and cooperation is mentioned as the strengths of criminals.
But for some reason the biggest strength for criminals and the biggest weakness for cops is never brought up.
As a criminal fighting cops, you know who the enemy is. He is easily visible, easy to pick out, and most importantly he often can not shoot first!
The cops on the other hand, have no idea who is a criminal or a random civ running by or just watching.
If the rule we're discussing was removed, the cops would be shot in the back 9 times out of 10 without having the slightest chance to defend themselves, simply because they have no way of ascertaining who the enemy is.
Now you may mention "set up a perimeter, keep it clear and it wont be an issue".
From personal experience, every time I've set up a perimeter as a cop, within the first five minutes some random dude in a big ass truck comes ramming through it with 100 mph. And that is with the rule in place.
This is not to mention the general un-organized state of the police at most times, the unwillingness of many players to RP and stay out of a perimeter instead of minging inside it, the number of new inexperienced players as cops and so on.
All of these things put together would, with the removal of the rule, handicap the police immensely, almost remove them as a threat in raids, and scare people away from playing it since you would be shot from behind by people you can't take action against until they've already killed you.
And police can't cuff people near a raid or crime scene as a pre-emptive method of survival, since most of you know from personal experience how many reports and how much complaining you do if you are cuffed for "no raisins".
-support. When I play cops, and we conduct a raid on evolane 1, I shit you not there are like 16 people with acrs and like 400 meds each. The cops cant deal with that stuff.
+Support I will start this off with my own opinion before moving to each of the quotes.
This rule was implemented a long time ago back on Rockford in a time when a few other criminal limiting rules were also implemented, some still in the rules some removed as they were clearly ridiculous and biased (Limiting number of people in a base). Correct me if I'm wrong but this rule was added roughly around the same time the rule was added that you must stay on your own property during a raid (That rule was potentially added after as a further nerf) but regardless there are 2 rules protecting cops and keeping their enemies in front of them, completely contained in a building they can easily swarm and overpower with their immense manpower (as they should). But this prevents criminals from being able to cut and run and forcing whoever is inside to hunker down inside and prepare for the ensuing firefight. I understand that Monoford doesn't have as many strange angles to jump off the houses and into the street as Rockford did (Which is why that rule should also be in question) but even keeping that rule lets say you just left your base to grab some more coke supplies and cops decide to raid, now instead of a strong 5-7 man base all people who left to get supplies are now out of the raid and have to hope the 2-4 people inside can defend against the full force of the police without any backup.
Now to begin on the comments,
@Mr.Alex the real life argument is completely pointless as in many rules it is clear realism, while appreciated is in no way how server balancing works.Police are randomly shot at and or killed all the time.
@uwu When raiding as cop even against "16" people all armed with ACRs you can get all SWAT and SGT+ officers to push effectively and peak at good times to slowly whittle the criminals away, worse case scenario you sacrifice a few lives to trade kills and then the cops who died can simply come back to push again.
And finally
@Thy While you make good points and clearly articulate your side better than the other people you also make some slightly uninformed comments. Cops have reached a point where they are better equipped or equipped on the same level as even end game criminals. The M4 is a very strong rifle and when paired with free med kits, free kevlar AND sometimes a competent player with a bullet-proof one way riot shield, the police force can be an unstoppable monster without the proper angles. Making a perimeter around a raid and keeping it organized would increase the amount of RP police have to do, if players decided to jump in it and minge while being not related to the raid they can be warned/kicked for FailRP as I've seen happen hundreds of times during bank robberies.
And as a closing remark I'd like to add that I dont believe this rule should just be deleted, simply reworded to allow people with keys to the base or items deployed inside the base permission to counter-raid police. Bank, PD, and non-affiliated player's bases will still be uncounterable. currently the rule reads:
During a police raid, only the current occupants of the base are allowed to defend the base. This is to prevent random civilians with no affiliations to shoot at the police for fun. To be clear: If you are not in the base at the start of the police raid, you can not actively intervene at all.
I believe it should just be reworded to say "During a police raid, only occupants in the base, those who have keys to the base, and those with items deployed inside of the base are allowed to defend the base. This is to prevent random civillians with no affiliation to shoot at police for fun."