What's new
Roleplay UK

Join the UK's biggest roleplay community on FiveM and experience endless new roleplay opportunities!

Does Helmet Armour have a place on RPUK?

JordanDMK

Well-known member
Location
UK
Title is pretty self explanatory.

Okay Helmet Armour if anything should be extremely rare.
But:
Should it really be able to absorb 6-7 bullets from smg's or bullets with ease?
Should it really have a hitbox over the whole head when the face is completely exposed?

My agruement stands for crims and cops. I believe Helmet armour should be SAS ONLY.
For a game designed about cops vs criminals and the community turning into amazing RP! I can't help but get the impression that crims take far too much risk for little to NO reward. To then fight against the strongest faction with all assests and utility that puts them above every gang.

Just my opinion, if you have other suggetions or thoughts then post your reply.

P.S. This isn't a arguing competition of "YoUr OnLy SaYinG ThIs CaUsE OcCuLt sHoUlD'vE DoNe ThIS" (This has nothing to do with my group or any situation) Rather the future of RPUK.
 
YoUr OnLy SaYinG ThIs CaUsE OcCuLt sHoUlD'vE DoNe ThIS



Sorry was way too tempting 👀. I'm interested in this topic though because gunfights seem to have taken over a way too big part in the daily life of the city. So I'm curious on what will be posted here. *Enjoys popcorn* 🍿
 
I think this was discussed before - It 100% has a place, but if I remember correctly it was supposed to be CTSFOs only or something
 
supposed to be CTSFOs only or something
Every AFO and SFO i have seen are running around with them i agree they should be limited to CTSFO's and SAS but right now every firearms runs around with them on even when there not in operations or doing raids even on standard patrols ive seen AFO and SFO wearing them
 
This is a topic that has come up time and time again and there's so many reasons for and against helmet armour having a place on the server for both police and criminals.

Helmet armour is incredibly powerful for those who use it (primarily the police) and as said above can absorb a relatively high number of bullets dependent on the gun used against it before it breaks. There was a discussion surrounding only the criminal use of helmet armour where a mostly unanimous agreement was made that it is indeed very overpowered when used in the context of Group A vs Group B in a gang war, I don't believe this opinion has massively changed since.

Onto the police use of helmet armour;
Having been on both sides (fighting against helmet armour and with) and before it was implemented, I fully understand why it has a place on the server. Before it was implemented and there was a mostly level playing field when fighting the police as a criminal, it was no secret that the police were practically useless and would lose the gunfight itself, ignoring the tools they have at their disposal that can be used after the fact. It became evident that groups would use the fact that the police weren't good at participating in these fights and would borderline bait or ignore a police presence when within roleplay, this made little sense. Helmet armour being added was a needed change for the balance of the server.

However I can agree that as time has passed it seems that those with access to this item are either: 1. Forgetting how powerful it is and just wear it all the time or for the smallest purpose which almost always shuts down any possible chance for a criminal to come out on top every once in a while. 2. Intentionally with full knowledge of it's power using it to gain the upper hand any chance they get something something win mentality..

Helmet armour has a place on the server. However, those who have the roleplay power to implement strict rules and regulations behind the use of it need to do so. I personally have always advocated that it should be locked behind CT-SFO deployments and operational use for the rest of firearms. Furthermore, those who have access to it currently, need to experience the other side to understand it's power and respect that it doesn't always need to be put on for small encounters.
 
CTSFO's are deployed on a need to be basis or when the threat level is heightened. RP server or not, the police should always be an overwhelming force. Police have AR's sure but they can only use them out of vehicles when gangs can right around with .50's, machine pistols and shotguns. I think the balance is perfect with helmet Armour. Take every situation with caution instead of thinking police are another gang to roll over, otherwise what is the point of them being in at all?
 
Now il start off by saying obviously this is my personal opinion. As touched on previously helmet armour is given to firearms units to use on patrol if the need arises, and simply - it should be. Criminals are able to use it, so should police. Again, the police aren't a gang to contest with and firearms units in particular should be seen as an overwhelming force that you really don't want to be on the opposing side of. People are going to use the phrase 'police win mentality' but if we were going to roleplay as police like they operate out in the real world, criminals wouldn't have a chance - there is plenty of things police choose to do in RP, in order to allow crims the upper hand, plenty that even I myself have afforded you and members of the occult. Constantly putting suggestions in, in an attempt to revoke police equipment that is generally used correctly is a little bit naff imo Whiskey. Not to mention, you take away helmet armour from the only unit that can combat the 25 car hotwheels blam fests or the marksman pistol sweats and the server will turn into a continuous battle royale. Il reiterate my previous point, the police are not a gang for gangs to contest with, the police are there for gangs and civs to use as a tool in RP stories and to protect the members of the community who enjoy the server without being robbed and shot at 24/7, and for their own RP as well. Sure, use the police for an extended RP story where you have several gunfights with them every now and again, but they aren't there to be easily wiped daily so the gangs can run around terrorising the city boasting about how they shot or tortured cops. Personally from a realism point of view, the balance is very far in the favour of the criminals - from a game point of view I think it is pretty evenly balanced. If gangs don't want police showing up, then maybe don't target police directly and be smarter in your criminal enterprises. You'll find using restraint and planning things better actually turns out to be more fun - its what the police do most of the time. As I said, just my two cents and I'm unlikely to reply as iv spent all the time I want to on this topic but take from that what you will.
 
Thats fine but why is there more CTSFO's than there are actual police?
The server is ruled by firearms.


Funnily enough in active service there is very few CT's at the moment. In reserves there is a few but they are mostly inactive. The way police has gone about helmet armor auths is a bit iffy, I get why they did it but its also something hard to get right with the current meta.

However instead of ruling this with rather strict policies it has been granted with 'common sense' within certain guidelines which can be exploited within roleplay easily which is why you may see afo/sfo's running around with them.

I would like to see some other ways being explored to manage helmet armor throughout the police that is a bit more strict. But if all else fails I do think that helmet armor should be locked behind CT Whitelisting and can only be used on CT deployments.
 
I think a key point to remember from “The Occults” point of view here is that we don’t typically battle other groups. We’re a satanic religion built around anarchy and fighting back against the police and government. We’re basically at war with the police on an almost 24/7 basis. We know that the Police will ultimately win the war, but that doesn’t mean they should win every battle.
I understand this obviously doesn’t apply across all groups, but it does alter the perspective.

Let’s not forget that this is a game and as always, comparing to IRL can sometimes be counter productive. There’s many factors from both sides that are far from what a real life situation would entail, but there needs to be to allow for RP and fun to be had.

I don’t see the Los Santos police suffering from budget cuts. Nor do I think that if someone pointed a gun at a lone officer and told them to stick their hands up, that they’d try and run whilst pressing their panic. Likewise, the majority of gangs don’t run around with an armoury that matches a small militia.

Head armour does have a place, but it shouldn’t be an asset deployed in every firearms situation. I understand at the moment it needs to be authorized, but from a criminal perspective, it seems to be authorized 24/7. I personally think the amount of firearms officers on duty should play a factor in this as well as what weapons are currently deployed by officers.

If anything, the policy/procedures for its deployment should be reviewed IMO and other assets taken into consideration. I’d rather be faced with the MRAP than 10 firearms cops with head armour.
 
Personally, the way I see it is. As most people have said, helmet armor serves a purpose, but compared to when it was implemented, it's just gone too far.

In large-scale shootouts or major police operations (use the Ballas raid), it does serve a purpose: to ensure the safety of those in said situation if it were to turn from being a cold war to an actual war. I, personally, also think at certain stages on the server, then it also makes sense for police to carry them proactively. However, this would mainly be when the threat level is critical, and/or police are actively 'warring' a group (Once again, use Ballas or LostMC).

However, on a day-to-day basis then it doesn't make sense to use it. I can count on one hand the number of times I've used helmet armor in 2024 since I prefer using normal hats or the police cap. But, if police utilize their assets at the right time, then these major shootouts, hopefully, won't be as frequent. Police have multiple investigational assets (CID/MOCU/IIT/Venice), which can deploy plain clothes and serve as a deterrence, and even snatch people with firearms before they get to use said firearm. Both CID/MOCU also have certain vehicles, drones, etc., in their possession, which can be extremely useful in certain plain clothes situations.
Firearms also have tactics, which, if used correctly, can also serve as a deterrence.

If anything, the policy/procedures for its deployment should be reviewed IMO and other assets taken into consideration. I’d rather be faced with the MRAP than 10 firearms cops with head armour.
I am currently working on some stuff when it comes to how we handle certain situations, which should hopefully be done soon. Just need to run it past the appropriate people. This is aimed toward firearms, but I'm gonna try and push it for a police-wide policy.
 
Back
Top