-
Posts
2,077 -
Joined
-
Last visited
-
Days Won
35
Content Type
Profiles
Forums
Events
Important Post
GMod Tutorials
Knowledge Base
Everything posted by Beckett
-
GamingLight Imperial RP E-11 weaponry improvement [Under Review] [Denied]
Beckett replied to Warden 8164's topic in Archive
DENIED Unfortunately, we do not feel that this suggestion is suitable for implementation. However, we do appreciate your attitude towards trying to help us improve, please feel free to show us some more ideas! -
TOPIC NAME MUST HAVE THE WORDS 'MAP IDEA' INCLUDED AND INCLUDE A POLL What would you like to see: How would it help the server and/or the player base: Do you think this suggestion will help the server as a whole: Disclaimer - please keep your suggestion within the realm of possibility and consider the priority in optimising the server. Also, for there to be a next map edit update, it needs to be more than just a singular room change. So, typically it will take longer than standard (non-map related) suggestions
-
The DC-17m Sniper (Red) deals 400 damage at an RPM of 75 (approx. 400 per second). There are currently 7 IC jobs that have access to this weapon, including job slots, a total of 18 players can use this weapon. For the majority, 80-90% of the player count will be Imperial. Meaning, criminals and Pykes are given higher damage-dealing weaponry. Additionally, for criminals to use the T-7 it costs $150,000, for the T-4 it's $600,000, and it's not permanent - all Imperials respawn with the exact same weaponry with no loss, and criminals will lose their weapons if killed when equipped. For criminals to even afford these weapons, they have to spend more time playing the server and boosting our ranks. Even with these powerful weapons, every time there is an attack/raid on the outpost/ISD the criminals/Pykes will lose every time, the weapons just give them enough time of surviving to make it fun/worthwhile. It's not IC Snipers vs criminals or IC vs criminals, it's Imperial vs criminals. Having 2-3 snipers able to eliminate a squad of Pykes/criminals is not what we are wanting to achieve. During the initial release of the Pyke Syndicate, and after hearing verbal feedback throughout the day, multiple concerns were raised about the sniper. So, we nerfed it. Instead of changing RPM and damage, we reduced mobility and accuracy. If you hope to see the changes reverted to their original state, then consider reducing the number of jobs and players that can use it. If you want the original accuracy and mobility, then consider reducing the damage. Even so, after testing the weapon in-game, we have decided to change the following stats (these are subject to change, we'll see how it goes): Accuracy = 0.34° Hip fire accuracy = 2.29°
-
DENIED We once had this addon and the usage caused large performance issues.
-
Tank Buff Suggestion [Accepted] [In Progress] [Completed]
Beckett replied to Duncan McOkiner's topic in Archive
ACCEPTED Thank you for your suggestion! It may take up to a week until fully implemented. -
ACCEPTED Thank you for your suggestion! It may take up to a week until fully implemented.
-
ACCEPTED Thank you for your suggestion! It may take up to a week until fully implemented.
-
DENIED Unfortunately, we do not feel that this suggestion is suitable for implementation. However, we do appreciate your attitude towards trying to help us improve, please feel free to show us some more ideas!
-
10/4/2022 - Update Log - Pyke Syndicate Phase 1 Added job 'Pyke Leader' Added job 'Pyke Supervisor' Added job 'Pyke Infantry' Added job 'Pyke Recruit' Added sw_pyke_a240 to jobs 'Pyke Leader', 'Pyke Supervisor', 'Pyke Infantry' Added sw_pyke_a180 to jobs 'Pyke Leader', 'Pyke Supervisor', 'Pyke Infantry', 'Pyke Recruit' Added sw_pyke_a180s to jobs 'Pyke Leader', 'Pyke Supervisor' Added weapon_pyke_electro_staff to jobs 'Pyke Leader', 'Pyke Supervisor' Added lfs_ft10_hauler to jobs 'Pyke Leader', 'Pyke Supervisor' Added a new faction for capture points, the 'Pyke Syndicate'
-
GamingLight Imperial RP E-11 weaponry improvement [Under Review] [Denied]
Beckett replied to Warden 8164's topic in Archive
Under Review Thank you for your suggestion! At this stage we are looking further into the suggestion by properly analysing the plausibility and implications of such changes. -
suggestion GamingLight Imperial RP server immersion improvements. [Denied]
Beckett replied to Warden 8164's topic in Archive
DENIED Unfortunately, we do not feel that this suggestion is suitable for implementation. However, we do appreciate your attitude towards trying to help us improve, please feel free to show us some more ideas! -
[Map Suggestion] Enemy Rebel MC80 for events [Denied]
Beckett replied to HeadHuntingSniper's topic in Archive
DENIED Unfortunately, we do not feel that this suggestion is suitable for implementation. The quality of the map is not to a standard we hope, and the rebel ship only contains a few small rooms connected with short corridors, events would take 2 minutes. However, we do appreciate your attitude towards trying to help us improve, please feel free to show us some more ideas! -
DENIED Unfortunately, we do not feel that this suggestion is suitable for implementation. However, we do appreciate your attitude towards trying to help us improve, please feel free to show us some more ideas!
-
ACCEPTED Thank you for your suggestion! It may take up to a week until fully implemented.
-
Add Fortification Tablet to Fixer [Accepted] [In Progress] [Completed]
Beckett replied to Jimmy N00Btron's topic in Archive
ACCEPTED Thank you for your suggestion! It may take up to a week until fully implemented. -
09/26/2022 - Update Log Fixed rw_sw_dc17s recoil issues Fixed miscellaneous lua errors upon joining the server Fixed issues regarding the jetpack Repositioned Tatooine Town capture point Added weapon_defibrillator to job '69th Medical Commander' Added weapon_defibrillator to job '69th Medical Vice Commander' Added weapon_defibrillator to job '69th Medical Officer' Added weapon_defibrillator to job '69th Medical Research Division' Added weapon_defibrillator to job '69th Medical Pararescue Division' Added weapon_defibrillator to job '69th Medical Sergeant' Added weapon_defibrillator to job '69th Medical Trooper' Added weapon_defibrillator to job '69th Medical Droid' Added weapon_defibrillator to job '69th Medical Assault Unit [T1]' Added blackmarket_t4, 'BM T-4 Ion EMP', to the Blackmarket vendor Added RPG ammo to the weapon crafting bench Added an LFS/Vehicle repair/ammunition station to the Tatooine town
-
09/21/2022 - Update Log Fixed rw_sw_dp23 Added rw_sw_stun_e11 to job 'Shock Commander' Added rw_sw_stun_e11 to job 'Shock Vice Commander' Added rw_sw_stun_e11 to job 'Shock Officer' Added rw_sw_stun_e11 to job 'Shock Heavy Specialist' Added weapon_bacta_grenade to job 'Death Trooper Unit TI-23 Medic' Added heavy_shield to job 'Death Trooper Unit TI-23 CQC' Added starwars_jetpack to job 'Death Trooper Unit TI-23 Marksman' Added rw_sw_z6i to job 'Death Trooper Sarlacc Company' Removed bacta_kit from job 'Death Trooper Unit TI-23 Medic' Removed rw_sw_shield_imp from job 'Death Trooper Unit TI-23 CQC' Removed rw_sw_dlt19 from job 'Death Trooper Sarlacc Company' Removed rw_sw_dp23 from job 'Death Trooper Sarlacc Company'
-
add a drug test swep for all shock jobs [Under Review] [Denied]
Beckett replied to checkedsauce7's topic in Archive
DENIED Unfortunately, we do not feel that this suggestion is suitable for implementation. However, we do appreciate your attitude towards trying to help us improve, please feel free to show us some more ideas! -
Items Accepted Items Denied Reason A Hutt skiff added as a craftable/spawnable vehicle for rapid transport similar to the troop transport the TT bat gets: the Tatooine location is not big another to justify this. Add old CIS/republic vehicles for the criminals to use such as the AAT and STAP: we have already added an AT-RT and a republic/rebel tank in the crafting menu. A new criminal job in the form of an engineer job that can repair and maybe spawn vehicles and possibly have a fortifcation tablet, restrict the job to [T2]+: a permanent vehicle repair station will be added within the town. Turn one of the empty buildings in tat town into a cantina/casino and bring back gambling: we already have a casino integration into the server, use the chat command "/casino". Move the capture point from the town down into the middle of the underground section as having it in the town is disruptive to anyone who wants to do crafting and is unfair on the criminal jobs that spawn in the town Restrict who can come down to tatooine during normal hours, i.e. not during a mission/event, to non elite units as it is no fun at all fighting over territory against people you don't stand a chance against: the criminals have access to much better weaponry, for this very reason. Add more hutt themed jobs such as Gamorean guards, pirates, mercenaries and the like: we have future plans regarding similar themed jobs.
-
DENIED We are developing another system to make use of unwanted unboxed weapons