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Komrade Seals

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  1. Personally, +Support People are raving on about how OP it is, yet turn a blind eye to an obnoxious hammer that did 150+ damage, needing god knows how many complaints before a nerf. And people complaining about the fact that this weapon actually works in terms of hit-reg while everything else is Fucked Up Beyond All Recognition hit-reg wise. This makes no sense to me. Instead of using badly built weapons to hold the server down, why not take it as inspiration to either fix the damn things or replace them, starting with a crowbar?
  2. It's not an issue with the weapon itself, it's pretty much a global thing related to any SWEP that temporary puts someone in a ragdoll state. It can't be fixed but it's been addressed previously.
  3. Wholeheartedly +Support for option 1. It's simply annoying whenever researchers, or gensec, rush back into their bunks or D-block respectively upon seeing a hostile SCP, or Chaos depending on faction. A little iffy on the second proposal. There's potential for abuse if the rule isn't clarified that an SCP can only kill the person they were initially targetting when they run into d-block, otherwise an SCP could kill everyone and say that they were only following someone in.
  4. "It's not racist if it's directed to white people" Kek'd, but you screwed up big-time and should consider yourself lucky it's only a 2 week ban. I'm certain any other staff member would not have shown such leniency.
  5. +Support The weapon's ridiculous and I do believe a nerf is in order, however I personally think that a heavy nerf would be a bit of a kick in the head for those who had already donated for it. As opposed to a high damage reduction, I think a proper nerf would be a severe decrease in mobility and an increase in hit time.
  6. A problem arises when SCP's happen to be in the same location by mere happenstance, and are unable to attack one another due to other rules in place. If, say, 682 and 096 are attempting to get to the entrance zone, they're funneled into one of two routes, and if they're forced to fight MTF while they're both in the same rough area, that causes people to cry out "Teaming!" when the skips have nowhere else to go.
  7. When enough D-class are on Security can barely control a partial lockdown. The typical armament simply fires too slow and deals too little damage to be of use agaisnt a large mob. If even half of the D-class CC's were used actively then security would be overwhelmed 2/3 times. Security need the heavy firepower of other CC's more then anything.
  8. Ah, bollocks. Just re-read the format and apparently only branch heads may post these types of suggestions. I'm thinking in hindsight I probably should have formatted it as a normal suggestion, but given that it's the trio of MTF donor jobs with no specific 'branch head' and that as a whole regarding job changes it's easier to read, I'm hoping it's not too big a problem.
  9. Firstly, I'd suggest removing the self-damage the swep does. It's simply annoying. Regarding the overall rework, I've got an idea, though I feel this will require a major change, bigger then what's implied, as well as a lot more coding. On a previous community I frequented, 457 was done differently. When 457 would spawn in, it would be a relatively small flame, about half the height of a typical player model. The way 457 increased its lethality was 'feeding' off of props and whatnot, igniting them as he went along. This would increase the size of the flames and with it the range and lethality. I suggest something similar. Have 457 grow in size and range the more props the player uses as fuel. Have fire extinguishers counter this effect and reduce 457's size until it's back to the base 'small' size and use FearRP from there, with the neccessity of 3 fire extinguishers.
  10. I've seen similar suggestions- that is weapon removals or replacements- for jobs use the branch update format, so I simply followed suit.
  11. Given that the E-11 'pulse rifle' has been broken by the lack of a crosshair and lack of a properly working scope, and the weapons overall mediocre statistics, I propose that the weapons be removed from the trio of MTF donor jobs within the MTF job pack, replaced with a roughly equivilent weapon based on the job itself, along with minor changes to go hand-in-hand. Simply put, the weapon is broken and I believe a replacement is needed. Name of Job: MTF Stealth Operative Job Model (Model Paths): Same Job Description: Same Job Weapons (Ex. tfa_csgo_mac10): Remove: tfscpsl_e11 Add: tfa_an94 Remove: tfa_smgp90 Add: tfa_mp5sd Job Salary: Same Job HP: Same Job Armor: Same Extra Info (Ex. Workshop link for models): The inclusion of the AN-94 is simply functioning as a replacement for the E-11 pulse rifle that will be removed. Replacing the P90 with the MP5SD was done so as to fit in more with the role's profile as a 'stealth' operator- as such it'd make more sense to have a silenced weapon at hand. Name of Job: MTF Tau 5 Soldier Job Model (Model Paths): Same Job Description: Same Job Weapons (Ex. tfa_csgo_mac10): Remove: tfscpsl_e11 Remove: tfa_csgo_aug Add: tfa_vikhr Add: tfa_m3 Job Salary: Same Job HP: Same Job Armor: Same Extra Info (Ex. Workshop link for models): Out of the 3, the Tau-5 operator is the role I frequent the most, as such I have thought a bit more about the proposed changes. The vikhr is simply a replacement for the E-11 SR, as well as the AUG, the proposition to remove the latter being the weapon's simple lack of power. For a similar reason I proposed to add in the shotgun- the Beneli M3 in this case- to give the job a bit of extra 'punch.' Considering the lore background of Tau-5, I feel that a shotgun is the least that can be done to make the role distinguished from others. Name of Job: MTF Demolitions Expert Job Model (Model Paths): Same Job Description: Same Job Weapons (Ex. tfa_csgo_mac10): Remove: tfscpsl_e11 Add: tfa_acr Job Salary: Same Job HP: Same Job Armor: Same Extra Info (Ex. Workshop link for models): This would likely be the role that, out of the 3, I have the least experience with. The ACR is a simple replacement for the removal of the pulse rifle. EDIT: Made slight changes to proposed T5 and Stealth loadouts. Second and (hopefully) final edit: Minor changes to some loadouts, along with a brief reasoning/explanation for each.
  12. +Support Simply makes no sense for one job of 'less' value to earn more then a diamond job. Maybe a salary of something like $250?
  13. -Support As has already been brought up, implementing the GOC doesn't bring much to the table, essentially functioning as CI but fighting both the CI and Foundation and killing skips instead of capturing. Even putting that aside however is an issue I haven't seen brought up- and that is balance. In-lore, the GOC has an extreme technological advantage over the Foundation- it's 'basic' strike teams possess suits capable of camoflague, running up to, quote, '60 mph' and capable of withstanding .50 BMG. If the GOC followed the structure of the other branches and had a heavy equivilent, it would be the U-HEC using the 'orange suits' which are essentially tanks- even more powerful and with a built-in rocket launcher for the hell of it. With bringing the GOC into the server, this would be an extremely hard branch to balance while at the same time preserving the base traits.
  14. Komrade Seals

    SCP-173

    SCP as a whole has long been a mess when it comes to copyright, though 173 is the worst of the lot since it's the only one with an actual 'canon' appearance and said model being a sculpture (I think) made by an actual person not related to the SCP foundation in any way. Games like Secret Laboratory or Containment breach only get away with it because they're free, but Gaminglight makes a profit, and if 173's model is a part of that, then that opens up an entire bag of worms with copyright. I'm sure if someone can find a logical model that doesn't fall under copyright, we may yet see a return.
  15. -Support The fact that Able's a Keter SCP alone should warrent the high health, but also the fact that being so resilient to damage is basically Able's whole thing. Making him easier to kill would basically be like changing 682's recontainment method to termination. If you want to RC Able it's a matter of being smart and not shooting on sight. Narrow hallways aside it's a matter of making sure you're not seen with a weapon then letting loose when *you* feel you're ready. From what I know, you can also just RC Able by giving him a challenger and sticking it inside 076-1. Nerfing his HP is unneccessary and detrimental to the whole point of the SCP.
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