Jump to content

Bread

Member
  • Posts

    1,089
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by Bread

  1. Then make ones that beneficially make sense and fit in with the other playable SCPs... basically what th3 said.
  2. What you want to see? - Specific weapons be buffed and nerfed. Why should we add it? - Would help out with server balancing. What are the advantages of having this? - Makes it so weapons make a bit more sense. Who is it mainly for? - The server Links to any content - Buff/Nerf suggestions below. Pistols Colt 1911 Double damage, Increase stability to 75%, Increase range to 0.2K Reasoning: Currently, the pistol is a peashooter and is completely useless to the Pro Class D job. S&W Model 500 Reduce recoil by 20-40% Reasoning: Would compensate for its damage nerf a few months back. CSGO USP Increase damage from 16 to 25 Reasoning: Is an awful and mostly unused pistol, would help it out a bit. Desert Eagle (CSGO) Increase the armory price to $2,500 Reasoning: Would compensate for its high damage output. Dual Berettas Increase damage from 31 to 35, Decrease fire-rate by 30%. Reasoning: It currently has too high of a fire rate and too low damage output. P250 Increase stability to 75%, Decrease damage from 35 to 30 Reasoning: Currently, the P250 is most commonly used as a starting weapon and does a bit too much damage for a simple pistol. Shotguns All TFA CSGO shotguns Increase mobility to 95% Reasoning: These shotguns aren't very heavy weapons and shouldn't slow you down when using them. Machine Guns PKM Decrease mobility from 100% to 80% Reasoning: The PKM has a very high damage output, and is a relatively heavy weapon. It should be slightly punishing to use by making you run slower. M249 Set mobility to 80% Reasoning: To be more in line with the PKM. Rifles/Snipers G3SG1 Reduce fire-rate from 240 to 200 Reasoning: The high rate of fire combined with its massive damage per shot makes it a powerful weapon even in close quarters combat. Other Frag Grenade Increase damage from 150 to 200 Reasoning: Being hit by a grenade should be more punishing. Please note: These changes are only from what I've observed and spent the time to put together, feel free to leave suggestions for other changes or reasoning as to why my changes are not beneficial.
  3. I have enjoyed Giovanni's events, so I think I will go with +Support.
  4. -Support Reasons above, its much more helpful to be able to communicate with A1 directly as an HCMD member..
  5. The first model for MTF Nu-7 Field Expert is currently an error. It should be set to models/thecubnick/warface/comp_02/soldier_comp_02.mdl
  6. This would completely screw up the balance with the SCP's on the server making some of them unrecontainable if they stay together. -Support.
  7. The point of removing the classes is because O5/SMT doesn't want all of the MTF branches to have similar classes. A1 has their heavy, E11 may be getting a sniper etc.
  8. We will still have: Operative Medic CRS Field Expert Officer Commander Recontainment Specialist Juggernaut Removing the Sniper and Heavy doesn't mean the branch is useless...
  9. Need to see @Charluwuttes side
  10. SCP 049 - Can request a test subject or reading material every 15 minutes, and if he doesn’t receive one (or any), he starts to break through his door, which is done over a 5 minute period for each door. If he has 3 or more “cured” patients, he can immediately breach. Circumstances/rules: -It can be stopped by MTF terminating all 049-2 instances and FearRPing SCP-049. -Researchers who have the permissions to test on SCP-049 must give him reading material. -If no Researchers are available, Class D must be used to give it to him and be terminated after. -SCP-049 must advert in 20% increments every minute for the main, heavy and outer door. -For every 049-2 SCP-049 has, they decrease the breach time per door by about 1 minute. -Technicians must fix the doors if they are broken open, or damaged.
  11. There really isn't a way to permanently remove a world prop as far as I can tell
  12. E11 does have multiple places to guard and CI has the abandoned bunker
  13. Neutral/Informative After testing this map, I have quite a few things to say. I will start with some comments I have about it, and then I will continue with the pros and cons of the map, starting with cons as I believe they outweigh the pros somewhat. I feel that this map is very nice, but it would possibly be detrimental to the server population. Many things would have to change, including core server ideologies that have made us so popular as we are today. Cons D Block: D-Block is much different, making riots and other things purely impossible. It would be nearly impossible for Class D to escape outside of events or CI raids. LCZ: I feel that LCZ is a bit too large for what we would do for the server, and the hallways are extremely cramped. HCZ: HCZ is filled with many hallways and rooms that are generally unneeded, making it much bigger than needed. The overall layout of the area may be very confusing to some. EZ: Entrance zone is located directly next to LCZ, which would definitely change how the server works. There are two ways into the facility. One includes the main gate, and the other includes an open vent system from the surface. I believe that the vents would be obsoleted by MTF always standing guard in the area due to the vulnerability. The sounds that the map maker chose for the floor may become obnoxious over time. Overall Cons: Most hallways are too tight. The map design is somewhat all over the place, and there are some unneeded areas. The map requires CSS and HL2, which many Garry's Mod users do not own, though for what reason I do not know. The fact that the server would use a common map would possibly make the server less unique and has the chance to kill the population entirely. Site-65 seems more Serious-RP based, which doesn't really fit the server. Pros The Surface: I feel that the surface is a major improvement over Site-05's surface. There is much more space to include new RP purposes, and CI has a dedicated base. Site-65's surface has more opportunity than Site05's. Map Lighting, textures, and originality: I feel that this map is a lot less of a lazy copy and paste than Site-05 is, and most of the lighting and ambient sounds are good. There are some annoying sounds, as mentioned in the cons section. Improved lockdown systems: The lockdown for this map is a much better improvement over Site-05's Lockdown. Self Breaching: I believe that self breaching wouldn't change too terribly much with this map. Improved 106 PD: The Pocket Dimension on Site-65 is much better. Something new: This map would definitely change how everything is done around the server, which could either bring new life to the server or kill it entirely. These are just what I thought when testing the map. Feel free to leave your opinion after seeing this. I believe it would be extremely difficult to switch to this map successfully and still stay popular, as the current map we use may be bland, but it has kept us as the #1 SCP-RP server.
  14. - Support The swep alone will cause minging issues.
×
×
  • Create New...