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Retired DoTF Daedran

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Posts posted by Retired DoTF Daedran

  1. -Support 

    I can say that these models wouldn't really suit our purpose, and make us stand out in more of a silly manner rather than actually looking reasonable. There's also a few more things I would like to mention. 

    --> Model pack is over 7MB (This one being 36)
    --> Doesn't really match at all for some, if not most MTF Branches
    --> There was already a few branch updates that took place, this is not needed

    --> Extreme lack of varying bodygroups, would make division and regiment management impossible

  2. On 7/18/2019 at 8:13 AM, Skela said:

    -Support.

    This is SCP Roleplay, not Breach RP.

    Hence we’re a Semi Serious Server, we need to contain the elements equally to every part the server.

    D-Class in lore wouldn’t be able to create any weapons, under then a pipe pistol. {Maybe}

    Second, D-Class riots are an extreme hassled at times. It makes roleplaying in the foundation less fun. Much towards a TDM.

    Unless you want to give MTF/Gensec a rightful reason to be in lower D block to shut things down, I don't see this being helpful to D class, or even relevant. 

  3. On 7/17/2019 at 7:31 PM, Rookieblue said:

    I would +Support for providing D-Class xp for completing tests successfully, but not 500xp, since that's how much you receive to escape. 100xp would be an acceptable amount in my opinion.

     

  4. On 7/16/2019 at 2:45 PM, Carpenter John said:

    Honestly, when I made the SCP job pack I mean't for the SCP rules to be leniant, due to the fact that the user was paying money to play as them. While I like some of these ideas, I feel as though adding to many restrictions/rules could deter people from purchasing the pack. This is just from a business stand point.

    +/- Support

     

  5. On 7/17/2019 at 12:59 AM, Matricies said:

    Hello Jack,

    While I understand that it’s annoying when lockdowns are active you have to understand a few things:

    1. Lockdowns usually get called when several 6+ D class start rioting. Because you have no NLR as D class this wears away at defenses. So a partial lockdown is called.

    2. Some D class on the lower level have guns or are holding melee weapons out. If security is shooting at any D class on lower D block, it’s usually at these people or those on the elevator during partial lockdowns.

    3. While your melee weapons are a bit glitchy at times, a hit can deal an upwards of 100+ damage. They do not need buffs. In addition, as D-Class you should never be more armed then a government funded force. It’s supposed to be difficult to breach as D-Class.

    If there is a partial lockdown, we apologize if those of you who want to be tested on can’t because of other D-Class who would rather TDM than Rp. It hurts research as well when it happens too. However, if you are being shot at for no reason (No lockdown active or lockdown is active but your not on elevator or not holding guns) then call a staff member because we can’t just RDM D class who aren’t doing anything and are complaint with our policies.

    -support, D class is supposed to be difficult

  6. Please make sure suggestions are pertinent and relevant! 

    What you want to see? - 

    The following discussion is being brought up due to the fact that guidelines, rules, or regulations are being breached, and multiple people find it quite unfair that said regulations are being exploited. Below are going to be some rules and regulations that I will quote, and otherwise provide suggestions to prevent these rules and regulations from being breached, or otherwise exploited.

     

    So, as all of you know by now who are well-versed with the weaponry in the server, that we use the TFA engine for our weaponry, this engine includes  all sorts of ports that will be mentioned. We have a TFA CSGO pack which is a direct port from the weapons in CSGO, and then the Murderthon 9000 (more commonly known as M9K).

     

    The issue that has begun to arise has to do with some of the custom classes that have been purchased within the SCP RP server. While I understand that some people do pay a significant amount of money for certain custom classes to not only support the server, but to have a diversity from other standard classes that can be earned through playing on the server (i.e. Gensec, MTF, etc). But despite all of this there are some guidelines that need to be followed, and said guidelines that will be mentioned have been set in place for a specific reason. 

     

    As some of you may very well know, there are some custom classes that are extremely overpowered to a point where combat is unfair, and favored towards those using said custom class due to them having weaponry they aren't supposed to. What is more unfair in some people's cases is that the custom classes in question are directly related to a branch so they will be able to side with whatever branch that they so desire. 

     

    Most of the weapons that are in question I am quite familiar with, and those weapons being TFA ports from the M9K pack. There are some weapons that are well-balanced, and then there are some weapons that are extremely unfair in combat due to it being one-sided for whoever is holding one of those weapons. The issue starts to arise when not one, but three people are holding one of those weapons that are extremely unfair in combat, making it highly unlikely for anybody to contest them no matter the circumstance. 

     

    Some of these weapons that I am about to list are some of the most broken weapons I'm in regards to damage and efficiency that are these custom classes. I will include both versions of the weapon code, that from the M9K pack, and that from the TFA M9K port pack.

     

    TFA (M9K ports):

    tfa_usas | tfa_striker12 | tfa_jackhammer | tfa_spas12 | tfa_famas

     

    M9K (Unported):

    m9k_usas | m9k_striker12 | m9k_jackhammer | m9k_spas12 | m9k_famas 

     

    The weapons that are mentioned above are mostly automatic shotguns, although there is one Assault Rifle as well which is the most broken of them. I, nor do other people believe that it is fair in any stretch of the imagination that people are not only requesting the most broken guns out of the M9K pack, but requesting more than one of them, and having multiple people play on said classes that have the unbalanced weapons it. On top of that it is a violation of the custom classes weaponry guidelines due to the fact that it's states that there are supposed to be no M9K weapons included on the job, which I will post below.

     

    Weapons NOT allowed:

    Decoy Grenades

    High Explosive Grenades

    Any unrealistic melee weapons

    All M9K weapons

    No SCP SWEPs

    Any weapons deemed invalid by the manager or owner.

    (Original post provided below)

     

    Not only are some of the custom classes getting out of line with fairplay, whether it be due to weaponry or otherwise, there is now more than one player using said class, and more to come from what I am informed.+

    Why should we add it? - 

    I believe that we should remove the weapons in question (Mainly being the Combat Shotguns) due to the fact that they are extremely overpowered, and only gets more so the more you're up against. It isn't fair to anybody on the receiving end of it because the person holding it is unstoppable, and on top of that it is demoralizing because it's just outright unfair. This goes for all broken weaponry, and I think that a bit more moderation in regards to this should take place. 

    What are the advantages of having this? - 

    The advantages of removing the combat shotguns from custom classes will not only fix the rule violation, but also make it more fair for general combat and encounters if the custom class is branch based, bringing balance back to role-play combat scenarios.

    Who is it mainly for? - All CC owners

     

  7. +Support

    I understand that the server population was low, but your fellow staff member asked you to stop because he is doing his job. I personally find it quite immature to a certain degree that you would continue to do something like that, it was unnecessary and was only making Trae's job harder than it needed to be, you should only have to be asked once.

    Although I believe that a strike would be more reasonable considering that you not only proceeded to grab a fellow staff member who is doing his job properly, and continue to spawn props for a few minutes proceeding, but you also killed 2 people with said prop. I don't really condone behavioral mishaps and I believe that it should be dealt with accordingly. 

  8. 3 hours ago, Scarlet said:

    Now then, responding to the Sniper Update, I do enjoy the balancing, however it seems too greedy, and I’d personally ask for less HP and keep the armor the same from before, at about a ratio of 125:165 making the need for a sniper to be as it is, long range, bad in CQC.

    While I do understand your concerns here, we have a base standard for our operatives in the Alpha-1 regiment, which is having at least 175 HP and 150 Armor. I am going to have to deny your request for this seeing as how your class has been chosen to be "balanced" not "nerfed", and being as how Alpha-1 partake in operations that require the strictest of operational security, this would not help your cause at all. You need to understand these are your concerns, and while I respect them I believe that your idea of sniper is misleading to a certain point. The concerns of your commanding officers, along with your fellow division members lean towards more balance of the class as mentioned before, and being as how the majority rule heavily goes against this suggestion, along with everything already being balanced accordingly, no changes are being made.

    Your class has had as mentioned above, -10 HP and +10 Armor, giving them a little more protection while making them weaker. Stepping below the standard threshold for our operations would result in the division being rather useless in regards to our operation, and would result in a removal or full revision of the class. On top of that your weaponry has received a SIGNIFICANT nerf already, so unless you are trying to make the class useless, nothing is being changed. This has all been tested and balanced in accordance with weaponry that we may find ourselves up against, and it is perfectly fine the way myself, and my commanding officers have requested it. Further concerns/changes are going to be denied regarding this specialization and if any do arise, please be sure to leave me a message on discord with a followup on the reasoning behind it. (Short and simple, it is already bad in CQC since you don't have the firepower to do anything, so you'll die or get captured anyways)
     

     

  9. +Support

    But I do have a couple of concerns with some of the weaponry on some of the classes, whether it be due to possible balancing issues or otherwise things that I feel need to be mentioned. 
     

    On 7/5/2019 at 11:00 PM, Berserkrpups said:

    Name of Job: CI Infiltrator

    Job Weapons: Add: tfa_m416, salute_swep

    Remove: tfa_csgo_m4a1

    New model: models/player/cellassault4player.md

    On 7/5/2019 at 11:00 PM, Berserkrpups said:

    Name of Job:  CI Heavy Trooper

    Job Weapons: Add: tfa_pkm, salute_swep

    Remove: tfa_csgo_m249

    New model:  models/player/cellassault3player.mdl

    Hp: 250

    - This is one of my main concerns, being as how these are donation classes, you need to speak with Zeeptin (or ask SMT to speak with him) in regards to changing the weaponry before you make requests for it. This is the same reason as to why the Security Heavy was denied for change, and I feel that mentioning this now would be useful. (The model change is fine since the hit-boxes were broken)

    On 7/5/2019 at 11:00 PM, Berserkrpups said:

    Name of Job: CI Shades Task Force E4

    Job Weapons: Add: tfa_m16a4_acog, tfa_m24, cross_arms_swep, cross_arms_infront_swep, dradio

    Remove: tfa_csgo_aug, tfa_csgo_ssg08

    New model: models/player/keitho/razormajor.mdl , models/player/keitho/razorlight.mdl
     models/player/keitho/razorgrunt.mdl , models/player/keitho/razorback.mdl

    Content: https://steamcommunity.com/sharedfiles/filedetails/?id=1739786965

    Additional info: Radio Channel 30

    - This class is decently balanced for the most part seeing as how the M16A4 Acog has been nerfed properly, but my main concerns is with the sniper rifle. The M24 is one of the more unbalanced sniper rifles in the TFA pack, and much like the PSG-1 (while not semi-auto) it can range between doing 20 damage, but I have gotten it to do more then 240 damage as well. I think that in order for fair play to be had, it may need a nerf of some sorts, and the only that can be made for a sniper would be damage. Being as how GENSEC is planning for this sniper to be on their sniper class, it probably will get nerfed anyways being as how the TFA Assault Rifles pack received a nerf for the most part. I would recommend testing out the intervention which can be found in the same pack as the M24, it does more decently balanced damage, while it may vary slightly, in testing it isn't breaking reality when it comes to combat like the M24 has proven to do.

    _________________________________________________________________________________________________________________________________________

    Overall this is a pretty good branch update! Other than my stated concerns above, I feel that this is balanced for the most part. I hope that my concerns are taken into consideration, but other than that good work.

     

  10. 1 hour ago, October said:

    This looks great; however, I think snipers should be gaining 25 dollars to their salary instead of losing 25. Lol. 

    While I understand the concerns about payday, I needed to make the pay more balanced for the standard divisions, this includes ITM should it be added. They are all $165 and that is more than enough, Nu7 sniper gets a bit of a boost over their standard operative, and likewise with ours

  11. Name: Daedran

    Why should you retain your current rank: I'm decently active and assist with D block control when I am able, also willing to assist in any way I can

    Are you on the discord and the roster, correctly?: Yes

    Concerns: Lack of GENSEC at times, but other than activity sometimes there are none.

  12. The following regiment update is a result of multiple months of discussion and testing along with observation to things that need to be fixed. Some of the details will be included in this post so that others can see the changes that have been requested and why they have been. Those involved in discussion with the branch update understand that balance is key, and while there have been some improvement's requested, there have also been deterioration's made as well.

    Some other general additions are posing sweps! This adds formality to debriefs, meetings and otherwise more serious RP scenarios. These posing sweps will remain in white so they are distinguishable from weaponry.

     

    Current Jobs:

    ____________________________________________________________________________________________________________________________

    Name of Job: MTF Alpha-1 Commander

    Models: 
    models/maolong_operator_skin05_pm.mdl
    models/maolong_operator_skin04_pm.mdl
    models/maolong_operator_skin09_pm.mdl

    Job Description: An MTF Alpha-1 Commander is 1 of 3 commanding MTF leaders that are assigned at Site [REDACTED]. They oversee MTF Epsilon-11 to make sure there are no breaches of security and report directly to the O5 Council. Further information regarding commanding officers of MTF Alpha-1 is Classified Level 5.

    Job Weapons:  fas2_ifak, stunstick, tfa_g3a3, tfa_ithacam37, tfa_csgo_awp, tfa_csgo_smoke, tfa_csgo_flash, tfa_csgo_frag, weapon_m9, dradio, weapon_cuff_elastic, cross_arms_swep, cross_arms_infront_swep, salute_swep

    Keycard: weapon_keycard_level5

    Job Salary: $300

    Job HP: 300

    Job Armor: 250

    Extra Info (Ex. Workshop link for models): The AAC Honey Badger has been requested for replacement with the G3A3 due to stability/reliability issues, along with the MP9 being removed due to it serving no purpose. Also changing the Sawed-Off for the Ithaca M37 being as how there was a slight distaste towards the sawed off. All other weaponry and job statistics have remained the same for this class. 

    ____________________________________________________________________________________________________________________________

    Name: MTF Alpha- 1 Special Forces

    Model: 

    models/player/kerry/3swat_ls.mdl
    models/maolong_operator_skin04_pm.mdl

    models/maolong_operator_skin09_pm.mdl

    models/models/konnie/blackopsmodel/blackopsmodel.mdl

    Job Description: Personnel in this division of MTF Alpha-1 are not only highly trusted and unshakably loyal to their overseers, but also some of the most coldblooded operatives when it comes to protecting Site administration and fulfilling their cause. No matter what their duty calls for, it will be done even if this means killing their brothers in arms to protect their overseers interests. Most of Alpha-1 does not truly know who these personnel are, but do not cross them the wrong way or else you may not live to remember them.

    Weapons: fas2_ifak, stunstick, tfa_val, tfa_mp5sd,, tfa_csgo_g3sg1, tfa_ithacam37, weapon_camo, tfa_csgo_smoke, tfa_csgo_flash, tfa_csgo_frag, weapon_m9, dradio, weapon_cuff_elastic,  cross_arms_swep, cross_arms_infront_swep

    Keycard: weapon_keycard_level5

    Job Salary: $200

    Job HP: 225

    Job Armor: 225


    Extra Info (Ex. Workshop link for models): The AAC Honey Badger has been requested for change due to stability/reliability issues along with it being a scoped AR in exchange for the AS Val due to it being suppressed like the AAC Honey Badger, but also because it does not have a scope, making it more usable in CQC, along with the addition of a shotgun in the instance that their AR runs out of ammo, or there is a breaching operation that requires less recon and more firepower. Other changes that have been made are +25 Armor along with +$25 to job salary to separate it from the standard operatives. All other weaponry and job statistics have remained the same for this class. 

    ____________________________________________________________________________________________________________________________

     

    Name: MTF Alpha-1 Officer

    Models: 
    models/maolong_operator_skin04_pm.mdl
    models/maolong_operator_skin09_pm.mdl

    Job description: Officers in the MTF Alpha-1 regiment are typically comprised of low command and a CWO if they are trusted enough with the position. Typically you would want to approach an officer in regards to gaining access to standard operative assignments and general training. Further information regarding commanding officers of MTF Alpha-1 is Classified Level 5.

    Weapons: tfa_csgo_m4a4, tfa_m3, tfa_model500, tfa_csgo_smoke, tfa_csgo_flash, tfa_csgo_frag, weapon_m9, dradio, weapon_cuff_elastic, cross_arms_swep, cross_arms_infront_swep, salute_swep

    Keycard: weapon_keycard_level4

    Job Salary: $200

    Job HP: 200

    Job Armor: 200

    Extra Info (Ex. Workshop link for models): Replacing the MAG-7 with a Benelli M3 due to mobility/reliability issues along with changing the R8 Revolver with the S&W Model 500, while more unstable in regards to recoil, it is more suitable when it comes to combat scenarios due to it being able to aim. All other weaponry has remained the same. Other changes that have been made to the job are -35 HP, -25 Armor and -$10 Salary pay.
    ____________________________________________________________________________________________________________________________

    Name: MTF Alpha- 1 Heavy Gunner

    Models: 
    models/maolong_operator_skin04_pm.mdl
    models/maolong_operator_skin09_pm.mdl

    Job Description: While differently equipped from their fellow operatives in the regiment, they share the same end goal, they are not afraid to get down and dirty if that is what their duty calls for. They are equipped with heavily armored gear, and comprised of some of the most physically fit personnel. Despite their overall heavy loadout, they are the fastest, and most brutal standard operatives to respond to the scene if they are needed to protect their objective from a mass force.

    Weapons: tfa_pkm, tfa_csgo_usp, tfa_csgo_smoke, tfa_csgo_frag, weapon_m9, dradio, weapon_cuff_elastic, cross_arms_swep, salute_swep

    Keycard: weapon_keycard_level4

    Job Salary: $165

    Job HP: 250

    Job Armor: 225

    Extra Info (Ex. Workshop link for models): No weaponry changes have been made to this job. Only changes being requested are -5 Health reduction, +25 armor addition along with a -$15 reduction to salary.
    ____________________________________________________________________________________________________________________________

    Name: MTF Alpha-1 Shotgunner

    Models: 
    models/maolong_operator_skin04_pm.mdl
    models/maolong_operator_skin09_pm.mdl

    Job Description: Shotgunners in this division have proven that they are not afraid of taking a few bullets, shrapnel, or otherwise for the sake of their cause, making them highly respected and recognized as a division. They are one of the frontline units used for mass SCP breaches, organized raids, or rapid defense and response. They are not afraid to take danger and tackle it head-on, while they may not be the most rapid mobile division, they make up for this with brute force and remarkable execution.

    Weapons:  tfa_mossberg590, tfa_csgo_usp, tfa_csgo_smoke, tfa_csgo_flash, tfa_csgo_frag, weapon_m9, dradio, weapon_cuff_elastic, cross_arms_swep, salute_swep

    Keycard: weapon_keycard_level4

    Radio: dradio

    Job Salary: $165

    Job HP: 200

    Job Armor: 175

    Extra Info (Ex. Workshop link for models): The MAG-7 has been removed due to lack of need for a second shotgun along with it rarely being utilized. Another change is replacing the Tec-9 with the USP-S due to better reliability, but also matching the standard operative loadout. Some final changes are +15 Health addition along with -15 Armor reduction and -$5 to salary.

    ____________________________________________________________________________________________________________________________

    Name : MTF Alpha- 1 Sniper

    Models: 
    models/maolong_operator_skin04_pm.mdl
    models/maolong_operator_skin09_pm.mdl

    Job description: While not commonly seen, they are known in the Alpha-1 regiment. Their long, isolated training in the cold of the [REDACTED] valleys have rendered them some of the most patient, yet effective operatives. Personnel in this division are typically used for assassinations of high ranking personnel in GOI’s, no matter the targets status, one bullet is all that is needed for the job. 

    Weapons: tfa_barret_m82, tfa_mp9, tfa_model500, tfa_csgo_smoke, weapon_m9, dradio, weapon_cuff_elastic, cross_arms_swep, salute_swep

    Keycard: weapon_keycard_level4

    Job Salary: $165

    Job HP: 175

    Job Armor: 175

    Extra Info (Ex. Workshop link for models): The SCAR-20 is being requested for change due to it being a fully-auto DMR and not a bolt-action sniper rifle. Other changes include -10 Health, +10 Armor and -$25 to salary along with the addition of a low powered SMG in the instance that CQC cannot be avoided, as well as a general playermodel change to match the other standard operatives.

    ____________________________________________________________________________________________________________________________

    Name: MTF Alpha- 1 Operative

    Models: 
    models/maolong_operator_skin04_pm.mdl
    models/maolong_operator_skin09_pm.mdl

    Job Description: Personnel in this division of operation are typically the most common that one may encounter if they do encounter Alpha-1 personnel. Their main duty as a standard operative is to guard the Entrance Zone of the facility unless Site Administration is elsewhere in the facility. While they may be noted as standard, they are not to be underestimated and contested.

    Weapons: tfa_acr, tfa_csgo_usp, tfa_csgo_smoke, tfa_csgo_frag, weapon_m9, dradio, weapon_cuff_elastic, cross_arms_swep, salute_swep

    Keycard: weapon_keycard_level4

    Job Salary: $150

    Job HP: 175

    Job Armor: 150

    Extra Info (Ex. Workshop link for models): The AUG has been requested for change due to it having stability/hitreg issues along with having a scope with too extreme optics, making it rather useless in CQC. It’s requested replacement will be the ACR, while doing less damage than the AUG, the ironsights feature along with better stability will make up for the loss. Another small change is switching the Health and armor from 170/155 to 175/150 along with a +$25 increase to salary. 

    New jobs:

    ____________________________________________________________________________________________________________________________

    Name: MTF Alpha-1 ITM Specialist

    Job Model (Model Paths):

    models/maolong_operator_skin04_pm.mdl
    models/maolong_operator_skin09_pm.mdl  

    models/models/konnie/blackopsmodel/blackopsmodel.mdl

    Job Description: The ITM Specialist are highly trained and certified personnel in Alpha-1 when it comes to interacting with personnel from a GOI or otherwise traitorous personnel. Through their long, cold training, they are taught how to break the body, mind and soul of someone they are torturing, making them very useful when hostile personnel are not compliant. 

    Job Weapons: fas2_ifak, tfa_f2000, tfa_ithacam37, tfa_m29satan, tfa_nmrih_etool, weapon_m9, Dradio, Weapon_r_restrains,  cross_arms_swep, cross_arms_infront_swep, salute_swep,

    Keycard: weapon_keycard_level4

    Job Salary: $165

    Job HP: 200

    Job Armor: 175

    Extra Info (Ex. Workshop link for models): https://steamcommunity.com/sharedfiles/filedetails/?id=932776314&searchtext=Spec+Ops

    This operative is not going to be directly involved with raids unless the intention is to capture hostile or otherwise traitorous foundation personnel with the intent to gain information of operations, hence the name ITM Specialist (Interrogation, torture and manipulation).

    Any abuse of included equipment in this class has been talked about with SMT, and will result in a 2 rank demotion, permanent strike to your record along with a permanent blacklist from the job.
     

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