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—MESSAGE FROM FORUM DIPLOMAT— Please leave only comments that are +/- supports. Continued arguing can result in this post getting locked.
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A) that’s not branch dis. b) this is NOT a pay to win server. Why is it that the class that is just as strong as an MTF cc (it has the same rules about designing it) gets to have 66% of the NLR timer?
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-support, don’t say that sir. That’s taking it too far.
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Sir that goes against the principal. Is your Negev on safety? If so then you won’t be shooting me probably. If you read the suggestion anyone who would have heavy weaponry and would be trained (ie MTF) would need their gun on safety or else this rule wouldn’t affect them.
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That’s why I suggested for MTF they need to have a weapon on safety compared to a researcher/janitor/medic who is untrained and therefore it doesn’t make sense for them to have the combat skills to quickly unsafety their gun and start blasting.
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This is more designed for the people who just hold their gun on safety and then say “you can’t fearRP me I have a weapon out.” While I respect that it most likely will result in people ignoring this (especially CI vs. MTF which is why I recommended for this rule it only apply to them if their gun is on safety). However for CI vs. Utility/Research or MTF vs. Maynard/R&D it would lead to a quality of life improvement in my books.
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What are you suggesting? - Changing the fearRP rules so that even people with weapons can be fearRP’d. How would this change better the server? - earlier today, there was a Maynard who pulled out his USP-S and put it on safety. He then said “you can’t fearRP me I have a weapon out” and began crouch jumping around. Now I’m not trying to call anyone out, but in a new system we could make it where if it’s a 4v1 then regardless if you have a weapon out (and it’s on safety for MTF/CI as they’re far more trained) you can be fearRP’d (obviously with the exception that the majority group is shooting). This would affect everyone on the server, and it would make more RP sense because you should value your life. Are there any disadvantages of making this change to the server? If so, explain. - I personally don’t see any as it would effect everyone. The one debate that could be made is that it would hurt non-combatants because they don’t have the protection that CI/MTF would have where this rule only applies to the combatants if they have a gun on safety. Who would this change mostly benefit? - Anyone trying to arrest/kidnap another. Please link any workshop content, screenshots, or anything that you think may be helpful to those who view this suggestion - N/A
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This feels like too much of a buff for a few classes.
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+support evidence is clear, however if you were able to screenshot the logs why wasn’t this handled in game?
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The class is not allowed to enter HCZ, so why would he need it?
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What are you suggesting? - Remove the level 3 keycard from the Security heavy (Silver+ job) How would this change better the server? - It would prevent minges from hopping on that job, like the GENSEC Heavy from earlier today who teamed with CI and d-class and went up onto surface. Are there any disadvantages of making this change to the server? If so, explain. - Not really, besides hurting people who like to break the heavy rules as they shouldn’t even be entering the HCZ, so a level 3 is completely unneeded. Who would this change mostly benefit? - everyone Please link any workshop content, screenshots, or anything that you think may be helpful to those who view this suggestion - N/A
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I’m surprised that you weren’t issued a perma for your second ban for racism/homophobia. -support
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We can’t as that keycard system wasn’t as good as this one. While yes, it did provide the wonderful progress bar, it constantly caused people to get stuck in the keypad entity. What’s also cool about this system is doors take more or less time to hack based on their clearance level. This has made hacking faster for everyone (under the old system the pro was 15 seconds per door and the regular was 30, now its 5/7 seconds per level).
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Apples to oranges, sir. MTF have medics too, I personally play on the O9 medic class all the time.
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Nah as a O9 GS main (the only gun it has is the Ithaca) I’ve grown to like it.
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This is why I would only +support it if it doesn’t benefit medical because they aid MTF and GENSEC and it would be an unfair buff to them.
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They wouldn’t because he is a foundation doctor. I’m posting this to clarify: yes it is a one sided suggestion, but you have to consider that this server isn’t meant to be just point and shoot. There’s some RP behind it, and it makes RP sense for the foundation to have ID checkpoints. As I mentioned in my suggestion they would be stationery meaning they’d be in 1 spot. Want a solution to make it fair for sleuth, just take a different route. Yes I was one sided with this suggestion but when you talk about it hurts sleuth you’re doing the same thing. I would love to have a sit down with R&D command to explain how this will be kept fair for everyone.
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Sleuth can’t enter without a CI raid so this statement doesn’t make sense.
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What are you suggesting? - Bring back ID checkpoints How would this change better the server? - It would add more RP for MTF (specifically for O9 because at times it feels as tho our RP is lacking). The idea behind an ID checkpoint is it’s a stationery thing that would get deployed post CI raid as that makes sense from an RP standpoint, a high security foundation would want to confirm the identity of people post raid. Are there any disadvantages of making this change to the server? If so, explain. - Sleuths would be disadvantaged, but they would still be able to roll to pass through. Who would this change mostly benefit? - O9 Please link any workshop content, screenshots, or anything that you think may be helpful to those who view this suggestion -
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Major +support if possible. This’ll make things like timing so much easier.
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We do perfectly well Propane the issue is that you guys are plain and simply currently stronger than the rest of MTF/GENSEC. That’s why I couldn’t support a full buff to basically each class
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Actually that is false. Armor provides damage reduction.
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I don’t mean to start a fight, but armor is so much more valuable than HP and you’d be surprised how little we actually have. For example, our medic class is 225 | 50 (and this class is superior to our officer class because it has the Ithaca compared to the officers F2000). By statement I was not intending to imply that O9 should beat up CI, but it shouldn’t look like every CI raid you guys win. There should be an even number of wins and losses on both sides.
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I’m probably about to get a bunch of thumbs down for this comment but -support. Initially before I joined O9 I was firm believer that CI needed to be the best and the strongest and they deserved the best weaponry. I still partially believe that, but MTF classes are far behind in their load outs. No offense to Bread, but this is like when he purposely put the overpowered famas on Nu7 to gain an advantage except you did that all across the board. You can call me “mad cuz bad” (admittedly I am bad lol), but still this is unfair. O9 and CI are meant to be more of a stalemate, and after 1 day in O9 I can partially understand why we have less activity. It’s because of CI being so much stronger than us. The E4 class is a perfect example of you blatantly attempting to buff CI. You traded 2 mediocre weapons for better weapons. Both the Winchester and vikhr outclass the weapon previously filling it’s role. No offense but if this happens I believe Nu7 also needs a buff to their operative because the CI alpha is currently 125 | 100 whereas Nu7 operative is 100 | 100. As the retired head of longshots I thought that everyone had agreed upon pushing for either 150 | 175 or something along those lines. You ignored all other changes that were wanted universally.