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Everything posted by starr
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honestly still unsure about this since cmdr is kinda weak but now coldsilver is literally the best class on the server, not even A1 cmdr has super powerful stuff, I made sure of that. They have max stats and VERY good weapons, and looking at this it's weird looking and seeing only 3 classes that can really output damage here. but im curious on the outcome so an official +support
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+support yall want something different and I see that -support yall are kinda just nerfing yourselves in most of these...
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What you want to see? - I want to see the XM10 get a small buff, like the damage being bumped to 10 x 8 or 10 x 9 Why should we add it? - Because I understand that the M10 is the only auto shotgun that's allowed but then again the thing is really at a low point right now and really doesn't even live up to the name of the auto shotguns. All the others just shred while you can barely win a 1v1 against a containment engineer, that's low. What are the advantages of having this? - Ok yeah sure I can one clip extremely low armored and HPed classes and that's cool but in reality for a shotgun that it takes a whole 7 shots to kill a guy in a lab coat just seems iffy to me. The reason I wanted it still lower than most shotguns ^ is because I understand that it's still auto but just have it where it doesn't take 10 entire seconds to kill someone at 175 200, since there's 17 HP left it'd most likely be the same for 200 200 as well. Who is it mainly for? - CI, MTF, GenSec, D-Class, etc. (Literally anyone that can buy it for self-defense) Links to any content - Winchester ^ Sawed-off ^ XM10 ^ Keep in mind that the M10 has an entire 3 seconds more to a time-to-kill and two whole clips (14 shots), while the Winchester (one of the most average/"balanced" shotguns) is 7 seconds with 6 shots to kill. The sawed-off obviously is 4 seconds with 6 shots, it being the best shotgun (and deserves it to be fair). Lastly another main part is that it's not even 100% mobility for dodging in a fight, while the other auto shotguns are 100% with damage, so I feel at the very least make it stronger in fights with damage.
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Name: starr Rank: SFC Callsign: XC5 Activity: Active DiscordID#: 𝖘⸸𝖆𝖗#6466 Suggestions (If None Leave Blank): nothin What would you like to achieve in CI: A leadership role and maybe a cmd position one day.
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-SUPPORT It's meant to be the HeavyGunner for CI, the PKM is the all around normal for heavies and the HP and Armor is almost the same as the A-1 and Nu-7 Heavy. The jugg is not a good comparison at all either as its a mobile CC with a Negev and a G3. As long as you can aim you could easily shred 90% of CI like all other CC's do to CI. If you really want to nerf it then just drop the armor a little or HP a bit, there's no need to slam it or really even nerf it. PKM is balanced, meant to have good HP and armor, and a fixed model for once. I think it's good I've killed plenty.
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Happy Thanksgiving to you from me as well man
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Actually tested it, TFA AK-47 does the same as the CS:GO AK47 (it got nerfed). It's just a quality of life update for the TFA AK-47 having a red dot and looking a bit more professional.
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+/- SUPPORT - support: I understand where you're coming from with this but then again, it's an LMG, a person used to have to pay $80 for a CC for it (now it's more and not including the other prices to make the CC actually live through gun fights.) Though I sort of understand the "suicidal rush" part you talk about it's still just how the weapon is, and in reality I see this as more of an slight annoyance because I've seen even amounts of losses and wins with classes (and branches) with this gun. It's very rare that it actually just murders everyone in the general area without damage being put out to the person using it or dying eventually. It becomes a situation as well as where people will now probably start on the trend of just nerfing all the weapons that people (most of the time) work hard for to get are just sledged into the ground and become useless +support: However, I will say that with this whole new system of people just putting out tryouts for CC's and people coming out of nowhere with around $1000 to put on a CC then give the most OP stuff out for free is annoying (especially considering some of the people that are in those CC's with those types of advantages) but as well as that those rare occasions with the absolute destruction of the people in a small area can really just make or break the entire server (or task for CI or MTF/GenSec) and that becomes a huge issue where one gun is enough to have to put more focus on the person with a negev or group they're with than a keter case (besides 682 most likely). Though like I said in the last sentence in the first, a nerf may be necessary, but not a sledge into the ground kind of one.
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Name of Job: Operative Job Model (Model Paths): same Job Description: same Job Weapons: Remove: tfa_csgo_ak47 | tfa_csgo_usp Add: tfa_ak47 | tfa_csgo_fiveseven Job Salary: same Job HP: same Job Armor: same Extra Info (Ex. Workshop link for models): N/A -------------------------- Name of Job: Shotgunner Job Model (Model Paths): same Job Description: same Job Weapons: Remove: tfa_csgo_nova | tfa_model500 Add: tfa_mossberg590 | tfa_csgo_sawedoff Job Salary: same Job HP: same Job Armor: 200 Extra Info (Ex. Workshop link for models): Remove: models/maolong_operator_skin09_pm.mdl -------------------------- Name of Job: Heavy Gunner Job Model (Model Paths): same Job Description: same Job Weapons: Remove: tfa_csgo_usp Add: tfa_csgo_deagle Job Salary: same Job HP: same Job Armor: same Extra Info (Ex. Workshop link for models): Remove: Level 4 Keycard | models/maolong_operator_skin09_pm.mdl -------------------------- Name of Job: Sniper Job Model (Model Paths): same Job Description: same Job Weapons: Remove: tfa_model500 | tfa_mp9 Add: tfa_magpulpdr | tfa_csgo_deagle Job Salary: same Job HP: same Job Armor: same Extra Info (Ex. Workshop link for models): Remove: Level 4 Keycard | models/maolong_operator_skin09_pm.mdl -------------------------- Name of Job: ITM Specialist Job Model (Model Paths): same Job Description: same Job Weapons: Remove: tfa_model500 | tfa_m3 | tfa_g36 Add: tfa_mossberg590 | tfa_l85 | tfa_csgo_deagle Job Salary: same Job HP: same Job Armor: same Extra Info (Ex. Workshop link for models): Remove: Level 3 Keycard | models/maolong_operator_skin09_pm.mdl Add: Level 4 Keycard -------------------------- Name of Job: Special Forces Job Model (Model Paths): models/maolong_operator_skin05_pm.mdl Job Description: same Job Weapons: Remove: tfa_mp5sd | tfa_val Add: tfa_ak47 | tfa_csgo_deagle Job Salary: same Job HP: same Job Armor: same Extra Info (Ex. Workshop link for models): N/A -------------------------- Name of Job: Officer Job Model (Model Paths): same Job Description: same Job Weapons: Remove: tfa_model500 | tfa_csgo_m4a4 Add: tfa_csgo_cz75 | tfa_an94 Job Salary: same Job HP: same Job Armor: same Extra Info (Ex. Workshop link for models): N/A -------------------------- Name of Job: Commander Job Model (Model Paths): same Job Description: same Job Weapons: Remove: tfa_g3a3 Add: tfa_csgo_deagle | tfa_m4a1 Job Salary: same Job HP: same Job Armor: same Extra Info (Ex. Workshop link for models): N/A --------------------------
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Name: starr Rank: CPL Callsign: XA6 Date of LOA Leave/Return: 11/24/19 - 11/31/19 Reason (if private write N/A): I'll need to put all of my focus into A1 for a while and I hope that I can come back soon.
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+SUPPORT I'd like to see a chance given, I'd say possibly the RND side for RP but lore experience being moderate with MilRP experience you may be balanced at both and could make a good addition to the team. As well as to learn the ropes and skills throughout the time in the branch. Like to see some of other time zones at my early times as well.
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+SUPPORT I have worked with him a couple of times in raids, we all make mistakes and I've seen one or two but he knows what he's doing and seeing the possibility of growth with this man in the branch could prove nice.
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+SUPPORT It'll be nice to see research get some additions and it seems to look more professional too, and lastly getting rid of things that need rid of (like those trainees finally not having cuffs)
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Lowering the cost of Medical Supplies - Accepted
starr replied to [GL] Inaccurate's topic in Accepted
+ SUPPORT Medical's salaries are not exactly enough to provide them with consistent medical supplies for their lives, whether it be a CI raid or a riot of D-Class (or even an event) when they stock up on supplies and lose it, that's a loss of all that money. Now say somebody joins the server and gets trained and they have no money, then they run out of medical supplies and become useless having to either reset themselves or get a loan from another person.