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Crabbo

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Everything posted by Crabbo

  1. I like your funny words magic man
  2. -Support Unneeded and also very big model.
  3. +Support Able to fix stuff and possibly even heal
  4. Please A work around to this could be "Under orders of [Redacted] A1 personal are to escort Command members on site, if none are on site they are tasked with guarding researchers attempting to do tests on/off site"
  5. Its the same amount of HSU that would be on site, 3+3=6, 6 is the current amount of slots.
  6. So you are trying to make a new SF? (In the past E11 tried to make Rangers a SF by making them redacted meaning you guys are trying to make yourselves even more special *cough*) Other then that +Support.
  7. Nice guy, Active, and can even combat at some points +support
  8. +Support Might have enough experience.
  9. Crabbo

    Huh

    Squash wanted me to make a resignation, So uhhhhhhhhh yeah. "bye bye"
  10. +Support The admin was pretty rude
  11. Your defence is that you said the word? -support
  12. I thought it said resignation
  13. There are a few reasons that i personally prefer Site 05, I have also heard these from other members in the community meaning im not alone, I am mainly making this to see who else agrees with the change in map. I will go through each part of the map by area. First up is d-block, D-block at first looks difficult on site 05, but then Dclass figure out the elevator lets them go up in hordes, this is due to the size of the elevator allowing potentially 20 or more dclass to go up at one time, the rim of the elevator can also be used as cover for dclass shooting with falcons or other weapons they get from armoury, But, Something that site 05 does really well is it makes it feel balanced for GENSEC as well, when a partial lockdown is called all the members of GENSEC in dblock at the time would stand on the rims of the elevator, firing down at dclass that go onto the elevator, but still allowing dclass to get up. The next area is LCZ, One of the simpler parts of the map which is good, this is the first area that new gensec and dclass enter so it makes sense it would be very few hallways, allowing them to learn it fast while also being good for Security to "try their hand" at dealing with SCPs like 682, having long straight hallways that allow them to have a hit and run tactic against some SCPs, There is also RP potential for maintenance (formerly janitorial and technical) Having pipes and lights they are able to repair in LCZ. There is also added action on site 05 for medical, Medbay is one of the major chokepoints of LCZ, Due to it being one of the two entrances to LCZ CI will funnel through medbay, meaning medical are able to call out CI raids which they are barely able to do on this map, There is also the bridges connecting LCZ, where you are able to snipe at people who are attempting to enter the other set of checkpoints, allowing sniper to be actually effective inside the facility without needing to use them as slower shooting shotguns. The next area would logically be HCZ, HCZ was a series of tunnels which connect all the SCPs, The keter SCPs are kept in lower while the euclid SCPs were kept in upper, Easy for new MTF to learn, There are only two ways that you are able to enter, through a staircase near 096 and a elevator that lets you access upper HCZ, Lower HCZ and the LCZ meeting room CP, HCZ was made up of long hallways so you can see what is coming, A lot of MTF can stack up at both sides and subdue any SCP that is in the middle, giving more empathises on teamwork than on the current map, where you just wander around blankly until you see something that is shootable, Even the lesser played SCPs were better on this map, you were in a part of the map that was actually travelled so you wouldnt only need to stare at a wall until your self breaching timer is up, you can possibly interact with a researcher or a MTF personal that walks past, HCZ was also good for dclass, if a single Dclass expert or CC Got into lower HCZ they could release almost every SCP (which was usually their goal because they enjoy ruining the site) Next is EZ, EZ was around the same size as the current map but contained a few more things, it had unique rooms for each branches high command and site admins instead of putting them all together, it also contained MTF bunks (same as the current map) which was right next to gate B, this would make it riskier for CI/Dclass to use this gate but it would be rewarding, giving them a faster exit and avoiding E11 almost entirely (which entered through gate A) gate B was special because it was unable to be cracked from the outside, only opening from the inside, meaning it was only a exit UNLESS maynard opened it, giving a surprise to MTF which would expect them to come from the other side, This gate alone gave maynard a purpose for actually traveling to EZ instead of him just flipping of the lights then running away, achieving basically nothing. Finally we have Surface, Surface was almost entirely flat besides a few rocks and hills, this allowed snipers to be incredibly effective (this would give more purpose for longshots a CI class to cover fire while the other CI escape) E11 would enter through the exact same gate that CI enter through, Gate A meaning that E11 and CI actually appose each other compared to now where they barely interact, Surface was also much easier for newly escaping dclass, When they first get onto surface they will follow a road that leads to a town with a large white warehouse, once they enter they will find CI base, much easier then a hole in the ground (which it was at one point), CI would also actively patrol town instead of just standing inside their base waiting for a raid, while on surface there was also a temple which allowed anyone who was on top to have a vantage point on around half of surface. Last are a few miscellaneous parts i didnt really know where to put, Checkpoints would be able to be entered by any level 3 personal instead of needing to walk around, making MTF and CI rollouts faster into the site, All keycard based doors were balanced around classes like ColdSilver and A1 SF having access to level 5 keycards, there was no area they were meant to be unable to access meaning they got to keep their keycards.
  14. Name: Crabbo Rank: SFC Call Sign: XC3 Discord#1234: FrosyDog#3473 Suggestions/Complaints/Concerns/Extra: N/A Do you wish to remain apart of Military?: Sure
  15. -Support 035 is one of the better SCPs at the moment and doesnt need a buff.
  16. +Support Sure why not, It just makes it harder to switch to weapons though.
  17. 1. What’s your Ingame Name? The Thief 2. What’s your SteamID (steamid.xyz if you need to get it)? STEAM_0:0:102443766 3. What is your Rank? Maintenance Adept 4. What’s your time on the Server? 7 weeks 5. Total strikes you’ve ever received? 0 6. How many warnings do you have on GL? 6 (3 from like 2019) 7. Who gave you permission to apply? Infamous 8. On a scale of 1-10, how active are you? 7 9. Why do you think you’re fit for H.L.P.R. Bot Alpha (60+ words)? I believe joining H.L.P.R Bot program would be good for a few reasons. One, Being able to spawn with and protect Maintenance staff will lead the Maintenance surviving, repairing the site faster, I have experience defending Non Combatants from my time in A1 While it was on the server. The Second Reason is to give CI more RP, Despite the fact that Chaos are our "enemies" I don't want them to miss out on potential RP just because no one in a sub-branch is online. 10. Chaos Insurgency is raiding and you see them breaching a Keter SCP (like SCP-035). What do you do? The first thing I would do if I see attempting to breach a SCP is call it out on comms then make my way to the nearest Maintenance, if none are within the current area I would make my way back to LCZ.
  18. The only reason two CCs have access to smoke grenades is because they are replacements to molotovs, Which were allowed on dclass CCs at one point but are now no longer accessible.
  19. Smh Shouldnt have done it, So easy to avoid
  20. +Support Id be up for them adding a line in the MOTD, Preventing the vampire from being able to attack Helper-bots, Praxedes Fists and RIG Units. Specific rules like this have already been added for classes like Coldsilver, Meaning it should be fine to add.
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