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Hades on you

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Everything posted by Hades on you

  1. A Note in the final clip which chineseman posted himself you can see he's calling CI out before they entered the site.
  2. Topic Title: Player Report - "Chineseman131" Your in game name: Hades Your Steam ID: STEAM_0:0:74802533 The player's in game name: Chineseman131 The player's steam ID (required): STEAM_0:0:421018708 Date and Time This Incident Occurred: 11/12/22 What did the player do: Meta gamed Multiple times while on a non-Spotter Whitelist. Evidence (required): https://drive.google.com/drive/folders/1RgNZ7nBR5YYfbGwuM8FxyMzaur8IQuUt?usp=sharing What do you believe should happen to the player: 2 Strikes and a 1 rank demotion in the branch he did this act in. Any extra information: This goes under the Metagame rules since he was on a non-spotter whitelist. Only spotters can call out CI raids because of how strict their rules are. He has also been told by a Site Admin+ to stop but did it a second time which is where the two other screenshots come from. Gate camping is not allowed and I think doing this twice is enough.
  3. Post name: “General Suggestion - Ban Zeta 6 Class Until Fixed What are you suggesting? - Banning the Zeta 6 class from the server until it is fixed. How would this change better the server? - Barely would change anything since the foundation has several other cloaking agents and Zeta 6 is the only cloaking class that Crashes the server when its on surface. Are there any disadvantages of making this change to the server? If so, explain. - Be losing 1 sad, broken class that gives everyone else a disadvantage when it dies on surface. Who would this change mostly benefit? - Everyone who is prone to crashing since this class will Crash you if it does die on surface. Please link any workshop content, screenshots, or anything that you think may be helpful to those who view this suggestion - https://drive.google.com/drive/folders/1ZF1YgTjgfskqgRm-GiMwJQ9iHT4CkUoZ?usp=sharing this drive contains the only clip of me nearly crashing due to a zeta 6 dying to us while he was on surface. I could not clip any others due to me of course crashing.
  4. In-game Name: Hades SteamID: STEAM_0:0:74802533 DiscordID: Vanny#1858 What division do you want to join (Military or R&D): E4 How would you rank your knowledge of the lore? A lot Why should you be in E4 (75 word minimum) I should be in e4 because I am cool and E4 is very cool like me so they are copying me so i should be in it of course and also i am very good and well at pvp. What is something that sets you apart from other applicants? I am epic. How active can you be? 1 hour per week Do you have both Teamspeak and Discord: Yes
  5. I'd rather just have the kac since its also got a scope on it too. Most new players like scopes and have a harder time with irons.
  6. Mobile Task Force Epsilon Eleven (Anything White is Default values) Job: MTF E-11 Enlisted Addition: tfa_kac_pdw Removing: tfa_bizonp19 HP: 175 Armor:150
  7. I LOVE EDITING MY D4'S TEXTURES!!!!!!!!!!!!!!!!!!!!!!!!!
  8. Added kevlars approval but still keeping the callout message since its epic and talila wanted me to.
  9. Mobile Task Force Epsilon Eleven Branch Update Date: 8/14/22 Table Of Contents MTF E-11 Commander MTF E-11 Officer MTF E-11 NCO MTF E-E11 Enlisted MTF E-11 Trainee MTF E-11 Rangers MTF E-11 Field Training Officer MTF E-11 Marksman MTF E-11 Spotter MTF E-11 Combat Engineers MTF E-11 Rapid Care Unit MTF E-11 Ambush Specialist MTF E-11 Pathfinder MTF E-11 Cold Silver MTF E-11 Cold Silver Alpha Unit MTF E-11 Senior Officer READ TEXT BELOW The reason behind our proposal We’re donator, you’re paying to get stronger things better things. We’re reinforcements to the site. We go against CI alone than other MTF on surface. Makes us different from other branches since some other MTF branches have been catching up to us. In the past we had more HP to compensate for how we spawned on surface. Here's Danny's Paragraph for the non short attention span forums users: So throughout my time being the epsilon-11 commander I've tried looking at my branch from all angles to see what works, and what doesn’t. I’m not under the impression that E-11 is the perfect branch: our restrictions hold E-11 players back; we spawn the furthest from any gate, and we have the longest travel time before we reach any action. On top of all of that, some enlisted feel the benefits of E-11 are not enough to compete against other branches. We tend to get our uniqueness overshadowed by other branches that manage to do what we do a bit better. MCU & CCU manage to overshadow RCU due to that fact that RCU spawned the furthest from the site, and on top of that was evenly stat matched with MCU. Combat Engineers are overshadowed by FE who spawn onsite and can do the same repairs E-11 Combat Engineers can do making them the better choice. Bulldozer gets overshadowed by enoch due to its speed decrease, and lower health pool. The main point I want to try and get across is that epsilon-11 really could be doing a lot stat-wise to offset the amount of setbacks we get. In the majority of other servers you’ll go to CI tends to be the donator branch and is the strongest branch on the server, and there’s no argument because it’s a donator branch. However, on our server CI is free & E-11 is the donator branch but is not the strongest on the server. For E-11 on the server currently they’re basically donating, and join for 3rd place. If we want to see E-11 grow, and be healthy we need the ability to try and closely match CI while also trying to combat the fact that E-11 will more often than not arrive at a site where the issue got solved by onsite personnel, and then they just stuck on sweeping duty. If everything works according to plan we’ll be able to see positive growth within E-11 instead of the constant enlisted decline that we see pretty often. - E11 Commander Danny (Anything White is the default Value) Job: MTF E-11 Commander Addition: N/A Removing: N/A HP: 250 Armor: 225 Job: MTF E-11 Senior Officer Addition: N/A Removing: N/A HP: 225 Armor: 200 Job: MTF E-11 Officer Addition: N/A Removing: N/A HP: 225 Armor: 175 Job: MTF E-11 NCO Addition: N/A Removing: N/A HP: 200 Armor 175 Job: MTF E-11 Enlisted Addition: N/A Removing: N/A HP: 175 Armor:150 Job: MTF E-11 Trainee Addition: N/A Removing N/A Job: MTF E-11 Rangers Addition: Removing: HP: 175 Armor: 200 Job: MTF E-11 Field Training Officer Addition: N/A Removing: N/A HP: 250 Job: MTF E-11 Marksman Addition: N/A Removing: N/A HP: 175 AP: 175 Job: MTF E-11 Spotter Addition: N/A Removing: N/A HP: 175 AP: 150 Job: MTF E-11 Combat Engineer Addition: N/A Removing: N/A HP: 200 Armor: 200 Job: MTF E-11 Rapid Care Unit Addition: N/A Removing: N/A HP: 175 AP: 150 Job: MTF E-11 Ambush Specialist Addition: N/A Removing: N/A HP: 175 AP: 175 Job: MTF E-11 Pathfinder Addition: N/A Removing: N/A HP: 175 Armor: 175 Job: Rapid Response Team Addition: N/A Removing: N/A HP: 200 Armor: 150 Job: MTF E-11 Cold Silver Addition: N/A Removing: N/A HP: 225 AP: 200 Job: MTF E-11 Cold Silver Alpha Unit Addition: N/A Removing: N/A HP: 250 Armor: 225 Job: MTF E11 Ranger Bulldozer Addition: N/A Removing: N/A HP: 300 Armor: 350 Job Additions None Links: None Approved by: O5 Council, Site Admin, MTF Nu7 HCMD, MTF D5 HCMD, CI Military Gamma Command (Helped revise some HPs), and CI R&D Gamma Command. (Kevlar never responded to any of my pings or messages and told me in the past he doesn't care about any e11 branch updates. Whoever was not listed was either non combatant foundation or not apart of the MTF Branch Union. This will be the only time an HP buff for this branch will be happening.)
  10. Such An Amazing story and work of art!
  11. -Support Sorry to say this but I cant support what you've brought up here, mainly because you're a security force not a mobile task force. The reason I say this is you're a force that's main job is to go up against 100 hp classes 75% of the time with now new 3 hit KO weapons against those classes. It's very cool that you are trying to go up against a GOI and I see that's what security has been slowly building up to with these past branch updates, but its really silly that you are actually trying to go up against GOI since your main duty as security is D block. You've also, never went over this branch update with any HCMD.
  12. Approved. Contact me when you get on.
  13. I have a model that looks similar to your current CTF but it isnt combine or a female
  14. I took the name from another SCP Lore MTF. It gets no speed boost.
  15. (Anything that is White is already on the job) Job: MTF E-11 Commander Addition: cross_arms_infront_swep Removing: N/A HP: 225 Armor: 225 Job: MTF E-11 Senior Officer Addition: tfa_psg1, tfa_csgo_nu_7_frag Removing: tfa_csgo_mp5, tfa_m24, tfa_m3 HP: 200 Armor: 200 Job: MTF E-11 Officer Addition: N/A Removing: N/A HP: 200 Armor: 175 Job: MTF E-11 NCO Addition: N/A Removing: N/A HP: 175 Armor 175 Job: MTF E-11 Enlisted Addition: N/A Removing: N/A HP: 150 Armor:150 Job: MTF E-11 Trainee Addition: N/A Removing N/A Job: MTF E-11 Rangers Addition: tfa_browningauto5, tfa_vector Removing: tfa_remington870 HP: 175 Armor: 200 Job: MTF E-11 Field Training Officer Addition: N/A Removing: N/A HP: 250 Job: MTF E-11 Marksman Addition: N/A Removing: N/A HP: 150 AP: 175 Job: MTF E-11 Spotter Addition: N/A Removing: N/A HP: 150 AP: 150 Job: MTF E-11 Combat Engineer Addition: tfa_famas Removing: tfa_g3a3 HP: 175 Armor: 200 Job: MTF E-11 Rapid Care Unit Addition: tfa_sig_p229r Removing: tfa_csgo_usp HP: 150 AP: 150 Job: MTF E-11 Ambush Specialist Addition: N/A Removing: N/A HP: 175 AP: 175 Job: MTF E-11 Pathfinder Addition: N/A Removing: N/A HP: 150 Armor: 150 Job: MTF E-11 Foxtrot Unit 1 Rapid Response Team Addition: tfscpsl_e11 (Textures have been fixed with a addon) Removing: tfa_kac_pdw HP: 175 Armor: 150 Model: models/player/ntf_male.mdl models/player/ntf_female.mdl models/player/cheddar/tau5/tau5_soldier1.mdl models/player/cheddar/tau5/tau5_soldier2.mdl (using both so some cringe nerd doesn't use it on their CC) ____________________________________________________ Job: MTF E-11 Cold Silver Addition: tfa_honeybadger, tfa_kzsf_vc30, cross_arms_infront_swep Removing: tfa_vikhr, tfa_remington870 HP: 200 AP: 200 Change Payment to 250 (Default SF payment) Job: MTF E-11 Cold Silver Alpha Unit Addition: tfa_kzsf_vc30, cross_arms_infront_swep Removing: tfa_remington870 HP: 200 Armor: 225 __________________________________________________________________________________________________________________________________________________________________ Job Additions New Job: MTF E11 Ranger “Bulldozer” Job Description: MTF E11 Ranger “Bulldozer” is a specialized unit deployed to sites where the GOI presence has overwhelmed on-site security and has taken over the facility. With experimental armor and heavy weapons, this unit can single handedly slaughter any GOI presence from an area. Job HP: 300 Job AP: 350 Job Slots: 1 Walk Speed: 130 Sprint Speed: 220 (if you don’t know hammR units these are really slow speeds ^) Job Model: models/models/adi/t49/t49storyteller_nocap.mdl Loadout: ryry_tfa_chainsaw tfa_l85 tfa_usas Utilities / misc Heavy_shield, -tfa_csgo_nu_7_frag, -tfa_csgo_e11_smoke, -tfa_csgo_flash, weapon_m9, Weapon_cuff_elastic, Weapon_doom3_flashlight Guthscp_keycard_lvl_3 Extra: Needs access to /site /ff /mtf /e11 | This class was approved by SA and Gamma Command and will have heavy restrictions Can be whitelisted by: E11 CMDR, DoTF, Zone Managers, O5, Senior Admin+. This job is getting restricted whitelist perms and rules. Addons: VC30 Sickle https://steamcommunity.com/sharedfiles/filedetails/?id=1342638492 RRT Model https://steamcommunity.com/sharedfiles/filedetails/?id=2806451443 KAC CHAIN-SAW (for Bulldozer) https://steamcommunity.com/sharedfiles/filedetails/?id=782908889 SCP E11 Standard Issue Rifle For RRT https://steamcommunity.com/sharedfiles/filedetails/?id=2393020637 Approved by Coltable, SMT, Site Admin, Gamma Command, Security High Command, Nu7 HCMD, and D5 HCMD. Except Hoovy.
  16. we've won so much. But lost so much......
  17. Log Written By: Kanye West Date: 5/24/22 Item #: SCP-173 Object Class: Euclid. Description: Tests in the Maze are conducted to see if the SCP 173 acknowledges and knows where a subject is at any time anywhere while in the maze. Maze has been built inside SCP 173 chamber. (was deconstructed after test) Sensors were used to track 173s movements. Experiment Log 173-MT1 D2980 enters the containment chamber. SCP 173 appears to be motionless at first, but as the doors close and Subject D2980 walks further into the containment chamber, SCP 173 immediately hugs against a wall facing where Subject D2980 current location was. D2980 walks into the area of the maze where SCP 173 is still hugging against, D2980 walks the other direction while facing SCP 173's current direction. SCP 173 takes a different route which leads to the same area of the maze that D2980 was heading towards. SCP 173 is now in the same maze hall as D2980, Subject immediately notices SCP 173's presence and turns in the direction of the object. SCP 173 is now inches away from D2980, D Class makes multiple attempts to get away from SCP 173 while in the maze, After a span of 2 minutes, SCP 173 caught and terminated the D Class while in the lower right portion of the maze. Notes: SCP 173 appears to have a innate ability to sense subjects, which are vulnerable to it's methods while in the area, but does not immediately attack letting the subject walk to it first. It will also shift positions around if subject walks to far, or if subject is assailable at any time. Seeing SCP 173 activates its "hunt". Experiment Log 173-MT2 D1823 enters the containment chamber and is ordered to go to the upper right portion of the maze. SCP 173 is currently at the lower left of its containment chamber. When D1823 arrives near the upper right portion of the maze, SCP 173 starts to move towards that direction and stops moving 8 feet away at a corner maze hall, where D1823 was walking towards. D1823 turns the corner and makes contact with the statue. D1823 backs away while looking in the direction of the statue, where as the statue pursuits him down the same maze hall. There is no other option for SCP 173, as that portion of the maze does not have multiple paths to one area. D1823 reaches a dead end of the maze while still facing SCP 173. SCP 173 can be seen on the sensor panel moving closer and close to D1823, before D1823's vitals' drop to a stand still on the monitor. Experiment Log 173-MT3 D7238 enters the containment chamber and is ordered to survive in the maze for 3 minutes. D7238 makes immediate contact with SCP 173, and avoids the objects advances. D7238 has made it to the middle portion of the maze still being pursued by SCP 173. For a small portion of time SCP 173 stops it's pursue and hugs against a wall. After a few seconds it began its pursuit for D7238 again (This behavior has never been observed before). D7238 survived for 1 minute and 13 seconds before succumbing to SCP 173. Note: It has never been observed before inside a testing environment, or outside during a containment breach that SCP 173 will stop pursuing a subject it has made contact with. Theory could be that SCP 173 may lose interest over time while in pursuit. More testing must be done to prove this. Addendum 1: SCP 173 has been observed to hold great knowledge of subjects whereabouts and will sometimes patiently wait for subjects to view the statue before pursuing. Maze was not built for confusion, future mazes will be built in larger rooms with more complexity to see if SCP 173 knows exact pin point locations of multiple subjects.
  18. So what I believe is happening since its the same model path is that its using the old hit boxes from the original black burn model which had the same issues as we are currently having. A theory to fix this is make this model pack a priority over the older model pack by uninstalling and reinstalling the older model pack. Theres also another bug with the stripe decal which you can see right here in these clips https://medal.tv/games/garrys-mod/clips/9KQsuNqZ5ObtP/d13374y0nUfV?invite=cr-MSxuNHYsMjEyNTk4NzYs This first clip shows that the helmet decal will not update even though its being changed in the body group menu. https://medal.tv/games/garrys-mod/clips/9KQZaOGeFI6Ec/d1337UxMIrSe?invite=cr-MSxlb0MsMjEyNTk4NzYs The second clip here shows that if you go on a different class switch the top body group and switch back it will switch to its proper body group.
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