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Hades on you

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Posts posted by Hades on you

  1. 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.

  2. 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.

  3. 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

     

  4. 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 HCMDCI 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.)

    • Like 1
    • Dislike 1
  5. -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.

  6. (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.

    • Thanks 1
  7. 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. 

  8. 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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