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1stSavagerY

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Posts posted by 1stSavagerY

  1. Crazy? i was crazy once. they locked me in a room. a rubber room. a rubber room with rats. and rats make me crazy.  Crazy? i was crazy once. they locked me in a room. a rubber room. a rubber room with rats. and rats make me crazy.  Crazy? i was crazy once. they locked me in a room. a rubber room. a rubber room with rats. and rats make me crazy.  Crazy? i was crazy once. they locked me in a room. a rubber room. a rubber room with rats. and rats make me crazy.  Crazy? i was crazy once. they locked me in a room. a rubber room. a rubber room with rats. and rats make me crazy.  Crazy? i was crazy once. they locked me in a room. a rubber room. a rubber room with rats. and rats make me crazy.  Crazy? i was crazy once. they locked me in a room. a rubber room. a rubber room with rats. and rats make me crazy.  Crazy? i was crazy once. they locked me in a room. a rubber room. a rubber room with rats. and rats make me crazy.

    -support i did not give you permission to resign!!!

  2. 3 minutes ago, Mangoo said:

    +support for all, save for the two Subbranch job additions and the bouncing betty's. Its not even because they are good, sure the new hotshot inferno job would have 200/200 but its weapons are mid or equivalent to the current ones at best, and the new deadshot job is just way worse than you're current deadshot job. I feel these classes just add clutter, they'll get used for maybe all of 2 days, then people will realize they either arent good or just are not worth playing on. 

    Bouncing betty's are also just worse than slams and is another thing for SMT to add. Overall your changes are good just like half of these changes feel pointless 

     

  3. Denied

    Strikes are a way to let members know that they made a mistake and to guide them onto the right path while giving them another chance.  The punishment given for what happened fits what happened and was agreed upon by SCMD+

    • Like 1
  4. 1 hour ago, Cardigan Backyardigan said:

    dawg yall don't need 10 entire HP buffs when you already have more HP than the other MTF branches.

     

    You have a job which you get at PVT (Combat Engineer) THE SAME HEALTH AS HTF. That is absolutely crazy and so unneeded.

     

    HP is completely fine how it is, I don't think your NCO job should be just as good as the other MTF Officer jobs. Its just completely insane and I don't see a reason for it.

     

    -support.

    This is ridiculous that one of the starting jobs for the branch, a branch with no rank restrictions to join unlike D5 and Nu7, has the same hp as the strongest class in nu7, especially a job used primarily for fixing things.  CE would have the same overall HP as their officer job and more hp than their NCO job.  How is this needed or supposed to be fair?  HP is way too high for these jobs and is unfair to other branches, there will literally be no incentive at all to join them anymore when you have to reach a certain rank to join them in the first place and they are weaker.
    -SUPPORT

    • Like 1
  5. On 8/7/2022 at 6:16 PM, Demon Dice said:

    Spray is one of the nicest people I've met on the server he always trys to help and he has never really been a minge or toxic to my knowledge, so I think he can be trusted with a higher staff rank.

    +SUPPORT

     

  6. 24 minutes ago, bop said:

    1.5 would be too high, if you want to do the math yourself when it comes to gun damage, multiply the damage of your gun by the ttk

    But yes, we can move the values around for testing

    I just checked the values with a 1.5 modifier and I agree, guns would be too powerful.  Would a limb damage modifier of .5 and a default ttk of .9 be a possible workaround?

  7. 2 hours ago, Orange 🍊 said:

    +Support

    Amazing idea

    Was there with the last mining system anyways

    if armor  charges are glitchy and can’t drop, maybe run a command to set armor to the person to 100.

    needs to be added back ong but should be limited on how much u can spawn per life as ive seen many times people trying to spawn in dozens of armorkits to crash the server.  maybe a cap can be placed on it?

    +support

  8. 5 hours ago, bop said:

    TTK has been temporarily increased to .85 for testing

    thank you sir boppington.  also would it be possible if we mess around with the number every now and then to see how it plays out?  like for a day try out 1.5 and if its too high bring it back down so that we could find an equilibrium?

    • Skull 1
  9. 9 hours ago, Grеg said:

    -Support 
    Forgot enlisted have very low health moving to -support as onetap is bad

    -support gun is literally better than the m82, how is that no op against people who have minimal health and armor

  10. 9 minutes ago, Pills said:

    -Support

    I kind of like the current combat, it doesn't take too long to kill if you hit your shots. If any guns need to be changed just go to #gun-balances in discord. I feel like this will require LOTS of gun balances and hp/ap changes for SCPs so maybe add a suggestion to what those would look like as well?

     

    i do suspect that it would require lots of rebalancing, and i planned on making a document soon that would include what changes to what guns would have to be made to balance them out again because the ar's, shotguns, and dmrs especially would need a lot of rebalancing , and the big boy scps like 939, 682, and 354 would definitely hp/armor buffs to match a change like this. I made this with the hitreg in mind since i know most shots that are supposed to hit where blood will show on the wall and where you get a hitmarker dont actually register, something im not sure is taken into consideration but really should be when it comes to the TTK on the server

  11. What are you suggesting? -  Raise TTK from .75 to either 1.0 or 1.25 (on top of the gun balancing) [This is a TTK suggestion not a gun balancing one, but it would require gun balancing if implemented]

    How would this change better the server? - Engagements would have to be thought out more, requiring more coordination between branches and combatants to work towards their goal.  PvP has been stagnant for a while and engagements are super long and drawn out, making PVP boring, uninteresting, and annoying more than anything else as it realistically tags over a mag of an AR to kill someone when it should take a significantly shorter amount of time.  Improving the TTK would allow for more teamwork and would allow both the individual to make a difference in a fight as well as good coordination between a group of individuals.  It would also allow for more RP for branches like Util/Research/RND as head-on engagements would be shorter.  D class pushes would be more dangerous but on the contrary pushes back from gensec/mtf would be equally dangerous.  Would make gunplay also significantly better - shotguns would be viable against all sorts of classes, AR's would feel like ARs and do great at medium range, snipers would destroy most classes at far ranges, DMR's would finally be leathal at medium/long range, and pistols would actually be usefull.  Melee weapons would have to be raised as well to match this as well as the HP of some SCP's

    Are there any disadvantages of making this change to the server? If so, explain. -  No

    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

    • Like 3
  12. 7 hours ago, Demon Dice said:

    Yea I agree alot of times with branch updates there are simple changes that dont really need to be explained further. And also pretty much all HCMD talk about what they are gonna be doing/changing with there sub branches ect... with LTCOL+ and the respective Sub Branch head. Aswell that we talk to pretty much all other HCMD and SA to get there input and approval, so I feel adding a rule for this would just cause a headache and would ultimately be pointless.

    -SUPPORT

    ^this exactly. -support

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