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SAINTY.

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Posts posted by SAINTY.

  1. Introducing… 69th Medical Pararescue Division

    In this update, we will be completely redoing the current Medical Rescue sub battalion, and renaming it the “69th Medical Pararescue Division”

    Job Name:

    Old: 69th Medical Rescue Squadron
    New: 69th Medical Pararescue Division

    Loadout:
    Old: rw_sw_bino_dark, tfa_nmrih_kknife, keys, rw_sw_dc17ext, rw_sw_se14cc, rw_sw_e11_noscope, rw_sw_e11, rw_sw_tl50, weapon_bacta_grenade, bacta_kit, booster_bacta_kit, weapon_squadshield_arm, garde_a_vousv1.1, cross_arms_swep, weapon_armorkit, zeus_smokegranade.

    Remove: rw_sw_tl50, zeus_smokegranade, rw_sw_e11_noscope, rw_sw_e11
    New: rw_sw_tl40, rw_sw_dlt19s
    New: Add Entity F4 Menu: starwars_jetpack


    New Model Pack: https://steamcommunity.com/sharedfiles/filedetails/?id=1907141074

    In this model pack, we will need the following models extracted and added to the ONE job:

    Trooper: models/player/bunny/zephyr_imperial_medics/zephyr_medic_trooper.mdl

    Sergeant: models/player/bunny/zephyr_imperial_medics/zephyr_medic_sergeant.mdl

    Lieutenant: models/player/bunny/zephyr_imperial_medics/zephyr_medic_lieutenant.mdl

    Officer: models/player/bunny/zephyr_imperial_medics/zephyr_medic_officer.mdl



    These are the 4 models we need for the job. Just like the Shock Heavy, to avoid having multiple jobs for one sub class, we will include the 4 models on the same job. This will be monitored closely to prevent people from “abusing” this.

    This job will bring a fresh new subclass to Medical, the jetpacks will be monitored very closely and have harsh restrictions.

  2. 69th Medical Corps: Battalion weapon update.

    Jobs that will be changed in the following update:
    69th Medical trooper
    69th Medical Sergeant
    69th Medical Vice Commander
    69th Medical Commander

    ------------------------------------------------------------------------


    Job Name: 69th Medical Trooper

    Weapon Loadout: rw_sw_bino_dark, keys, rw_sw_dc17ext, rw_sw_e11_noscope, rw_sw_e11, bacta_kit, booster_bacta_kit, garde_a_vousv1.1, weapon_armorkit

    Remove:  rw_sw_e11_noscope, rw_sw_e11

    Add: rw_sw_dlt19s

    Reason for this change: We want to change the medical loadout to remove unnecessary weapons from each job. In a previous weapon buff we have changed the DLT-19s to be one of medicals main weapons in this weapon rehaul.

    ------------------------------------------------------------------------
    Job Name: 69th Medical Sergeant

    Weapon Loadout: rw_sw_bino_dark, tfa_nmrih_kknife, keys, rw_sw_dc17ext, rw_sw_se14cc, rw_sw_e11_noscope, rw_sw_e11, rw_sw_tl40, weapon_bacta_grenade, bacta_kit, booster_bacta_kit, garde_a_vousv1.1, cross_arms_swep

    Remove: rw_sw_e11_noscope, rw_sw_e11

    Add: rw_sw_dlt19s

    Reason for this change: We want to change the medical loadout to remove unnecessary weapons from each job. In a previous weapon buff we have changed the DLT-19s to be one of medicals main weapons in this weapon rehaul.

    ------------------------------------------------------------------------
    Job Name: 69th Officer

    Weapon Loadout: rw_sw_bino_dark, tfa_nmrih_kknife, keys, rw_sw_dc17ext, rw_sw_se14cc, rw_sw_e11_noscope, rw_sw_e11, rw_sw_tl40, rw_sw_dlt19, weapon_bacta_grenade, bacta_kit, booster_bacta_kit, weapon_squadshield_arm, garde_a_vousv1.1, cross_arms_swep, weapon_armorkit

    Remove: rw_sw_e11_noscope, rw_sw_e11, rw_sw_dlt19,

    Add: rw_sw_dlt19s, rw_sw_dp23

    Reason for this change: We want to change the medical loadout to remove unnecessary weapons from each job. In a previous weapon buff we have changed the DLT-19s to be one of medicals main weapons in this weapon rehaul.

    ------------------------------------------------------------------------
    Job Name: 69th Medical Vice Commander

    Weapon Loadout: rw_sw_bino_dark, tfa_nmrih_kknife, keys, rw_sw_dc17ext, rw_sw_se14cc, unarrest_stick, rw_sw_tl40, rw_sw_dlt19, rw_sw_dp23, weapon_bacta_grenade, bacta_kit, booster_bacta_kit, weapon_squadshield_arm, zeus_smokegranade, garde_a_vousv1.1, cross_arms_swep, cross_arms_infront_swep

    Remove: rw_sw_dlt19

    Add: rw_sw_dlt19s

    Reason for this change: We want to change the medical loadout to remove unnecessary weapons from each job. In a previous weapon buff we have changed the DLT-19s to be one of medicals main weapons in this weapon rehaul.

    ------------------------------------------------------------------------
    Job Name: 69th Medical Commander

    Weapon loadout: rw_sw_bino_dark, tfa_nmrih_kknife, keys, rw_sw_dc17ext, rw_sw_se14cc, unarrest_stick, rw_sw_tl40, rw_sw_dlt19, rw_sw_dp23, weapon_bacta_grenade, bacta_kit, booster_bacta_kit, weapon_squadshield_arm, zeus_smokegranade, garde_a_vousv1.1, cross_arms_swep, cross_arms_infront_swep

    Remove: sw_dlt19

    Add: rw_sw_dlt19s

    Reason for this change: We want to change the medical loadout to remove unnecessary weapons from each job. In a previous weapon buff we have changed the DLT-19s to be one of medicals main weapons in this weapon rehaul.

     

  3. Weapon Changes: DLT-19s
    rw_sw_dlt19s

    -----------------------------------------------------------------

    Current stats:
    - Accuracy = 2
    - Firerate = 600RPM
    - Mobility = 100%
    - Damage = 25
    - Range = 0.76K
    - Stability = 93%

    ------------------------------------------------------------------

    New stats:
    - Accuracy = 2
    - Firerate = 1200RPM
    - Mobility = 100%
    - Damage = 16
    - Range = 0.76K
    - Stability = 93%

    Why should this weapon be updated?: This weapon will be added to the majority of Medical Jobs, in a small - Medium range. This will be replacing their usual LMG, which doesn't suit the battalion as much as this weapon change. With the damage reduction and RPM increase, it balances out the change and will not shred people, which is accurate for Medical.

  4. 5 hours ago, Mr_Carl_Wheezer said:

    + and - support 

    This can and would be helpful

    But  there are also cons to this

    + people would save time to go back to a location if they die 

    - people with tac inserts may feel that this is unfair that they payed money for that reason and others will not.

    I personally do not have it, but people with it may feel that it is unfair I think this should go into careful consideration just becuase tac inserts have almost the same concept and purpose of the Defibs

     

    You do not have to stay dead when you die. Nothing would be stopping you from respawning and using your tac.

    • Like 1
  5. Medical Battalion update: The addition of Defibs!

    Addition: https://www.gmodstore.com/market/view/the-defibrillator-a-thing-that-every-medic-needs

    Jobs this will be added to:
    “69th Medical Commander”
    “69th Medical Vice Commander”
    “69th Medical Officer”
    “69th Medical Research Division”
    “69th Medical Rescue Squadron”
    “69th Medical Droid”
    “69th Medical Sergeant”
    “69th Medical Trooper”
    “69th Medical Assault Unit”

    Weapon loadout: No weapon / kit changes for any job, but the addition of the defib for each job.

    Why should this be added?

    This should be added to enhance the role of medical both on ship and off ship. People can comms in if someone has died on ship, where medical will then send troops over to help. They will be needed offship on a multitude of different missions including SOC with their new kit addition to revive people.

    • Like 3
  6. +Support

    the whole of HC sat down and discussed this. We came up with a democratic agreement that this would not only make battalions feel better about their clearance level, it would also prevent minges from entering critical areas such as the Engine Core and bridge. Killing 2 birds, with 1 stone.

     

    formatting sucks ass because I’m on my phone.

    • Gaminglight Love 1
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