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Showing results for tags 'combat'.
Post name: Global Time to Kill Nerf What are you suggesting? - Removing the negative multiplier on damage for all weapons. (Bring back old TTK) How would this change better the server? - It would improve the current status that combat is in at the moment. For me and many others combat on this server is boring, bland, and just outright annoying. Currently people crouch and jump spam while shooting at their targets, not taking cover unless they are at very low HP, and has no tactical input other than head glitching on rooftops and barricades. Even ambushes with mass amounts of people are ineffective unless you have ~10 people. Within the past 6 months Snipers, LMGs, and DMRs were buffed and showed improvement, however shortly after were nerfed because other classes could not compete. As of right now it takes 2-3 mags to consistently kill regular combative classes in combat. With removing the negative damage multiplier it would "bring back" the old TTK that we used to have and would make the server be more tactical oriented, rather than crouch and jump spamming until the target is dead. I think it would bring back the spice in combat that we have been missing for a very very very long time and would make combat much more enjoyable. Are there any disadvantages of making this change to the server? If so, explain. - Lower HP jobs like D-Class and some classes in GENSEC would be put at a disadvantage at first, however with proper planning and placement can easily terminate higher HP classes. Who would this change mostly benefit? - This change would benefit all of combative classes. Please link any workshop content, screenshots, or anything that you think may be helpful to those who view this suggestion - These are some clips that I have gathered from our current Time to Kill https://medal.tv/games/garrys-mod/clips/jS6yUZF3HUGgs/d1337es1uq8z?invite=cr-MSxTYjcsMzIzMTA5Myw https://medal.tv/games/garrys-mod/clips/jSrqZEupMzpLJ/d1337jFMRITA?invite=cr-MSx3UXgsMzIzMTA5Myw These are some clips that I have gathered from the old Time to Kill https://medal.tv/games/garrys-mod/clips/jS1aFMrAxkdyO/d1337oRLigoq?invite=cr-MSxVR3AsMzIzMTA5Myw https://medal.tv/games/garrys-mod/clips/4YpoovSWlEQcW/d1337bwdrPAC?invite=cr-MSxsc08sMzIzMTA5Myw As you can see from the current clips, right now the meta is to jump and crouch spam while shooting. In the old clips you can see that proper placement and tactical input can make a whole difference whether you survive or die. Even when outnumbered on a basic combative class, it is possible to win an uneven fight. Point is I think we should bring back the old TTK as it was much more enjoyable than the current meta and is much more entertaining.
Post name: New Surface Objective "CONQUEST" (ECHO-5 Rework) What are you suggesting? - A new surface game mode that will replace the current ECHO-5 raid. How it works: In this new game mode you will dominate the surface by controlling three points of interest on the map. These POI's are ZONE ALPHA (Pirate ship lake), ZONE BETA (Abandoned town), and ZONE CHARLIE (Chemical facility aka ECHO-5). These are the GREEN ZONES on the map. RED ZONES are safe zones. These zones contain spawn areas. No one can shoot into or out of the red zones. ONCE YOU LEAVE THE RED ZONE YOU CANNOT RE-ENTER THE ZONE!!! Each zone will take 15 seconds to capture. Zones cannot be captured when an enemy is within the zone radius. If a enemy enters a zone being captured, the zone will pause capturing until only one faction is present within the zones radius. Once the enemy is removed from the zone, the zone will resume being captured. When a faction captures a zone that faction will begin to earn points. The faction with the most amount of points at the end of the time limit will be victorious and earn the reward (up to SMT). Who can participate: Chaos Insurgency RRH E-11 With SITE ADMINISTRATIONS APPROVAL the following units can be sent to reinforce foundation forces. G9 HTF Sarkic can roam surface and terminate/capture players as usual however, they CANNOT start a raid on the Foundation or Chaos Insurgency until conquest is over. NO OTHER UNITS CAN PARTICIPATE OR INTERFERE WITH A CONQUEST!!! Raid timer and controls: Conquest can be activated by E11 or Chaos Insurgency once every hour. Each conquest event takes fifteen minutes. During a conquest event NLR from both teams are nullified. There must be at minimum ten combatant representatives on each faction EXCLUDING G9 AND HTF to start a conquest. These include custom characters and exclude AFK players on appropriate jobs. Chaos Insurgency CANNOT raid while a conquest is active. Foundation Forces CANNOT start a conquest while code black is activated or a chaos raid is in progress. How would this change better the server? - With this rework, it will give entertaining combat experience to involved players. At the moment the ECHO-5 raid has not been used frequently by either factions because it is (in my option) boring and not worth the reward. Are there any disadvantages of making this change to the server? If so, explain. - There are no disadvantages of making this change to the server as it eliminates a rarely used event and replaces it with a more entertaining one. Who would this change mostly benefit? - Combative branches that spawn on surface (CI, RRH, E11, and Sarkic). Please link any workshop content, screenshots, or anything that you think may be helpful to those who view this suggestion - https://www.gmodstore.com/market/view/conquest-capture-points-ingame-config There are multiple conquest/domination addons available. This is just an example of a widely used one. Side note: Obviously this is a suggestion meaning lots of components can change such as time limits, rewards, units involved, etc. My main focus is the event itself as I want it to be as fun and enjoyable for all players involved.
What you want to see? - My suggestion is a rebuff for the Xmas Hammer. Not only to bring it back up to a point that those who purchased it for its damage don’t feel like they wasted their money, but also to incite more fun in the server. If there is no tough combat, what’s the point? I’d say the hammer should be rebuffed to 100-120. 100 being the bottom line, 120 being what the ideal damage should be. It’s a huge hammer and would do much more damage than the bat. I also ask that whoever is reading this take a good look at the comments section and read the arguments of those supporting the hammer rebuff, as the arguments being made on both sides are considerable. Why should we add it? - It was a collectible one time weapon that was supposed to be very good and for good reason, as it’s limited time. It did 150 damage and was an absolute beast. However, not many people got it to my surprise. Even then it was a game changer. Never before have dclass been able to go against mtf and put up a halfway decent fight without a gun. Dclass were able to take out atleast one enlisted on each life, and it made dblock exciting. The thrill of the riot is always a blast. The reason people purchased it was because it was so good and could only be obtained in a short amount of time. Because of this, only one DClass main has it. I’ve never seen more than 2 hammers in dblock at a time in my hundreds of gameplay hours. Even then, that’s only when they are on. 99% of the time Gensec have no problem with Dclass. They have weak weapons and even if 20 of them charge, 5 gensec can win the battle simply because none of them have a weapon like the hammer. Not many people have this weapon and those who bought it, bought it because it was special. Now it does 80 damage whilst the bat does 120 on full swing. What was the purpose in buying the hammer If it isn’t special? It is unfair to the small amount of people who purchased it that the damage is now worse and coupled with the slow swing, making it literally less effective than a bat which you can buy at anytime? I’d say it isn’t. It’s a sledgehammer, realistically it would do much more damage than the bat. However it only does 80 now, making it an all around worthless weapon and worse than the previous holiday weapon by far. Not only do I want to see this change, but many MTF and Security do as well. Many in MTF low and high command wish this to be so, and even multiple SEC command feel like the huge nerf from 150 to 80 is not only unrealistic, but not fair and doesn’t make any sense. I’m already working on a petition sheet for proof of said command members supporting this suggestion. What are the advantages of having this? - MTF and SEC have both utilized the hammer greatly in combat. MTF used it to take down incredibly strong CI CC’s and I can attest to the hammers usefulness when fighting Dclass in a crowd setting. Both foundation branches have been able to counter the largest threats facing them with it. Since not many people have it at all, it is a great card to have up your sleeve in a fighting situation. It is also useful to the few dclass who have it, as they are able to fight against mtf and heavily armored security with a halfway decent fight. Who is it mainly for? - Those within the foundation. Both MTF and Security would benefit for getting the hammer back up to a reasonable damage. Security are able to better fight dclass custom classes and CI, something that is very taxing with firearms.
What you want to see? - 1245-2 harpoon should have a melee attack. Why should we add it? - Instead of just throwing your harpoon you can also melee attack people, What are the advantages of having this? - So when you throw your harpoon MTF could kill you when your trying to retrieve but instead of taking the risk you can choose the option to melee attack them instead of throwing your harpoon and having to retreive it. Who is it mainly for? - SCP-1245-2 Links to any content - n/a