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  1. Battalion Name: Purge Job/Class Name: Purge Fireteam Spectre Weapon Kit: - Current loadout: rw_sw_dc17_purge, rw_sw_e11d, rw_sw_dc19le, rw_sw_dlt20a - Add: rw_sw_dp23 - Remove: rw_sw_dc19le Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): The DC-19LE lacks usage and is overall just a gimmick due to lacking scenarios where a silenced blaster would come into play, as well as the DLT-20A overshadowing it. The DP-23 would get more use and is already a weapon purge uses. Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: Yes, the DC-19LE is not very fun for either side to use. The blaster is hardly used and when it is used it can be quite annoying. The DP-23 instead fills a niche FS previously didn't have, is more recongizable and has overall better counter play. It is also currently used by purge brawlers to a decent degree of success.
  2. Battalion: 501st Job/Class Name: 501st Phase Zero Executioner [T2] Job Scale: 1.04 Health: - Current: 250 - New: 550 Armor: - Current: 50 - New: 175 Reason for health/armor changes: To better standardize the HP and Armor pools available to the Phase Zero jobs, while still having some variance given the new roles available to them. Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: Yes, as these HP and Armor pools get the jobs to a standard range already available to the base Phase Zero Trooper, and the scaling will have it be equivalent to the current scale of the base Phase Zero Trooper as well. Job/Class Name: 501st Phase Zero Combustion Trooper [T3] Job Scale: 1.04 Health: - Current: 300 - New: 600 Armor: - Current: 100 - New: 200 Reason for health/armor changes: To better standardize the HP and Armor pools available to the Phase Zero jobs, while still having some variance given the new roles available to them. Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: Yes, as these HP and Armor pools get the jobs to a standard range already available to the base Phase Zero Trooper, and the scaling will have it be equivalent to the current scale of the base Phase Zero Trooper as well.
  3. Battalion Name: Tank Trooper Job/Class Name: Shore Trooper Current HP: 300 New HP: 500 Current armor: 100 New armor: N/A Weapon Kit: - Current loadout: rw_sw_e22 | rw_sw_dlt19 | rw_sw_k16 | deployable_shield |rw_sw_scattershotgun - Add: rw_sw_huntershotgun | alydus_fusioncutter | rw_sw_tl50 - Remove: rw_sw_scattershotgun | rw_sw_dlt19 Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): Shore's transition to an IPO requires these changes to ensure fairness, while still keeping the IPO edge. Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: Implementing these changes for the Shore is Beneficial. It brings back the excitement and engagement that the Army hasn't seen since its last IPO almost a year ago. This move revitalizes the server, benefiting everyone involved. Job/Class Name: Shore Trooper NCO Current HP: 400 New HP: 600 Current armor: 100 New armor: 150 Weapon Kit: - Current loadout:rw_sw_dlt19 | rw_sw_e22 | rw_sw_dp23 | rw_sw_k16 | deployable_shield| rw_sw_pinglauncher | lfs_antiairturret - Add:rw_sw_huntershotgun | alydus_fusioncutter | rw_sw_tl50 - Remove: rw_sw_dp23 | rw_sw_dlt19 | lfs_antiairturret | rw_sw_pinglauncher Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): Shore's transition to an IPO requires these changes to ensure fairness, while still keeping the IPO edge. Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: Implementing these changes for the Shore is Beneficial. It brings back the excitement and engagement that the Army hasn't seen since its last IPO almost a year ago. This move revitalizes the server, benefiting everyone involved. . Job/Class Name: Shore Trooper Officer Current HP: 450 New HP: 650 Current armor: 150 New armor: 200 Weapon Kit: - Current loadout:rw_sw_dlt19 | rw_sw_e22 |rw_sw_huntershotgun | rw_sw_k16 | rw_sw_pinglauncher | lfs_antiairturret - Add: alydus_fusioncutter | rw_sw_tl50 | rw_sw_dp23 - Remove: lfs_antiairturret | rw_sw_dlt19 | rw_sw_huntershotgun | rw_sw_pinglauncher Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): Shore's transition to an IPO requires these changes to ensure fairness, while still keeping the IPO edge. Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: Implementing these changes for the Shore is Beneficial. It brings back the excitement and engagement that the Army hasn't seen since its last IPO almost a year ago. This move revitalizes the server, benefiting everyone involved. Job/Class Name: Shore Trooper Heavy Current HP: 350 New HP: 500 Current armor: 100 New armor: 200 Model Path: - Current model: models/player/bunny/coastal_defence_garrison/shoretrooper_sergeant.mdl -new model: models/player/bunny/coastal_defence_garrison/shoretrooper_officer.mdl Weapon Kit: - Current loadout:rw_sw_e22 | rw_sw_z6i | rw_sw_k16 | deployable_shield - Add: N/A - Remove: N/A Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): Shore's transition to an IPO requires these changes to ensure fairness, while still keeping the IPO edge. Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: Implementing these changes for the Shore is Beneficial. It brings back the excitement and engagement that the Army hasn't seen since its last IPO almost a year ago. This move revitalizes the server, benefiting everyone involved. Job/Class Name: Tank Trooper Commander Weapon Kit: - Current loadout: rw_sw_e11t, rw_sw_huntershotgun,rw_sw_t21, rw_sw_se14r, rw_sw_smartlauncher,deployable_shield, alydus_fusioncutter, alydus_fortificationbuildertablet - Add: lfs_antiairturret, rw_sw_pinglauncher, rw_sw_dlt19 - Remove: rw_sw_t21, Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?):The reason for these changes is the DLT-19 will give the job more of a fresh kit as the kit has never been changed since it came out and with the anti air turret and ping launcher since we are changing shore we didn’t want tank to lose out on these two items because of that. Job/Class Name: Tank Trooper VCMDR Weapon Kit: - Current loadout: rw_sw_e11t, rw_sw_huntershotgun,rw_sw_t21, rw_sw_se14r, rw_sw_smartlauncher,deployable_shield, alydus_fusioncutter, alydus_fortificationbuildertablet - Add: lfs_antiairturret, rw_sw_pinglauncher, rw_sw_dlt19 - Remove: rw_sw_t21 Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): The reason for these changes is the DLT-19 will give the job more of a fresh kit as the kit has never been changed since it came out and with the anti air turret and ping launcher since we are changing shore we didn’t want tank to lose out on these two items because of that. Job/Class Name: Tank Trooper Officer Weapon Kit: - Current loadout: rw_sw_e11t, rw_sw_huntershotgun,rw_sw_t21, rw_sw_se14r, rw_sw_smartlauncher,deployable_shield, alydus_fusioncutter, alydus_fortificationbuildertablet - Add: lfs_antiairturret, rw_sw_pinglauncher, rw_sw_dlt19 - Remove: rw_sw_t21 Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): The reason for these changes is the DLT-19 will give the job more of a fresh kit as the kit has never been changed since it came out and with the anti air turret and ping launcher since we are changing shore we didn’t want tank to lose out on these two items because of that. Job/Class Name: Tank Trooper NCO Weapon Kit: - Current loadout: rw_sw_e11t, rw_sw_huntershotgun,rw_sw_t21, rw_sw_se14r, deployable_shield, alydus_fusioncutter, alydus_fortificationbuildertablet - Add:lfs_antiairturret, rw_sw_pinglauncher, rw_sw_dlt19 - Remove: rw_sw_t21 Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): The reason for these changes is the DLT-19 will give the job more of a fresh kit as the kit has never been changed since it came out and with the anti air turret and ping launcher since we are changing shore we didn’t want tank to lose out on these two items because of that.
  4. What do you want to see?: I would love to see a few changes made to the current system. Show who placed the arrest warrant Auto-remove the AOS when someone: Dies Changes job Is arrested Show a tag above a person's head, similar to the shadow banned job, that says AOS Publish a message in chat when a new arrest has been filed or completed/cancelled Give the data pad to Naval and SO (along with anyone else with an arrest stick) Why should we add it?: These changes would allow a better method of communication for Shock, Naval and others with arrest sticks to see AOS’ and know who is and isn’t arrestable. What are the advantages of having this?: It would allow shock and SO to know who is currently AOS and know when AOSed people have died and are no longer arrestable. Who is it mainly for?: Shock, SO, Naval, HCOM and anyone who is frequently AOSed
  5. Battalion Name: 501st Old Job/Class Name: 501st Phase Zero Trooper (T3) New Job/Class Name: 501st Phase Zero Trooper (T1) Weapon Kit: - Current loadout: Radio (dradio), DP 23(rw_sw_dp23), Jet Pack, Imperial Shield (rw_sw_shield_imp), Binoculars(white) (rw_sw_bino_white), Dual Westar 35(rw_sw_dual_westar35), EL-16HFE (rw_sw_el16hfe), Valken 38a (rw_sw_valkenx38a) - Add: Battalion Activity Logger (activity_logger) - Remove: Valken 38a (rw_sw_valkenx38a) Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): Yes because it is the current loadout of the Phase Zero job and is still fine comparing to the other Battalions, it is only losing the Valken as a DMR is not necessary for a T1 job and it doesn’t need to be on the base phase trooper when they have a sniper job Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: The marksman job is unused and dead replacing it with the normal Phase Zero job and using this Tier 1 spot for a Sub branch that's Active and being used will benefit the Battalion by removing unused parts and replacing them with fresh opportunity to existing members and new ones. Old Job/Class Name: 501st Marksman (T1) New Job/Class Name: 501st Phase Zero Executioner (T2) New Job/Class Model: models/nada/ApatheticDarkTrooper.mdl Weapon Kit: - Current loadout: Radio (dradio), TL-40(rw_sw_tl40), DH-17(rw_sw_dh17), IQA-11(rw_sw_iqa11), Binoculars(white) (rw_sw_bino_white), TL-50(rw_sw_tl50), Battalion Activity Logger (activity_logger) - Add: Dual Westar 35(rw_sw_dual_westar35), EL-16HFE (rw_sw_el16hfe), DLT-19x (rw_sw_dlt19x), Imperial Shield (rw_sw_shield_imp), Jet Pack, Binoculars(dark) (rw_sw_bino_dark) - Remove: DH-17(rw_swl_dh17), DP-24(rw_sw_dp24), TL-40(rw_sw_tl40), IQA-11(rw_sw_iqa11), Binoculars(white) (rw_sw_bino_white) Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?):Yes because at current the Marksman sees almost zero usage, and incorporating it as an option for Phase Zero with a revitalized kit would increase the desire for usage among players. Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: Yes, as these are components of the basic Phase Zero kit along with a sniper better fit with the current balance of snipers available on the server. Old Job/Class Name: 501st Jump Trooper (T2) New Job/Class Name: 501st Phase Zero Combustion Trooper (T3) New Job/Class Model: models/nada/ApatheticDarkTrooper.mdl Weapon Kit: - Current loadout: Binoculars(white) (rw_sw_bino_white), Radio (dradio), TL-40(rw_sw_tl40), CR-2(rw_sw_cr2), PLX-1(rw_sw_plx1) - Add: Battalion Activity Logger (activity_logger), Dual Westar 35(rw_sw_dual_westar35), EL-16HFE (rw_sw_el16hfe), Binoculars(dark) (rw_sw_bino_dark), Imperial Shield (rw_sw_shield_imp) - Remove: TL-40(rw_sw_tl40), CR-2(rw_sw_cr2), Binoculars(white) (rw_sw_bino_white) Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): Yes, as these are components of the basic Phase Zero kit and the Jump Trooper kit, and with a revitalized kit available to Phase as a Certification. Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: These changes standardize the available weapons further allowing for greater skill development, as well they are utilizing gear already available to the battalion and don’t upset the present balance of power.
  6. Battalion Name: Stormtrooper Job/Class Name: STRM Eclipse Model Path: - Current model: models/aussiwozzi/stormcommando.mdl Weapon Kit: - Current loadout: rw_sw_dlt20a | rw_sw_tl50 | rw_sw_dual_dc17ext | weapon_armorkit | booster_bacta_kit | gmod_flashbang | rw_sw_bino_dark | dradio | keys | wos_inventory | activity_logger | cross_arms_swep | cross_arms_infront_swep | bkeycard Health: - Current: 550 Armor: - Current: 250 Description (Optional): This is the Medic job for STRM. We made the weapon choice so the nightingale and help at range to keep themselves the lifeline of the squad safe along with any VIP’s. There would only be 1 slot available on this Job. ____________________________________________________________________________ Job/Class Name: STRM Skirmisher Model Path: - Current model: models/aussiwozzi/stormcommando.mdl Weapon Kit: - Current loadout: rw_sw_dc19 | rw_sw_huntershotgun | rw_sw_dual_dc17ext | gmod_flashbang | deployable_shield | rw_sw_bino_dark | dradio | keys | wos_inventory | activity_logger | cross_arms_swep | cross_arms_infront_swep | bkeycard Health: - Current: 550 Armor: - Current: 250 Description (Optional): This is the Close Quarters Combat job for STRM. We made the weapon choice so the Skirmisher can excel in tight spaces and breach and clear scenarios. We plan to have 2 Slots available. ____________________________________________________________________________ Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: This benefits our community because Stormtroopers are currently having a very hard time gaining and retaining as we are seen as the default. This addition will help flush out our Special forces Squad to a fully self sufficient squad for missions and events and sims. The reason for the job slots is due to STRM being a goal and tends to be small, but currently has as many members as our whitelist can have which is four. It is our Main Draw to the battalion and we want it to be open. Weapon Choice was done to be similar to the main branch but unique. We talked to medical first and they condoned our creation of a limited medical unit, who shall be trained by the medical battalion bringing cooperation and cross battalion activity and interaction.
  7. Battalion Name: Inquisitor Old Job/Class Name: Inquisitor Assassin [T3] New Job/Class Name: Inquisitor Assassin [T2] Whitelist Needed: Lore IQ, IQ HCOM+ May Whitelist for Assassin IF You have T2/Apprentice Rank Weapon Kit: Current Loadout: Radio (dradio), Binoculars Dark (rw_sw_bino_dark),Personal Lightsaber (weapon_lightsaber_personal), Assassin Sabers (weapon_inquisitor_assassin_lightsaber) Add: DC-17s (rw_sw_dc17s),New Force Ability Longer Cloak Duration (Assassin Saber Only, weapon_inquisitor_assassin_lightsaber) Remove: N/A Nerf: IQ Assassin Saber Damage from 300 --> 200 Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): These updates will keep the IQ Assassin role balanced and engaging for all players, Which will allow us to gain more interest from players and allow IQ’s importance in our operations Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: The IQ Assassin Job is rarely used by players dues to it's high tier, I think by lowering the tier and the damage of the Saber it will become fair overall it will also allow more activity within that job Approved by Inquisitor HCOM
  8. What do you want to see?: I would like to see a system to make placing an AOS easier, not only in placing it but also in seeing the person that has the AOS placed on. I've seen a system like this before on a different server, and the way it was there was that you would place an AOS via /aos and simply select the person you want to place an AOS on and select a reason. Then this person would be highlighted for all law enforcement battalions in a red outline. The way I would want to see it here is that people can use a command like /aos or /raos to request an AOS, then someone with either the appropriate rank or someone from within a law enforcement battalion would accept or deny the request. The AOS would also expire after the person's death or after a certain amount of time. In addition to this highlighter, it would also be nice to have a list of all the people who are AOS, be it via a list on the HUD or a quick look with the accurate command. Why should we add it?: It's not really something we need but it's something that would be nice to have. Now I know this isn't reason enough, so I will give a proper one. Having a system like this would enable us to spot a suspect from afar, not needing to walk right up to them to see if they really are the person we are looking for. For example a Stormtrooper who is wanted for Murder and is standing in a crowd of several other Stormtroopers. With a system like described above, SHOCK and other law enforcement battalions can spot the suspect and plan a solid arrest with little to none problems like false arrests. What are the advantages of having this?: Same as described above, a big advantage is that we can spot wanted suspects from afar. With other battalions also being able to request an AOS, it would make it easier got have a proper overview of who is AOS. Who is it mainly for?: Basically everyone, but mainly all law enforcement battalions like SHOCK, Naval and ISB
  9. What do you want to see?: I would like to see the E11D holo sight added from the pack listed below to all jobs with the E11D but don't replace the normal E11D so people can choose whether or not they want to use the scope or not. The stats will of course need to be changed to be the same as the regular E11D we currently have. Why should we add it?: Its pretty hard to aim without a scope. Alongside this the normal E11 has a Scoped and unscoped version. I feel the E11D should be the same What are the advantages of having this?: This will improve the quality of life with those who have the E11D. THis will make it a lot easier with those who have this on there job to do there duties easier. The scope is only visible when aiming in and will only appear for the party using it and nobody else. Think of it as a heads up display. It would need to be extracted if you plan on using the same one. Who is it mainly for?: Any job with the E11D Links to any content: https://steamcommunity.com/sharedfiles/filedetails/?id=2571705212 What it looks like in game: Current stats on the current E11D that need transfered over to this one:
  10. Hello everyone! Hovering issues This ship is the only one allowed currently on server to hover. However this is a bit tricky situation as the ship is not able to stand in place while flying. We may encounter 3 situations: a) The ship facing the ground will be gliding forward as it has some speed (1-5%) b) While maintaining the hover you need to constantly hit shift, this in situation when your nose is facing ground glides you forward not upward. c) A ship with no speed at all will be slowly going down to the ground 2nd seat ammo situation Currently, the person using a minigun on the 2nd seat is restricted to 1200 ammunition. When it gets depleted there is no way to refill it. This situation makes us frequently respawn ship for the 2nd seated person to have something to do. Is there any possibility to improve it? What do you all think about reworking/updating those 2 issues?
  11. as a tank trooper i feel the speeder is way too slow and you cant aim the guns to hit anything theyre just static. and the troop transport leans to the side when i start it and it doesnt go very well on tattooines terrain if we could maybe get new/improved vehicles for tank that would be nice i might suggest using this: Imperial Ground Speeders [LVS]. or this one: [LFS] First Order Snow Speeder i also do feel that LFS has a better vehicle system and more options but its whatever you guys decide
  12. Battalion Name: ISB:IA Job/Class Name: Inferno Squad Model Path: (One Whitelist, 3 Models) - models/player/markus/ot_inferno_squad_iden_versio/ot_inferno_squad_iden_versio_playermodel.mdl - models/player/markus/ot_inferno_squad_hask/ot_inferno_squad_hask_playermodel.mdl - models/player/markus/ot_inferno_squad_del/ot_inferno_squad_del_playermodel.mdl Weapon Kit: rw_sw_tl50, rw_sw_dlt19x, rw_sw_dp23, rw_sw_dual_rk3, rw_sw_nade_thermal, keys, rw_sw_bino_dark, dradio, arrest_stick, unarrest_stick, rw_sw_stun_dc15s, weapon_cuff_elastic, cross_arms_swep, cross_arms_infront_swep, garde_a_vousv1.1 (salute), bkeycard, activity_logger Health: 700 Armor: 250 Description: Inferno Squadron, a combat focused unit. Their main purpose is to assist ISB:IA and guard its command team while also undergoing their own operations when needed. This squad has the ability to hack into and destroy enemy installations that may be in their way. Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: After extensive testing of the weapons, we have come to the conclusion that this set of weapons would be the most balanced for what Inferno Squad is supposed to be. Along with the health and armor, we believe that we hit a good middle ground to make Inferno a strong force to be reckoned with, but not too overpowered. Players have also shown a big interest in the return of Inferno Squad, so we do believe that the addition of Inferno Squad under ISB:IA rule would come with a great benefit to our Battalion, such as players wanting to join who previously never thought of joining ISB:IA. Reason: The reason for this addition is that we in ISB:IA think that it would be nice to have a sort-of Sub Battalion added to our Battalion that is mainly combat focused. Seeing how ISB:IA at its core isn’t supposed to engage in combat, the addition of Inferno Squad under the rule of ISB:IA would enable a select few of our members to fully focus on combat, be it in the front charging with fellow Troopers or all the way at the back, picking out single targets with their sniper rifles. Members of Inferno Squad will still have all the abilities of ISB:IA along with its set of rules and regulations. In addition to those main rules, Inferno Squad will have its own set of rules and regulations along with a very own code of conduct. Approved by: Jabronie | Emperor Palpatine
  13. Battalion Name: Hcom Job/Class Name: Brigadier General Weapon Kit: - Current loadout: dradio, rw_sw_bino_white, arrest_stick, unarrest_stick, rw_sw_dp23, rw_sw_e11d, voice_amplifier, cross_arms_swep, cross_arms_infront_swep, rw_sw_dlt19, weapon_cuff_elastic, rw_sw_dual_ib94, rw_sw_dlt19x, rw_sw_e11t, event_objective_swep - Add: rw_sw_dlt20a, weapon_officerboost_normal, rw_sw_westar35, rw_sw_tl50 - Remove: dual IB94, dlt 19x, rw_sw_e11t Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): The reason for this change is because Army Hcom feels that our loadouts are outdated and need to be changed to reflect current times and additions. We also believe that the things we are removing and the things we are adding doesn’t add any unfairness towards the other jobs and still keeps our kits balanced. Job/Class Name: General Weapon Kit: - Current loadout: dradio, rw_sw_bino_white, arrest_stick, unarrest_stick, rw_sw_dp23, rw_sw_e11d, voice_amplifier, cross_arms_swep, cross_arms_infront_swep, rw_sw_dlt19, weapon_cuff_elastic, rw_sw_dual_ib94, rw_sw_dlt19x, rw_sw_e11t, event_objective_swep - Add: rw_sw_dlt20a, weapon_officerboost_normal, rw_sw_westar35, rw_sw_tl50 - Remove: dual IB94, dlt 19x, rw_sw_e11t Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): The reason for this change is because Army Hcom feels that our loadouts are outdated and need to be changed to reflect current times and additions. We also believe that the things we are removing and the things we are adding doesn’t add any unfairness towards the other jobs and still keeps our kits balanced. Job/Class Name: High General Weapon Kit: - Current loadout: dradio, rw_sw_bino_white, arrest_stick, unarrest_stick, rw_sw_dp23, rw_sw_e11d, voice_amplifier, cross_arms_swep, cross_arms_infront_swep, weapon_cuff_elastic, rw_sw_dual_ib94, rw_sw_dlt19x, rw_sw_e11t, event_objective_swep, rw_sw_t21 - Add: rw_sw_dlt20a, weapon_officerboost_normal, rw_sw_dlt19, rw_sw_westar35, rw_sw_tl50 - Remove: dual IB94, dlt 19x, rw_sw_t21, rw_sw_e11t Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): The reason for this change is because Army Hcom feels that our loadouts are outdated and need to be changed to reflect current times and additions. We also believe that the things we are removing and the things we are adding doesn’t add any unfairness towards the other jobs and still keeps our kits balanced. Job/Class Name: Grand General Weapon Kit: - Current loadout: dradio, rw_sw_bino_white, arrest_stick, unarrest_stick, rw_sw_dp23, rw_sw_e11d, voice_amplifier, cross_arms_swep, cross_arms_infront_swep, weapon_cuff_elastic, rw_sw_dual_ib94, rw_sw_dlt19x, rw_sw_e11t, event_objective_swep, rw_sw_t21 - Add: rw_sw_dlt20a, weapon_officerboost_normal, rw_sw_dlt19, rw_sw_westar35, rw_sw_tl50 - Remove: dual IB94, dlt 19x, rw_sw_t21, rw_sw_e11t Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): The reason for this change is because Army Hcom feels that our loadouts are outdated and need to be changed to reflect current times and additions. We also believe that the things we are removing and the things we are adding doesn’t add any unfairness towards the other jobs and still keeps our kits balanced.
  14. Job/Class Name: Medical Assault Unit [T1] Weapon Kit: -Current Loadout rw_sw_dlt19 / rw_sw_dp23 / rw_sw_tl50 / rw_sw_e11 / rw_sw_e11_noscope / rw_sw_se14cc / rw_sw_nade_bacta -Add: deployable_shield / rw_sw_dispencer_allammo / rw_sw_rk3_dual /rw_sw_e11t / rw_sw_tl40 -Remove: rw_sw_tl50 / rw_sw_e11 / rw_sw_e11_noscope / rw_sw_se14cc Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions) TL50 → TL40 because its just a simple revising to the gun we currently use as we switched it off the other jobs a while ago and it would make more sense for it to match with our other jobs and arsenal providing consistency E-11 Variants → E11T because it fits the imagine of an assault unit better than having the weapons standard ST’s are equipped with, allowing them to distinguish themselves as an effective assaulting unit SE14cc → Dual RK3’s it provides diversity in MC’s side arm arsenal as well as fitting AUT’s front line role with an effective side arm that suits the unit’s CQC and Assault style. Deployable Shield: to provide a more consistent hard cover for protecting other MC during their field operations, protecting friendly personnel and for using as cover to reach those who die on the front lines of a mission. Ammo Dispenser: -adds something for AUT to make it worth joining as there are currently only 4 who even have the cert -increases MC support capability -reduces MC's reliance on the chance of a heavy from another battalion in order to be effective with our bacta grenades in the field -helps other units in the field by adding another job that can provide ammo as they run out often Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so why? They will benefit the server as it means the MC corps have a more versatile class that can assist them through more ways on the battlefield and provide a wider range of support more effectively. It’s also fair because this update to the kit is purely to bring the gear of AUT up to date aswell as providing more defensive capabilities and another kind of support being brought to the frontlines. Internally it also provides incentive to join the underused certification. Cleared and Accepted by General Harry and HCOM Team.
  15. Battalion Name: Shock Security Job/Class Name: Shock ERU Player Limit: - Current: 7 - New: 12 Reason for change?: Shock ERU is a sub battalion within shock that has a 12 man limit on their roster. To have a 12 man team where only 7 of them can be on at a time is not productive to the team. In the past this has been fine because ERU lacked the members to justify all 12 slots. However, recently they have filled there roster and there has been more than one night where Shock personnel got off the server because they couldn’t play on ERU because it was full.
  16. Battalion Name: 501st Legion Job/Class Name: 501st ARC Trooper Player Limit: - Current: 6 - New: 12 Reason for change?: We have in recent weeks had our roster of ARC troopers flourish and our current count has not been high enough to accommodate as such, having to request force jobbing. For this purpose, we are requesting the ARC count be increased to reflect the numbers they have more appropriately.
  17. What do you want to see?: A poll system for GMs to create polls and get feed back in real time. Why should we add it?: It would be a nice tool for GMs to create polls for say a type of event or whether or not they want an event at all. It can also be used to give players more choice in the direction of a RP situation led by a GM. We had a poll system before that was used pretty often, I think something like this would only benefit the server. What are the advantages of having this?: GMs will be able to cater to what the player base want rather then taking guesses. Who is it mainly for?: GMs and JMT+ Links to any content: something like this: https://www.gmodstore.com/market/view/polls-let-your-players-decide
  18. What do you want to see?: I want to Imperial Senior Guard and Imperial Sovereign Protector to be able to spawn in the hacking tools. Why should we add it?: Senior guard have a body group which turns them into shadow guard which are spec ops and as they are able to hack it would make sense for them to be able to spawn it in. As for Sovereign Protector as we are also part of Shadow Guard, just that we oversee them on our Sovereign Protector job it would make sense for us to spawn it in too as we do count as spec ops. What are the advantages of having this?: It doesnt end up giving us a choice between playing on the Shadow Guard job or our main job in RG, having to pick between having more health or being able to spawn in hacking tools during events and missions. Who is it mainly for?: RG
  19. What do you want to see?:The Bank added to Tattoine Black Market. Why should we add it?: The Original Suggestion was added to Lothal, it was just never added to tattoine when we returned. What are the advantages of having this?: You do not need to keep your C menu inventory cluttered by having places to store extra weapons. Who is it mainly for?: Criminals Links to any content: N/A
  20. What do you want to see?: I would like to see a change to the grappling hook swep (weapon_grapplehook) to make it so you can only fire it while on the ground and give it a set length that isnt absurd. Why should we add it?: It would make the grappling hook less broken and make it a viable thing for battalions to potentially use. What are the advantages of having this?: It would make it so it isnt completely overpowered and make it a possibility for battalions to potentially get it for use. Who is it mainly for?: Potentially everyone on the server. Links to any content: already on the server (weapon_grapplehook)
  21. What do you want to see?: The late night XP surge bar be smaller and not take up the whole screen. Look at Police RP's theirs is small and in the corner of your screen. Why should we add it?: So we dont have a late night surge bar across our screens What are the advantages of having this?: Not having our screen took up, it blocks slots in the inventory and you cant see them Who is it mainly for?: The whole server.
  22. Battalion Name: Tank, Sub Branch: Shore Job/Class Name: Shore Trooper Heavy Weapon Kit: - Current loadout: bkeycard / rw_sw_bino_white / rw_sw_k16 / keys / rw_sw_e22 / wos_inventory / garde_a_vousv1.1 / cross_arms_swep / cross_arms_infront_swep / dradio / rw_sw_z6i / deployable_shield - Add: rw_sw_dispencer_allammo - Remove: N/A Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): As a Heavy Unit Shore is the only Heavy class without a Ammo Crate, We believe this will allow tank to play the Support role better as a Heavy.
  23. What do you want to see?: A buff to the force ability Shadow strike Why should we add it?: At the moment it is the only stealthy/silent attack we have (that I know of) but there is no reason to use it as it does little damage and there's not really a reason to use it over just igniting your saber and attacking. I think buffing it to 1000 damage would be good. It is a one time use per encounter as you have to be cloaked with your saber ignited, it is a very situational ability and it would be nice for it to actually be worth using What are the advantages of having this?: Will give shadow Guard more stealth and would give Shadow Guard, and IQ a reason to use Shadow Strike Who is it mainly for?: Shadow Guard/ IQ
  24. What do you want to see?: I want to see Purge changing their current electro weapons to ones similiar to the pyke staff Why should we add it?: The electroweapons currently are almost useless against fighting Jedi even tho this is Purges main purpose, having electroweapons as lightsabers without force powers made to look like the current electro weapons would give Purge more of an advantage when handling jedi, it would also give Purge more variety in how they could confront a jedi. What are the advantages of having this?: It will allow for more dueling within the Temple, where even purge can be able to face off with other IQ or RG and duel, bringing in more for them to do, ofcourse damage wont need to be high, but giving them this would give them more of a chance. Who is it mainly for?: Purge Links to any content: N/A
  25. Battalion Name: Royal Guard Job/Class Name: Imperial Sovereign Protector Health: - Current: 1700 - New: 1700 Armor: - Current: 0 - New: 200 Reason for health/armor changes: This is mostly to help us survive a little longer and being able to protect our VIP for longer, also giving us extra armor is better than health as armor helps to take less damage, but it is also harder for us to get the armor back once we lost it as we would need a medic or having to die to get it back. RG are not supposed to die on purpose so we have to try and stay alive. Job/Class Name: Imperial Senior Guard Health: - Current: 1200 - New: 1400 Armor: - Current: 0 - New: 200 Reason for health/armor changes: This is mostly to help us survive a little longer and being able to protect our VIP for longer, also giving us extra armor is better than health as armor helps to take less damage, but it is also harder for us to get the armor back once we lost it as we would need a medic or having to die to get it back. RG are not supposed to die on purpose so we have to try and stay alive. This is also to justify the difference between the normal Shadow Guard job and the Senior guard as Senior guards have a bodygroup which makes their model into the shadow guard one. Job/Class Name: Imperial Royal Guard Health: - Current: 1000 - New: 1000 Armor: - Current: 0 - New: 200 Reason for health/armor changes: This is mostly to help us survive a little longer and being able to protect our VIP for longer, also giving us extra armor is better than health as armor helps to take less damage, but it is also harder for us to get the armor back once we lost it as we would need a medic or having to die to get it back. RG are not supposed to die on purpose so we have to try and stay alive. Job/Class Name: Shadow Guard Health: - Current: 1000 - New: 1250 Armor: - Current: 0 - New: 200 Reason for health/armor changes: This is mostly to help us survive a little longer and being able to protect our VIP for longer, also giving us extra armor is better than health as armor helps to take less damage, but it is also harder for us to get the armor back once we lost it as we would need a medic or having to die to get it back. RG are not supposed to die on purpose so we have to try and stay alive. It makes sense for shadow guard to have more health than the regular Royal Guard job which is for NCO+, but stil be less than Senior Guard. Job/Class Name: Imperial Royal Guard Cadet Health: - Current: 700 - New: 700 Armor: - Current: 0 - New: 200 Reason for health/armor changes: This is mostly to help us survive a little longer and being able to protect our VIP for longer, also giving us extra armor is better than health as armor helps to take less damage, but it is also harder for us to get the armor back once we lost it as we would need a medic or having to die to get it back. RG are not supposed to die on purpose so we have to try and stay alive. What do you want to see?: I want to Imperial Senior Guard and Imperial Sovereign Protector to be able to spawn in the hacking tools. Why should we add it?: Senior guard have a body group which turns them into shadow guard which are spec ops and as they are able to hack it would make sense for them to be able to spawn it in. As for Sovereign Protector as we are also part of Shadow Guard, just that we oversee them on our Sovereign Protector job it would make sense for us to spawn it in too as we do count as spec ops. What are the advantages of having this?: It doesnt end up giving us a choice between playing on the Shadow Guard job or our main job in RG, having to pick between having more health or being able to spawn in hacking tools during events and missions. Who is it mainly for?: RG Description (Optional): Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: Yes, as they will help buff the other jobs for royal guard a little bit, but not too much and make it unfair for everyone else to fight them. They will still have the normal health range, just we will be able to tank more bullets before our armor runs out. As for saber duels it doesnt matter much as the armor is gone nearly on the first hit from a saber.
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