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Imperial Commando Guerrilla Warfare Update


RustyScythe

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Link to new pack(s): https://steamcommunity.com/sharedfiles/filedetails/?id=714564051

How would this benefit the server (will it help events or is it purely for decorations and how?): The traps and mines within this pack would bring a level of caution to events like never seen before. I can say from what I’ve seen that MANY people rush into buildings recklessly without any worry, however with the mines GMs may set up traps so that any careless trooper will be punished for recklessness. Although it benefits GMs a lot it could also benefit many battalions such as IC currently we have two sub battalions that would HIGHLY benefit from these whether it be placing traps within the Scout Snipers or defusing them while breaching with Epsilon Squad, but I see not only IC benefiting from this I see multiple other battalions being able to use this in the perfect way.

Do you believe the benefits exceed the risk of adding more content to the server (risking loading times and possible performance) and why?: This addon, although big for some battalions and GMs, is only a measly 13 KB in size meaning the impact on loading times and performance would be negligible.

How would this benefit the server (will it help battalion/server activity and how?): In my opinion this would benefit many battalions as it would bring many more sims and trainings that can be done and allow for more sub batts/battalions much more RP during events and off maps.



Battalion Name: Imperial Commandos

Job name: Imperial Commando Scout Sniper

- Current model: models/player/republiccommandosmp/rc_junglestriker.mdl

- Current loadout: Keys, Cc2018_dc17m_red, cc2018_dc17ms_red, rw_sw_bino_white, alydus_fusioncutter, cross_arms_swep, cross_arms_infront_swep, salute_swep, com_dc15p_red_, dradio, activity_logger, bkeycard, zeus_flashbang

Add: weapon_bouncerplacer, weapon_grenadeplacer, tripwireextender, cheapmine, kerosenetank, flarelaunchertrap, shrapnelmine, weapon_physcannon, alydus_fortificationbuildertablet.

Remove: alydus_fusioncutter

Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): These mines/traps make Scout Sniper able to do one of their main tasks, Guerrilla Warfare, currently Scout Sniper is just a job with a sniper giving them these make them rival Hazmat in complexity. The mines are not easy to set up and some require the help of certain fortifications, which will be the ONLY reason they are used. 

Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: as stated above this would give Scout Sniper a tool to do one of their main tasks this would prevent Scout Sniper from being a basic Sniper subclass and make it into something more in depth.

 

 

Job name: Imperial Commando Hazmat Senior

Current model: models/player/republiccommandosmp/rc_urbanfighter.mdl

- Current loadout: bkeycard, activity_logger, rw_sw_bino_white, cc2018_dc15p_red, cc2018_dc17m_red, keys, cc2018_dc17maa, datapad, cc2018_dc17msg_red, alydus_fusioncutter, rw_sw_nade_incendiary, rw_sw_nade_dioxis.

Add: weapon_physcannon, phosgenegasdrum, tripwireincendiarygrenade.

Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?): Hazmat Senior by default has a dioxis grenade and an incendiary grenade. It makes sense for them to be able to use these types of bombs but still not have as many as Scout Sniper.

Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: Hazmat is a CBRN Force defensively and offensively using dioxis and incendiary grenades this would give them just another way to use it plus similar to the current dioxis and incendiary grenades it has a low DMG rate.

 

 

Job name: Epsilon Squad: Witt

Current model: models/defcon/loudmantis/shadows/witt.mdl

- Current loadout: Cc2018_dc17m_red, rw_sw_bino_white, alydus_fusioncutter, cross_arms_swep, cross_arms_infront_swep, salute_swep, com_dc15p_red_, dradio, activity_logger, bkeycard, zeus_flashbang, zeus_smokegrenade, cc2018_dc17msg_red, alydus_fortificationbuildertablet, and zeus_thermaldet.

Add: weapon_bouncerplacer, weapon_grenadeplacer, tripwireextender, cheapmine, kerosenetank, flarelaunchertrap, shrapnelmine, weapon_physcannon, phosgenegasdrum, tripwireincendiarygrenade.

Reason for change (do you think that said weapons is suitable for the job and is fair considering current loadouts of other battalions?):The Witt job at this current time has only engineering. We believe adding these trip mines would give Witt some extended weaponry while still following the unordinary weapon kits of Epsilon Squad. Witt’s current PVP potential is mediocre at best with only having the rifle at his disposal this would bring him something that would maximize his defensive capabilities.

Do you believe these changes are fair to the battalion/job role it is responsible for and will benefit the server, if so, why?: Witt as it stands has the weakest kit within both the squads having him be the master trapper within IC would allow more combat opportunities for Witt to take part in while still making sense for a squad engineer.

Edited by RustyScythe
Fixing some weapon paths

Current:   Last Imperial Commando Boss - Creator of Epsilon Squad R IC COL 8509 Rusty
Retired:  IC Commander Boss Ω 1309 Niner Skirata 2x Ω 1136 Darman SkirataΩ 3222 Atin Skirata First Deputy Hazard SupervisorLast Demo Vice Lead  - IC Vice Commander 1140 Fixer 2x Admin Rusty First Ever ISB:IA Junior Operative - Last Naval Agent Gideon Hask IF2 DT V07- DT CPT EL9 - Shadow Guard VI Scythe - Shock CPT Rusty                                                             

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"Protocol Fracture" "Senior Commander Rusty has never existed"

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I’ll +support it gives a tactical advantage instead of relying on firepower

Current ARCL COL Ordo N-11/056

  -ARCL COL Tavo,ARCL COL Fordo, and am also currently IC SGM Kujo

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Would be really cool to see new things to these jobs and would def make them stand out more than the other jobs with the same guns

+ Support

Edited by RussTime

Current Ranks I hold:
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Ex ImperialRP: Super Admin / JMT, Senior Forum Diplomat, DT VCMDR RU8/ TI-23 L21, 69th/ MC VCMDR, first ever ParaRescue Lead Marshal and last ever Rescue Squadron Marshal, Lord I, Purge CPL, IC CSVL SSS DME 2LT Maroon, Shock SPC/ SGT/ MSGT, K2S8 SK385, Pyke Muscle II JSR RussTime

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  • 2 weeks later...
  • Manager

DENIED

Unfortunately, we do not feel that this suggestion is suitable for implementation. 

However, we do appreciate your attitude towards trying to help us improve, please feel free to show us some more ideas!

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