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Epsilon-11 Branch Update - Denied


Nexieys

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Job Update
Name of Job: Commander

Player Slots: 0/2 (instead of 0/4)

Job Weapons: add stunstick

Armor: 255

Description: You are the Commander of E-11 You make sure E-11 is always in order and doing there job. You command everything and everyone in E-11.  (Level 4 Personnel)

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Job Update
Name of Job: Officer / Commander / Coldsilver (REDACTED)

Job Weapons (Ex. tfa_csgo_mac10): Replace tfa_csgo_nova with : tfa_jackhammer

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Job Update
Name of Job: Combat Engineer

Job Weapons (Ex. tfa_csgo_mac10): Replace tfa_csgo_m249 with tfa_pkm

Job HP: 220

Job Armor: 180


Description: You are the Engineer of E-11. Your main job is to build defenses and be the heavy weapon specialist. You may build anywhere as long as it follows RP and does not break any MOTD rule.
Also, Loadout in description needs to be fixed.

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Job Update
Name of Job: All E-11 Jobs
Job Weapons (Ex. tfa_csgo_mac10): salute (swep)

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Job Update
Job Name: Enlisted/NCO
Please remove both of these jobs and add -

Job Addition
Job Name: MTF E-11 Operative

Job Description: You are the Operative of E-11. You are to take orders from Officers and Commanders. As well as anyone above the rank you are. (Level 3 Personnel)

Job Weapons (Ex. tfa_csgo_mac10): dradio, tfa_m416, weapon_m9, tfa_csgo_frag, tfa_csgo_smoke, tfa_csgo_usp

Job Salary: $175

Job HP: 200

Job Armor: 150

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Job Addition
Name of Job: Marksman

Job Description: You are the Marksman of E- 11. Your main job as a Marksman is to stay in the back with your sniper and watch over for anything and everyone in front of you. Marksman are highly trained Personnel and only few can be accepted!

Job Slots: 0/4

Job Weapons (Ex. tfa_csgo_mac10): dradio, tfa_csgo_awp, weapon_m9, tfa_csgo_frag, tfa_csgo_smoke, tfa_csgo_usp

Job Salary: $175

Job HP: 150
 
Job armor: 125

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Job Update
Job Name: Combat Medic

Description: You are the Medic of E-11. Your main job is to heal people and treat their wounds. You have permission to set up small medical stations anywhere you deem necessary.

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Model For All Classes of E-11: 
Can we have the old models E-11 use to have before the latest branch update. models/arachnit/residentevil7/notahero/characters/umbrella_soldier/umbrella_soldier_rebel.mdl

https://steamcommunity.com/sharedfiles/filedetails/?id=1283590562 (I think these were the old models)

** I will have regulated body groups within these player models for each rank in E-11. **

Edited by Nexieys
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+/- Support

I like most of it, but the last part seems a bit pointless and retrogressive. It would cause Epsilon-11 to forget about Bodygroups due to people not wanting to go through the trouble of it. The current model is simplistic and come with a Night Vision Bodygroup.

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Author of the OFFICIAL Thing's Rangiatea is not Allowed to do at the Foundation (THRAF)

Former SCP-RP Staff, Event Team, Teamspeak Support Member

Current Riot Trooper Officer, Stormtrooper Sergeant First Class - ImperialRP

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+1 This addition would make e11 much better and give us more things to do since the combat engineers current weapon only works point blank and e11 doesn't have any weapon for medium / long range so the marksman would be great for that

  • Like 2

Ex E11 COL, Ex A1 MAJ, Ex AHOTS, Ex Security 2LT, Ex Admin. Current CI 2LT.hpvmtjxv.gif.746119ffc4a9f625fc2b45279f09c097.gif

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2 hours ago, Azius said:

+1 This addition would make e11 much better and give us more things to do since the combat engineers current weapon only works point blank and e11 doesn't have any weapon for medium / long range so the marksman would be great for that

 

Just here to spread some good news.

Former Epsilon-11 Commander, Mod, Event Team

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-support

200 HP with 175 Armor at starting rank are you joking? thats literally the same armor i get as a CPT in CI also you guys dont need a long / medium range class as you mainly deal with things inside of the facility. 

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2 hours ago, CHIKEN said:

-support

200 HP with 175 Armor at starting rank are you joking? thats literally the same armor i get as a CPT in CI also you guys dont need a long / medium range class as you mainly deal with things inside of the facility. 

although there is a sniper class for every other MTF branch it really isn't needed for another in my opinion since you guys have some unique classes as well.

Big Body Tony

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FAT -Support No. Just No. 

-You're basically buffing every operative. E11 Is Already OP. No Need For This AT ALL!

-You're basically making the starting operatives, and all the operatives as strong as cold silver. Which cold silver IMO Is kinda a boss E11. Hard to take down, Imagine 5 soldiers with the HP And armor of cold silver. Yeah.... No.

 

Edited by [icOnic] BonkBoeink

-OG Minge

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3 hours ago, CHIKEN said:

-support

200 HP with 175 Armor at starting rank are you joking? thats literally the same armor i get as a CPT in CI also you guys dont need a long / medium range class as you mainly deal with things inside of the facility. 

This has been the same ever since Th3 was Commander.

1 hour ago, October said:

The health/armor for operative and combat engineer is a little excessive but otherwise this looks great. 

Read above

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3 hours ago, CHIKEN said:

-support

200 HP with 175 Armor at starting rank are you joking? thats literally the same armor i get as a CPT in CI also you guys dont need a long / medium range class as you mainly deal with things inside of the facility. 

This is like the 3rd time you guys changed E11 models all of them are fairly recent. I don't really see a point of having a stun stick as a commander as this could simply be abused. The Job health for combat engineer seems fine where it is now at its current state. There is no real need for an e11 marksmen as you guys really just need to focus on halting breaches and containing on Defcon 3 and lower.

 SCPRP Head Admin | Ex SCPRP Event Team Leader |  Ex CI LTCMDR |  O5-13 Catsro

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15 hours ago, Azius said:

+1 This addition would make e11 much better and give us more things to do since the combat engineers current weapon only works point blank and e11 doesn't have any weapon for medium / long range so the marksman would be great for that

 

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12 hours ago, CHIKEN said:

-support

200 HP with 175 Armor at starting rank are you joking? thats literally the same armor i get as a CPT in CI also you guys dont need a long / medium range class as you mainly deal with things inside of the facility. 

Thats hilarious.. Because the operative class is literally a copy of my Enlisted class. Which E11 members start off with. Besides a 25 Armor increase considering I am combining NCOs with the Enlisteds  

image.png

Edited by Nexieys
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8 hours ago, Catsro said:

This is like the 3rd time you guys changed E11 models all of them are fairly recent. I don't really see a point of having a stun stick as a commander as this could simply be abused. The Job health for combat engineer seems fine where it is now at its current state. There is no real need for an e11 marksmen as you guys really just need to focus on halting breaches and containing on Defcon 3 and lower.

Marksman is like A1 special forces. They would watch from the back and would give us more RP scenarios inside the facility. They would watch over us from behind and for other things. Model changes, I agree it has been a lot. But this would be the final change if it gets accepted. Also combat engineer is our heavy class, but I do agree that may be excessive so I will lower it from where its at. Also stunstick, this would not be abused at all as its only for the COMMANDERS. I would use the stunk stick to get people in line if they do not listen and as more of a punishment type of thing to get people in line etc. (UPDATED)1172627380_Screenshot(155).thumb.png.1a07f19df1d84fdeb000cccd9c11d870.png

9 hours ago, [icOnic] BonkBoeink said:

FAT +Support

-You're basically buffing every operative. E11 Is Already OP. No Need For This AT ALL!

-You're basically making the starting operatives, and all the operatives as strong as cold silver. Which cold silver IMO Is kinda a boss E11. Hard to take down, Imagine 5 soldiers with the HP And armor of cold silver. Yeah.... No.

 

This is completely incorrect. Please read my other responce to the similar post. Also you don't even know the health/armor of coldsilver so how would you possibly know the similarities?  As well as E11 OP is literally the same as Enlisted with a 25 armor increase.

10 hours ago, Berserkrpups said:

although there is a sniper class for every other MTF branch it really isn't needed for another in my opinion since you guys have some unique classes as well.

Yes, I understand But I feel as this would help with containing SCPS, a sniper in the back watching over all of us while we push forward it would help with other scenarios as well. Also please read other post for the E11 operative class.

 

10 hours ago, October said:

The health/armor for operative and combat engineer is a little excessive but otherwise this looks great. 

For operative class please look at other post. Combat Engineer class has been updated.

Edited by Nexieys
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No reason for a model switch. Pick a stupid model and stay with it for more than 2 weeks.

No need for a marksman class it’s stupid the fact you bring up increasing rp with a sniper class inside the site doesn’t make any sense. 

So in conclusion, model change is unneeded and I would not do it, armor change is unneeeded because your only solution to beat CI is just increase the armor/hp you have, the class is unneeded cause there’s no point for you guys to have a longer range class that’s useless in your AO. Besides the other Task Forces actually have a purpose in “rp” and you don’t for adding it.

 

They have unique classes and you guys have unique classes, don’t just copy what they have and change the name.

SCPRP Head of Staff

Lead Discord Administrator 

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32 minutes ago, th3 said:

No reason for a model switch. Pick a stupid model and stay with it for more than 2 weeks.

No need for a marksman class it’s stupid the fact you bring up increasing rp with a sniper class inside the site doesn’t make any sense. 

So in conclusion, model change is unneeded and I would not do it, armor change is unneeeded because your only solution to beat CI is just increase the armor/hp you have, the class is unneeded cause there’s no point for you guys to have a longer range class that’s useless in your AO. Besides the other Task Forces actually have a purpose in “rp” and you don’t for adding it.

 

They have unique classes and you guys have unique classes, don’t just copy what they have and change the name.

I agree with all that th3 said, but the things I have to say are:

- I liked the old model because of it's variety of bodygroups and it's looks.

- Nu7 already has a sniper class and the Nu7 itself just recieved an update.

Susel - Retired MTF person - "Teamwork makes the dream work"

 

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1 hour ago, th3 said:

No reason for a model switch. Pick a stupid model and stay with it for more than 2 weeks.

No need for a marksman class it’s stupid the fact you bring up increasing rp with a sniper class inside the site doesn’t make any sense. 

So in conclusion, model change is unneeded and I would not do it, armor change is unneeeded because your only solution to beat CI is just increase the armor/hp you have, the class is unneeded cause there’s no point for you guys to have a longer range class that’s useless in your AO. Besides the other Task Forces actually have a purpose in “rp” and you don’t for adding it.

 

They have unique classes and you guys have unique classes, don’t just copy what they have and change the name.

I understand the model switching back and forth is ridiculous but I could not help with what happened in the past, I would understand if that got declined. The marksman class is not a copy. A lot of members in E11 wanted a special class that dealt with long range weapons and kinda like a special forces class it would be only for a few people that are highly trained and they would help protect different fox trots by watching over them and more. I would implement rules and a sop for this if it gets accepted. Operative class I understand as well. I will lower the HP/Armor back to the same as Enlisted.

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33 minutes ago, Nimo said:

Why does the E11 Commander class need a Stunstick?

As I explained before the stun stick will be used to get E11 in line and making sure they are following directions. The stunstick would and will not be abused as the commanders will only have it (cmdr and lt cmdr)

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On 6/28/2019 at 5:56 PM, Nexieys said:

 

Job Addition
Name of Job: Marksman

Job Description: You are the Marksman of E- 11. Your main job as a Marksman is to stay in the back with your sniper and watch over for anything and everyone in front of you. Marksman are highly trained Personnel and only few can be accepted!

Job Slots: 0/4

Job Weapons (Ex. tfa_csgo_mac10): dradio, tfa_csgo_awp, weapon_m9, tfa_csgo_frag, tfa_csgo_smoke, tfa_csgo_usp

Job Salary: $175

Job HP: 150
 
Job armor: 125

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You said so yourself,

Marksman class wouldn't follow lore:

https://imgur.com/fIigk13

-OG Minge

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55 minutes ago, [icOnic] BonkBoeink said:

You said so yourself,

Marksman class wouldn't follow lore:

https://imgur.com/fIigk13

Indeed because thats what I was told before by the old E11 CMDRS, but some E11 members gave me ideas for the lore it would follow as well as ideas on what to do with the class. Also don't appreciate pms being publicized by you without my permission.

Edited by Nexieys
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On 6/28/2019 at 6:56 PM, Nexieys said:

Job Update
Name of Job: Officer / Commander / Coldsilver (REDACTED)

Job Weapons (Ex. tfa_csgo_mac10): Replace tfa_csgo_nova with : tfa_jackhammer

-Support: Jackhammers are not allowed whatsoever do to them being severely overpowered in both accuracy and damage, on top of the fact that it is a fully automatic shotgun, not a semi-auto.

 

Other than that I truly do not see a reason as to why you need a branch update, everything in regards to your weaponry or otherwise seems to be perfectly fine. I personally think that you should just keep the things the way they are because not only are they fine the way they are, but it kind of seems as if this update is trying to make yourselves even more powerful than what you already are, whether it be you swapping out the M249 with the PKM on a job that already has a rather ridiculous amount of health, or otherwise making revisions. I understand the notion behind wanting to be powerful, but there is also a fine line between powerful and overly so, and it seems that this update would make it overly so. Not only that but it just seems as if some of the job additions would take away from the specialty of other regiments, whether it be Nu7's Sniper or my Special Forces, it isn't special if everyone has the same thing and that isn't fair. I know E-11 and I have played on many of the jobs through updates in the past, and in comparison from then and to now, your regiment is well off, and you should be thankful for it. It is not like anything is broken on the classes, but more of people not wanting to profess the weapons that they are given on the classes provided to them, not everything needs to have a PKM or a M4 Iron or some other insanely powerful gun, you need to keep things balanced not only with your classes, but with the other regiments as well, and take into consideration the weaponry they have, and WHY they have it. Further discussion can take place in PM's if you so desire to talk about more reasonable weapon updates, but until then I am going to have to leave a -Support for this.

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[Former] Director of Containment | [Current] MTF A1 RRH Operative OH0 | [Former] MTF A1 Executive Commander EC98 |  [Former] SCP-RP Moderator
"He who acts on his own desire, breeds Pestilence" ~ Daedran 2019 |  "Director Rangiatea is not allowed to do “!slay director” and claim Director Blackbeard had a heart attack."

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1 hour ago, Daedran said:

-Support: Jackhammers are not allowed whatsoever do to them being severely overpowered in both accuracy and damage, on top of the fact that it is a fully automatic shotgun, not a semi-auto.

 

Other than that I truly do not see a reason as to why you need a branch update, everything in regards to your weaponry or otherwise seems to be perfectly fine. I personally think that you should just keep the things the way they are because not only are they fine the way they are, but it kind of seems as if this update is trying to make yourselves even more powerful than what you already are, whether it be you swapping out the M249 with the PKM on a job that already has a rather ridiculous amount of health, or otherwise making revisions. I understand the notion behind wanting to be powerful, but there is also a fine line between powerful and overly so, and it seems that this update would make it overly so. Not only that but it just seems as if some of the job additions would take away from the specialty of other regiments, whether it be Nu7's Sniper or my Special Forces, it isn't special if everyone has the same thing and that isn't fair. I know E-11 and I have played on many of the jobs through updates in the past, and in comparison from then and to now, your regiment is well off, and you should be thankful for it. It is not like anything is broken on the classes, but more of people not wanting to profess the weapons that they are given on the classes provided to them, not everything needs to have a PKM or a M4 Iron or some other insanely powerful gun, you need to keep things balanced not only with your classes, but with the other regiments as well, and take into consideration the weaponry they have, and WHY they have it. Further discussion can take place in PM's if you so desire to talk about more reasonable weapon updates, but until then I am going to have to leave a -Support for this.

First off, I appreciate your response and understand your stand point of view but you aren't active like that in E11 to understand why we wanted to do this. Jackhammer is not even OP, and is in multiple custom classes. I motioned for the nova to be replaced because its garbage for a re-containment specialist group. As well as we are literally only in the facility during defcon 3 and below if WE ARE REQUESTED*, so being overpowered how is that possibly accurate? Our health and armor is only the way it is because we aren't in the facility 24/7 or barely at all. Also, us adding a "Marksman" class would not take away from any other branch. If someone wants to be in E11 they want to be with E11 for everything it has. How would that possibly take away from other branches? Also, M4, this gun is absolute garbage as well and I get complaints from my CE about it and as well as I tried it my self.. its not fun. The pkm is a perfect replacement since the recoil is much higher with the damage being higher for a good balance out. Also the reason we want a branch update is the same for everyone else wanting a branch update. New ideas being added, things being changed. New classes and weapon changery. E11 is not close to perfect and never will be but at least I can make it more fun for the members to enjoy it and have fun on the branch. Why would I not be able to have a branch update for my regiment to add and change things but everyone else can..? Seems unfair to me.

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-Support

Ah, that didn't take too long now did it?

Well I'm going to say this, I have always said this

A. There is no need, for a marksman class. 

1. It does not follow lore

2. E11 is a RE-CONTAINMENT UNIT not a COMBAT UNIT

3. Since E11 will be inside when dealing with issues there will be no need for a sniper as it is close combat and well, snipers are long range weapons

B. E11 is pretty good as it is, no need for an update

1. Decent Health and Armor

2. A pretty good gun (My favorite) with 100% mobility

C. Numbers

1. Recently E11 has had a spike in population and the old update was made to compensate for very low numbers on at once, but now, it has many, many people, up to (E)11 People on simultaneously. 

D. Everything th3 said

E. You had a branch update (By me) almost two months ago

- Ex E11 Commander Polar

Edited by Polar

Retired E11 Commander Polar

Doctor L

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40 minutes ago, Polar said:

-Support

Ah, that didn't take too long now did it?

Well I'm going to say this, I have always said this

A. There is no need, for a marksman class. 

1. It does not follow lore

2. E11 is a RE-CONTAINMENT UNIT not a COMBAT UNIT

3. Since E11 will be inside when dealing with issues there will be no need for a sniper as it is close combat and well, snipers are long range weapons

B. E11 is pretty good as it is, no need for an update

1. Decent Health and Armor

2. A pretty good gun (My favorite) with 100% mobility

C. Numbers

1. Recently E11 has had a spike in population and the old update was made to compensate for very low numbers on at once, but now, it has many, many people, up to (E)11 People on simultaneously. 

D. Everything th3 said

E. You had a branch update (By me) almost two months ago

- Ex E11 Commander Polar

Theres no lore on what specific guns E11 the Re containment Specialist had or Class. Having a sniper class would be special as I said before and you will have to be dedicated and highly trained. This class also would help with close quarter combat as they can stay behind some and help watch over Epsilon- 11. As for the recent spike? Thats due to my activity and me dedicating my time everyday to make sure everythings going good and okay with Epsilon-11. This branch update is to fix some minor issues that Epsilon-11 has and to add some additions and remove some things. I feel as this branch update will in term be the last one we need for a very long time as I would not see anything else needing to be added or fixed. Also, like I said before other branches have had Branch Updates in shorter time periods to add/fix things due to new command, so why can't I have one?

Edited by Nexieys
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