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Theos

StarWarsRP Management Team
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Posts posted by Theos

  1. Denied - but keep reading before you react

    MP has been labelled as an 'In Progress' suggestion as planning on that is being carried out. If MP were to be added back to the server, they would be the only ones with access to a taser, and this suggestion is asking for the taser to be given to all Officers.

    Depending on the results of the MP suggestion planning, tasers may or may not be added to the server.

    • Haha 1
  2. Denied

    When dual factioning was available for Officers, every base faction Officer who dual factioned neglected their base faction. Whilst the thought behind this idea is nice, it has not had the effect on the server that some seem to believe it would.

    • Agree 4
  3. 16 hours ago, Tomfoolery said:

    Battle Rifle: Only use the SCAR on the Cachet

    If you're referring to the MSBS, that is not a Battle Rifle. Battle Rifles on the server are: FN FAL, G3A3, SCAR-Heavy

    Also if you practice with the MSBS, you realise it is a good AR

  4. 1 minute ago, jas0n said:

    They can and do sometimes. That's why I added I thinks its a bug. Bishop one tapped me with his AEK a while back and pulled damage logs. It does, wished I saved the log 

    Before damage multipliers were fixed, they could. They can't now.

     

    1 minute ago, jas0n said:

    I think you misunderstood ,the ability should be added to both DMR and Snipers as a counter To Juggernauts/bulldozer 

    If DMR got a damage boost, they would just be a faster firing sniper than current snipers

  5. 1 minute ago, jas0n said:

    Aek and MSBS for example have the chance to one shot headshot

    No they do not.

    2 minutes ago, jas0n said:

    Designated Marksman Rifle: Should have the ability to one shot headshot all classes.

    Only ones they can't are health boosted, Snipers cant even one-shot headshot Juggernauts.

  6. 5 minutes ago, AnthonyThwompus said:

    I think the max spread needs a buff also but just like you said it needs testing.

    If max spread gets reduced then the SMG can be used more effectively at longer range. The problem with SMGs is they can be outclassed in CQC by ARs, which is what my stat change would try and solve

  7. Any stats I refer to in this response are based on attachments applied, as very few players run a base gun.

    Pistol: No changes, not used

    Sub-Machine Gun: Reduce SMGs Hip Spread, reduce following by 10%: G36C, Veresk, UMP45, FMG-9. Reduce following Hip Spread by 12%; MP5A5, PP-19 Bizon, MP 40, HK MP5, MP5A4, MAC-11. Will need testing but should make running and gunning inside Obj with SMGs very effective.

    Assault Rifle: ARs recoil reduced by 10% (except for; AK74, AK74 mod, AEK, AK103, MSBS). Also depending on SMG change to Hip Spread, AR Hip Spread could be nerfed (value increased) by 5-10%. Also on the AEK, it could afford a Max. Spread buff (value lowered) by about 10%.

    Battle Rifle: Reduce recoil by 5%

    Designated Marksman Rifle: They work as intended, unlikely to ever be commonly used without being OP

    Sniper Rifle: Snipers work fine, concerns over Snipers regard the use of them, not stats of Snipers

    Light Machine Gun: Nothing obvious needs changing. They can be used as a suppression tool, but suppressing a sniper at long range is always a losing battle for a LMG.

    Explosives: Boom still boom well

    Melee/General: Nothing needed in terms of balancing

    Note: Other suggestions will bring new guns into the pool, ones I can't check the stats on so would need ensuring they match up

    Please for the love of god test these 😞 

    • Agree 3
  8. 7 hours ago, James-R-Tanner said:

    Sub-Machine Gun: increase rate of fire >900 in most cases lower dmg to <25 making it a 4 body shot in most cases, lower spread and lower recoil and increase dmg drop-off aka pea shooter at range but the best option cqc 

    Not counting the damage drop-off situation, this would make SMGs the meta no question

    7 hours ago, James-R-Tanner said:

    Assault Rifle: lower spread and increase recoil and a small bump to rate of fire 

    ARs seem to have the lowest spread on the server (Max 10% for most, only the AEK has more at 40%), if you lower spread on ARs their spread will not change after the first shot

    7 hours ago, James-R-Tanner said:

    Light Machine Gun: increase dmg to ~40-50 and fire rate to ~ 600-800 rpm but have high recoil and spread so people have to mount the gun for it to be effective  

    Most LMGs do need to be mounted, M60 seems to be usable without mounting. DMG isn't an issue with LMGs which are, mostly, on par with ARs in this regard with firerate taken into account.

    7 hours ago, James-R-Tanner said:

    Sniper Rifle: .50 cals and the 313 sniper should be the only one shot ~125 , mosin, orisis, L115 ect should be ~95 to lower the overall amount of insta kills happening 

    Snipers are fine, the actual snipers, a sniper that does less than 100 damage becomes a DMR.

    Stats can be found here (couple still missing stats): https://docs.google.com/spreadsheets/d/1pziDcxpUjJijqULcfL2CcyvxhMrXb8224fnN8yWsjnA/edit?usp=sharing

     

    Also, personally I'll be going over everything and looking myself for possible changes to stats, I'm just replying now because of concerns with that suggestion and the reality in stats.

    • Agree 1
  9. So this is neither accepted nor denied, it is being placed into the 'In Progress' category

    Considering MP would be a notable change to the server, and requires a lot of work to be done before (even with unanimous support) I could seriously talk to Garnet about implementation.

    Executives, relevant faction leaders, and any others Executives wish to include will work together to fully establish how the factions would possibly be implemented, then decide based off that final plan whether the MP factions should be implemented on the server.

    Any changes to the status of implementing MP will be replied below.

    This does not mean MP will be introduced, merely that the idea is being worked on.

    • Winner 1
    • Agree 1
  10. Garnet has since made a post regarding all firearm changes. I'm moving this suggestion to Denied, so that all gun stat changes can be found in 1 place.

     

  11. Denied

    To clarify for those who may have missed my earlier comment, Helis firing backwards is a bug fix on the Trello.

    The suggestion for changing the Wartime rules to allow for attack helicopters has been denied due to lack of support in regard to the rule change. As well as this, transport Helis already have the potential to sway a war significantly anyway.

    • Dumb/Shitpost 1
    • Disagree 1
  12. 16 hours ago, Rust said:

    if you're getting blown up

    DB raids 9/10 fucked with base factions, pissed off base factions and resulted in base factions being stuck in spawn for most of the raid. Base factions were used to raid in maybe 1/10 DB raids, if we're being generous, and usually as a way of rubbing in a War win.

    Also prior to their removal, they had become increasingly petty and toxic with some users breaking server rules just to 'get a feed'. On the rule breaking before someone says to just enforce, it would require Staff members to pull out of war for the final minutes and watch bases.

    This is gonna get denied unless someone has come up with a new and important argument

    • Agree 3
  13. To save everyone repeating the same points:

    If implemented, any abuse of MP powers would obviously be treated harshly.

    If accepted, there would still be a lot of work before it could be implemented so it's not going to take priority over other 'big' suggestions already accepted and worked on.

    • Like 1
    • Winner 2
  14. 1 hour ago, AnthonyThwompus said:

    I am not 100% sure how the stats work

    Spread per shot is how much the 'spread area' increases per shot

    Maximum spread is the total limit for the 'spread area'

    i.e. if a gun has a 5% spread per shot, and a maximum spread of 20%, after 4+ shots the gun is firing at 20% spread until you pause firing

    And obviously hip-firing reduces Accuracy.

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