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DarkRP Rules Updated (4/28/2024) ×

BillDanger

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Everything posted by BillDanger

  1. UPDATE! After some testing it was found that the smoke grenades have a quirk. When thrown you must remain on the "void SWEP" (whatever it pushes your character to hold after throwing the smoke) until the smoke grenade plumes. If you swap off of the smoke to anything than it will fail to function. This is still an issue and needs to be addressed as the main use for smoke grenades are for medics to revive their teammates and they only have 10 seconds before they can't be revived anymore, this just adds to wasted time. (I will consult with some people to see if I should go forward and make a separate suggestion to change the smoke grenades as this makes them nearly worthless)
  2. Description: Currently the smoke grenades are bugged and sometimes will not detonate at all causing either a waste of the smoke grenade and $100 if purchased from the vendor. This is annoying as it means you've just wasted a resource and needs to be fixed or a replacement made for SOC faction medics (SOC medics get smoke grenades on their whitelist which is how I discovered this bug). Reasoning: It would add some minor counterplay to snipers for medics to safely cross gaps or to provide concealment to revive a friendly. It would also add some unique usage such as blocking a line of sight in an area like Embassy or Shipment to funnel people less they push blindly into an area with no cover. Additional Information: From my testing I've found it may be an issue with arming distance or just the script not being good. It may very well be a fundamental issue with the script and it might need to be scrapped and replaced with a functioning script/addon.
  3. Green Beret seeing we are getting a Shotgun and LMG getting ready to suppress, blow up, and fill with double aught 6 in 5 seconds.
  4. Reduce effective range of snipers so when near edge of render distance it doesn't instakill. This change could affect just the Mosin and Orsis so snipers on jobs for groups like Delta, Rangers, 11B and whatever has snipers on the AFG side maintain their effect while reducing the amount of insta killing, grenade toting, RPG shooting snipers while keeping said groups and WLs the same. TL;DR reduce effective range on dono/credit snipers to reduce the amount of instant kills from edge of render from random people on a medic or rifleman WL.
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