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Hatchet

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  1. I meant like I am currently unable to check the stats and post them as I am at work. I will research a little more and do some work to get you some better results.
  2. So current M60 has a slow rate of fire which wouldn't be a problem if the damage wasn’t as low and the recoil wasn’t as high. I feel if the rate of fire were to increase by 10-15% without modifying the recoil, the TTK for the M60 would be closer to that of the AR-15’s for the Army. Feel free to correct me if I am misinformed.
  3. Understood. Would it be possible to use the M249 with it’s original rate of fire but lesser damage, like 20 per shot and a moderate-high recoil? This would encourage players to use the LMG’s for their intended purpose as support weaponry by suppressing targets. This is just a counter suggestion.
  4. I think he is proposing the opposite where the current load-out which utilizes the M60 should be replaced by the M249. Army has the same issues mentioned above with their “Demolition” class.
  5. Can’t convert any of them into world models with CTRL + T?
  6. The Town Center should bring in some new diversity of tactics and gameplay as it introduces urban-esque close quarters combat. Also the ammo crate fix is a blessing as it is just a grab and go. Overall, a great update to finish off a long year. Good work @Garnet!
  7. +1 Every war now consists on just explosive spam on objectives.
  8. Hatchet

    Raiding

    Right, I did forget about that part. I personally think that escalating the responsibility of executing raids up to staff is unnecessary and can cripple the role play aspect of raiding overall. Raiding is and should be executed as a means of rescuing a kidnapped ally or acquiring an object of interest, both of which are decisions that should be made by the higher ranking personnel of any faction. Having staff allow for permission and supervise the whole scenario ruins any form of immersion behind setting up and executing a raid. Think of it like this: a Captain gets kidnapped and needs to be rescued but either staff are absent from the server or they decline permission to raid. So now a potentially well planned and orchestrated raid becomes nothing more that a hostage/currency exchange or an execution due to lack of activity. Where is the fun in that? Another thing: there should also be some kind of underlying objective behind raiding besides massacring the opposing country. Maybe some kind of physical objective can be generated, such as a cache that needs to be blown up or a flag that needs to be stolen, or even a virtual objective can be implemented such as reaching inside of the SOC conference room, all of which add a little more to the raiding experience than just racking up a feed. Of course, to prevent exploitation, rules such as “raids must be started from outside of the enemy base” need to be enforced. These are some of the things that give players more things to do than just wait for war or slaughter/get slaughtered during a raid.
  9. Hatchet

    Raiding

    I have a counter suggestion: Add a rule where raids may not be called until 10 minutes after war. This should allow for proper debriefing. I feel tryouts should be raid-able but not one after the other either. If I am correct, a new unwritten rule has been made where a DB must be called and ATTENDED in order to raid. The DB may be called through radio however in order to preserve secrecy. Having a cool down period after war along with this new unwritten rule should eliminate the chance of raids being executed right after a war.
  10. Hatchet

    MP - Divisional

    Oh snap, forgot about that
  11. Hatchet

    MP - Divisional

    Guidelines can be made so people know what they can and can’t do.
  12. Hatchet

    MP - Divisional

    True. Seen that happen.
  13. Hatchet

    MP - Divisional

    Understandable. If they are seen minging, they will be demoted. Should serve a deterrent. Raising the minimum rank allowed to train may also help.
  14. Hatchet

    MP - Divisional

    Suggestion: Bringing some form of Military Police in for rules enforcement/RP Reasoning: Basic duties are guarding gates and enforcing base rules. Higher ranking players may investigate demotions, foul play, etc. This gives players incentive to guard gates and enforce rules upon each other, kind if like DI’s will need/want to train. Additional Info: Implement MP as a division like DS and not a whole separate faction. So players would only follow the 31B/5811/SP MOS when assuming MP duty but follow 11B/1MD/2GA when not assuming MP duty. The whole divisions will be led and monitored by existing Army/Marine officers and RU officers No tryout needed, just training. RU equivalent is OMOH or SP (Spetz Poliz). The MOS assumption if for RP purposes. Let me know what you guys think.
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