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DarkRP Rules Updated (4/28/2024) ×

shrimp

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Everything posted by shrimp

  1. Take your pick. The trailer only runs for about three minutes, but I have about an hour of footage and a few scenes that didn't make the final cut because they didn't flow cinematic-ally or were too hard to coordinate, but would be fine for the purpose of static images.
  2. Homast, throughout the years, has always been and still is one of the most level-headed and competent people in this community, and is extremely knowledgeable about past precedents and mistakes the staff team has made in the past. Dude knows his shit, and has time and time again proven to be a valuable member of the community in terms of both personal contribution and leadership. Bans don't mean shit to me, and they shouldn't to anybody else, unless the person in question was doing something intentionally malicious in order to harm to the community, which is certainly not the case here. +1
  3. If my referral as GM Director matters for anything, go ahead and tag me on there. Ting has been coming to me with a lot of questions, as well as drive and determination, as to how to better involve themselves in the community and make progress towards bettering it in a variety of ways. Despite being on the younger side, my interactions with Ting have been nothing but mature and very professional, which is something the staff team could and will always benefit from. +1
  4. shrimp

    GRU Model Fix

    @Snapdragon may be able to help you guys out.
  5. shrimp

    GRU Model Fix

    Frosty is right. SAS models are pretty iconically SAS, otherwise we would've used them in the past. Trust me, I've tried. I would talk to a modeler and see if you can get the current ones fixed.
  6. Tryouts will be held regularly upon full integration of the faction onto the main server. Keep an eye out.
  7. Timestamps for faction cameos: 0:43 - GB 0:49 - MARSOC 0:52 - GRU 0:56 - SSO 1:00 - Vega 1:06 - PDSS 1:10 - SEALs 1:16 - 2GA 1:20 - Marines Lots of cool details.
  8. Thanks, the boys worked really hard on this one.
  9. Something I'd like to include with static sniping is changing the death screen to being completely black. What most players do after getting shot from god knows where, from my experience, is utilize the few seconds after death to look around and try to weed out a sniper's position without the risk of dying (again). This currently makes the static sniper play style pretty difficult unless you're constantly rotating, otherwise you have the people you just killed coming right to where you are.
  10. Unlikely. Probably going to be scaled to damage, so anything that's a one shot is going to have pretty dramatic sway. Because of this, sniper gameplay is going to deviate from the current meta of just running around and going into head to head sniper battles to more calculated and strategic stationary sniping. No more running around, pausing for a moment, flicking a pixel 150m away, and moving on with your life. This will force players to take their time, carefully choose their targets, and seek out positions that will help them retain the most cover without being seen.
  11. This thread is more so about changing how snipers themselves work, rather adding an element to progress in.
  12. The values regarding the breathing system within CW provide a lot of freedom to manipulate the system in a way that best fits the server, and hopefully over time with feedback, we'll be able to arrive at the ideal numbers. Tap-firing, similar to Counter-Strike, would also be something I'm personally interested in, as a way to increase the effectiveness of assault rifles at medium range and further diversifying the meta. Let me know if anyone's interested in seeing that.
  13. I'll be taking a look into a few things in the coming days/weeks and try to get the money dilemma sorted out for good in a way that doesn't fuck up war balancing or progression. I've got some ideas already, so stay tuned. As far as vending machines on server, probably not gonna happen. The problem with making donor weapons temporarily purchasable is that some players have such an abundance of money from Shuga incidents or just sticking around for so long that they can essentially get perma weapons for in-game money, without making a donation to the server.
  14. Description: Tone down the fire rate of the CZ and MSBS to 600 RPM. Match both damage values to 28. Take down the aim spread by a significant margin, etc. Reasoning: Weapons are the default CW stats and horribly unbalanced. Not proper garnet variants. Additional Info: N/A
  15. Description: Add the M98B back to the server (already a part of the Khris Ranged Rifles Pack, the weapon lua was removed a while back because it was a broken SWEP), and replace MARSOC's current M82A2 with the revised M98B. Reasoning: The M82A2 is the only semi-automatic sniper rifle at or over 100 damage. The gun itself is not only less accurate than the Orsis standard, but also slower in fire rate. Semi-automatics are typically less accurate than bolt action rifles, which makes sense, however the M82A2 lacks the fire rate advantage that a semi-automatic should have. Instead of fiddling around with the stats and getting into that debate, I'd like to use this opportunity to implement a bolt action replacement that looks and sounds a whole lot better, as well as standardizing the stats to the Orsis. Additional Information: I'm not gonna attach some code this time, as it's several lua files. I'm not 100% sure that the assets are still on the server, but the reasons it didn't work in the past have been ironed out.
  16. Despite my limited reactions with Fier, there are a few things I've picked up over time. Very rational individual. Strong critical thinking skills. Creative and ambitious. Super mild-tempered. That being said, hope to see what you'll do in this chaotic time in the server's history where the server itself will be changing a whole lot. Stick around long enough this time, because I'm curious to see what kind of impact you'll make. +1
  17. Love him or hate him, Conway is a pretty smart guy. Super well versed in staff matters and a pretty competent decision maker. Certainly has his moments, but knows how to keep it mature. Now all you gotta work on is not being public enemy #1. +1
  18. Not just GRU, just kind of a general community stipulation older than time. When it comes to considering someone for staff, usually, the opinions of people related to the applicant are generally ignored. People have their ups and downs, and for a player with 1500 hours, it's more likely than not that the player will have a blemish on their track record of some degree. That being said, there is one issue that's been glaring me in the face since I read the app a few hours ago. Are you sure this is a claim you want to make? For most of MRP's history, there's actually been a lasting complaint about the sit quota system, and the lack of sits associated with it. Even in recent history, I've seen staff hold off on banning an active MRDM'er until someone reported it, just for the sit count. What the staff team could really use right now is some critical thinkers, and decision makers. If you're applying to be a sit-taker, we already have plenty of those. You can't really be better at making a decision in a black and white scenario than anybody else, because the rules are pretty clearly stated in most cases. The problem arises with the bold statement that you have better decision making skills than most other players which, according to certain detractors in this thread, isn't necessarily the best. The last thing we need right now is another staff member promoting a poor and unprofessional image, or only enforcing the rules when it works in their own favor. -1
  19. Description: First off, thank you @Ting for the inspiration to experiment with this. Lately, I've been toying around with backup sights and making ranged sights more effective in close quarters with the press of a button. I was doing some refinement on the Mosin Short Dot I've been working on when I stumbled across the function used to make PU-to-Iron Sight switch possible. I immediately applied it to the AEK's ACOG, given there is a gap beneath the rail, adjusted the sights, and it worked like a charm. To clarify, when you are looking down the ACOG sight of the AEK, double tapping E will switch to the gun's iron sights immediately, without removing the ACOG sight. You press E twice to return to the original magnification. This is the first and only gun I've applied this to so far, but I'm gonna go through the weapons and see if there are any other candidates with rail gaps in the Khris packs. Additional Information: The iron sight with the rail above it has the draw back of reduced visibility, however the advantage is being able to quickly, and very smoothly, switch between magnifications. It's literally one line of code. SWEP.BackupSights = {["md_uecw_csgo_acog"] = {[1] = Vector(-2.66, -1.6667, 0.38), [2] = Vector(0.1, 0.6, 0)}}
  20. Only base CW ones. The Khris guns (AEK, Orsis, etc.) don't have the right ACOG.
  21. This also works for the PU scope on the Mosin and SKS.
  22. Everyone loves a good old fashioned ACOG sight, but most people really just don't know how to use it. Today I will discuss the proper way to utilize the common ACOG sight found on many CW weapons. First and foremost, below you will see the ideal ACOG sight you should be using. The key identifier is that little ring on the top, which will be important later. What most people don't realize is the fact that the ACOG, in this case, is a dynamic sight. That means that while the ACOG's primary function is the 4x zoom, used to engage targets at longer distances, the ACOG has a secondary function as well. Below you will see the primary optic of the ACOG sight. The standard reticle for the ACOG sight is a red arrowhead. When lining up a target, align the bottom part of the arrowhead with the target's center of mass.. That should allow you to land headshots more often than now, which are critically for doing any sort of damage with a standard rifle at range. The most common complaint with the ACOG is the fact that it is extremely difficult to use at a range closer than 75m. With that in mind, allow me to introduce the lesser known second feature of the ACOG sight. By double-tapping your E (Use) key, you can switch to the iron sights built in on top of the sight rapidly, allowing you to engage close range targets without having to default to shooting from the hip, or switching optics entirely. It looks like this. Once you're in this position, it's simply fire at will. Hope this guide helps all you ACOG-haters learn to use a less popular sight. If not, I hope you at least learned something new.
  23. Description: Hey, me again. It's another one of my many threads about adding an attachment or two to a gun that needs it, but this time, it's more so about increasing the potential and variety of the suggestions I can make and more specifically, the attachments that I add as part of my ongoing passion project to delve deeper into the manipulation of CW weapons and by extension; the improvement of the server. Today I'd like to talk about a certain addon that's been on my wish list for quite a while: The (Unsupported) HK416. What's important to note about this addon in particular is that it's not just another SWEP that can be tagged onto a class or donor page, but a metric boatload of attachments that can be put all over the goddamn place in order to create entirely new variants of weapons from the mash of things we already have on the server. CMAG's, rail covers, actual backup sights, and two very important sights: The EOtech 3x, and the Leupold MK4. Reasoning: For one, I'd like to implement a lot of the attachments unique to the addon on a very broad scale. Certain White Snow SWEPs (JNG-90, PPSH, etc.) already utilize some of these attachments. The aforementioned important sights, will allow some very neat things to happen that I'd have a hard time replicating without the actual addon. The Leupold has a rangefinder built into the scope itself, which would add a functional distance element for complex callouts, allowing both the bearing system and a rangefinder function to work in conjunction for good callouts. The EOtech 3x is a magnifier version of the backup sight, with the additional feature of it stacking with a normal optic, like a reflex sight. This would basically allow for typical rifles to rapidly change zoom during combat to compensate for variable distance, and give more use to the weapons at extended ranges. Additional Information: Here's a link to the addon. And here's a brief image of the attachments: TL;DR: This addon will add a lot of attachments that I would very much like to get goofy with and experiment, as well as add to weapons currently on the server.
  24. Important to note that the Orsis wasn't originally the Orsis, but in fact a weapons known as the SR-25 back on the FAS:2 system. It's pretty much the SR-338, but chambered in .308 I think.
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