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Crowsnest Bill

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Posts posted by Crowsnest Bill

  1. ide be fine with 1 tsunami of it, but yeah this would kill alot of population. me personally i love 1st person. when i play koth i play exclusively first person, and even if im on a third person allowed koth server, i stay first person for that sweet hardcore bonus. but also i feel first person is superior for combat too.

    • Like 1
  2. Honestly i say -1. I understand its annoying to have to pull out cash then go buy something, but it also adds to the possibility you forget the money is on you and you die and lose it or someone robs you. That's part of RP.  Can maybe see it being a perk at a high lvl but it would have to be above 70 to make it a challenge. I think this kind of falls into some of the other mechanics that are just like........be aware of it. Like someone posted about making seat belts buckle automatically as you get in the car just because its annoying to remember. This falls under that same thinking process. Just because its annoying to remember, doesn't mean it needs to be changed. Shouldn't be fostering instant gratification tbh.

  3. 3 hours ago, Lex Hale said:

    Then I think removing 7.62 mags and replacing with 6.5 makes more sense imo.  I understand your point completely, but I don’t think crafters enjoy mass crafting mags, and it doesn’t make sense to have a stronger mag readily available and make you put in effort for a lower tier.  The cut off should make sense.

    ok, i agree with that. i would'nt want to mass produce mags either. but i agree with replacing with 6.5 and removing 7.62 from the store, that way 7.62 is needed to be crafted or found in raids, but a better caliber is still available at least.

    • Like 1
  4. 11 minutes ago, Lex Hale said:

    Cons: Idk none?  We have 7.62 in rebel so why not have 6.5

    This is just me, but having readily available stuff is probably not conducive to the server. i feel some things should be worked towards. now maybe i'm just being stupid with this take (and by all means say i am lol), but working towards getting something is kind of more rewarding. should'nt be rewarding instant gratification culture.

  5. 9 hours ago, Lex Hale said:

    BTC

     

    In addition to Labs changes, this will increase the amount of people using BTC to purchase weapons/items

    So the only thing preventing people from doing this is literally one item. the intel folder/files. requires 1 to start and 3 more to finish BTC miner. the item has a 1/1000 spawn chance in labs and that is absolutely absurd. since the opening of labs, afaik, only 2 or 3 folders have been found. 2 where sold and 1 just poofed because the guy stopped playing. The entire time!!!!!! only 3 have been found when 4 is needed to make a full BTC miner!!!!! that HAS to change. 1/1000 chance for a spawn rate in labs that doesn't happen every hour is insanely high. it makes progressing your hideout for that oh so sweet BTC miner impossible. And a lot of people have tried to grind it, but once they start they quickly stop and never try again. So for this to work, intel folder drop rate needs to be lowered. not to an easy number, but way better than 1/1000. also having a BTC miner can help with cops having something else to do like lex said, and using btc as a way to trade and sell is another thing civs can do. but it all starts with the one and only item stopping anything from happening

    • Like 3
  6. +1

    I dont even really do labs much anymore because of drop rates for rare stuff, but i would defintely still be on board for this change. its a QOL change that can lead to others stuff in raids getting a better drop rate/boost. so yeah, big plus for this.

  7. so cocaine (which is crack) is already in the game, but if you are wanting a different version of being able to make it then idk. cocaine is a lucrative drug to get and fought over hard when it drops. but heroin was already in the game, it was taken out though. why idk, But that's easily added back in if they decide.

  8. 23 hours ago, John Mapple said:

    So I went ahead and tested this since It sounded nice. I put on the fishing clothing, grabbed some fish sandwich, and returned to fishing.

    Result: No change at all. I was actually getting "You did not catch anything" more often with all the buffs active than without.... Average fish size did not change, average time to catch on the rod did not change either. Not sure if it's just bugged or what ? I tried with 4 sandwich so ~400secs of buff with no changes to notice.

    Thats actually really good you tested it. It could be a bug with the new fishing update that did come out making it what it is now. aIts always worked for me in the past, so if could be bugged. Or maybe the worms that you have to dig up are the answer. i know they help with catch rate much like irl. I know smt will see this post and it could help fix it. Good on ya for testing. I still like the boat idea too lol. really want to be on a boat in the middle of the lake just fishing.

  9. So, afaik, there are clothes in the clothing shop that boost fishing (find out in rp), you should have better rates for certain fish during the day and same during the night. we know about lake okechobee boost. worms that you dig up for bait, increase catch odds. and food itself (funny enough fish sandwiches) can help with collection speed/luck. There are a lot of boosts already to fishing, you just have to use them. However, i do like the fishing rod idea. much like pickaxes, we should have tiered rods. and also boat boosts would be nice too. Can take the boat out on the lake and just fish with some music on.

  10. 56 minutes ago, Phillip Panzer said:

    I hope your realise he is a Cop and Complained about 50 Round G3s he complains about Civs having better and Stronger weapons then cops not the other way around... So I think your post doesnt make any sense sorry (This doesnt mean I support this suggestion in any kinda way)

    i know, but cops being overpowered always keep being brought up. so what i said still applies, and i do mean it. just a little tired of always hearing "cops OP" when they really arent considering what civs can aquire

  11. 4 hours ago, Cory said:

    bro im sorry these threads are always so funny to me. its not the guns u need to worry about. its whos pulling the trigger of the gun.

    anybody can kill someone who has an awm with a 556. all that matters is how you play the situation 

    ill be honest getting 1 tapped by an awm as a civ main is retarded but as someone who has been both SWAT/CTRG/CIV imo it really doesnt matter. cops will have there advantages over civs and civs will have theres. 

    please for the love of god just use ur brain (someone arm peaks you with an awm and ur a civ with a 556 dont peak!)

    for cops complaining about civ guns im sorry but crafting is what made all this possible. at this point with the amount of complaints remove crafting simple. 762s sups  all these things need to go. take me back to 3.0 were i could fight a swat who had a 762 with an ams BUT NO SUP so i knew where i was getting shot from. 

    please stop crying about guns and just use ur brain.. arm peak swat man with an awm (usually means the civ shouldnt peak) 

    civs holding a angle waiting for cops to swarm (cops should split the push to avoid losing 90% of ur cops thru the first doorway or even better yet set ppl who can shoot up on peaks to kill the ppl peaking in the back of the knox with the g3s!)


    YOU cannot have a balance between civ and cop guns. its not possible 

    this legit is the best and only answer that needs to be looked at on this thread. Limiting the guns is just dumb tbh. this is a situation where "get good" is the answer. If you aren't prepared to fight people better than you, then don't whine about it. cops have these weapons for a reason. Civs have advantage when they are holding a literal defense, where as cops have to attack not knowing where everyone may be, so they need a little help to make the field even. now somethings are powerful, but they aren't unbeatable. just be smarter. quite literally the only thing needed to be said.

    • Like 1
    • TF 1
  12. If anyone wants to comment on the vending machines part for lee, then by all means please do. it helps with getting more info. Doesnt have to be good either, can easily be bad, just gotta hear the opinion

  13. 2 hours ago, Bobby River said:

    If someone is ramming you on purpose they will have their seatbelt.

    I have never had a roleplay interaction that has been greatened by a seatbelt however I can think of 10+ times a combat situation has been ruined (from in the car and not in the car) which has been worsened by not having it.

    seems like personal problem with not remembering to put seat belt on. its a risk you take. and again, if you want it to be automatic then just ask for the script to be removed as a whole since it wont make sense to do it if its automatic in first place.

     

  14. -1 HELL NO, the purpose of having the seat belt is to remind you to do so, so it punishes you for driving bad. If it auto clicks then might as well take the entire seat belt script out since its useless at that point. Def should not reward lazy or bad drivers. plus it makes for interesting occasions when driving. Yeah its annoying for it to happen sometimes, but thats your own fault. biggest -1 i can give for this lol. This isn't a simple "change it and all is good", this rewards bad driving and ruins the RP aspect of the server imo.

    Some of you think there is no downside, well lets see what you think when someone doesn't have to put a seat belt on and starts ramming everything they can with a car that has high armour. They know they wont go flying out of it so they can just keep ramming and being annoying. Yeah they can put their seat belt on currently and do the same, but if they forget (which i know a lot of yall mu fuqas do), then it punishes them and then they get mob justice enacted on them for trying to fuck around.

    Please do not remove seat belt. Everyone will be driving even worse then before.

    • Like 2
  15. i mean there is a suicide vest already, but its legit impossible to make. no one has ever made one since i've been playing. Only time someone got one was when it was auctioned off and they never used it because it would a terrorism charge, which you don't want.....ever.

     

    However, i do feel these type of explosives should be available. lower crafting lvl to do it (so its not impossible), but up the amount of materials needed to make it. Now what i mean is, don't make it ungodly hard amount of materials to get. make it reasonable. But some of the materials HAVE to be obtained in raids. now this is where raids should be fixed, because the drop rate of items in there is abysmal. I actually like doing raids believe it or not. I'm not a combat andy, but raids is fun AF. however, i don't like doing them anymore because the items are useless unless you are trying to upgrade your hideout, which also falls under the category of impossible to do because spawn rates of certain items (Documents specifically). raids need to be made easier in terms of obtaining items. As well as making raids able to have an npc to sell items you don't want to. like if i don't need light bulbs anymore, then i can at least pick them up and sell them to an npc to get something back. makes the raid worthwhile then.

    i know i went on a big tangent there, but i like this idea. it just needs other fixes to be made in order to be implemented and able to work well enough.

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