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Showing content with the highest reputation on 06/12/2020 in Posts
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It's the Umbra Operative not Umbara. Not related to 212th or Umbara at all and Ghost Company didn't have special armor in lore so the current models work... the black and orange just looks bad and doesn't make sense for Ghost Company... I get the wanting to look different and all but I feel there are better options out there rather than edgy pumpkins... so many High Command suggestions get shot down for these exact reasons.2 points
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+1 It looks a bit pumpkin like but it does show a distinct difference between normal 212th and the ghost company.2 points
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Name: Piff RP Rank: PVT Suggestion: Adding Venator Extensive into a rotation with the current map Implementation: Basically switching maps every 2 weeks or so or more Lore: Venators were used by the republic Workshop content if applicable: https://steamcommunity.com/sharedfiles/filedetails/?id=1257128301 (If no workshop content, suggest a developer or put "Require Development") So this map was optomized recently, so textures were changed, A lot of new stuff were added and like i said its WAYYYYYYYYY more optomized Heres the change logs for it But not to waste your time, Big changes are, Textures were changed drastically A seperatist frigate can be hyperspaced into the map and be used to attack the republic venator with turbolasers of course New hyperspace planets Useless parts of the map were removed Theres a mess hall now too that replaced that giant empty room back on the older version For the ones who were on the OG Map, There are now stairs to the third level of the CSR so you don't have to go all the way around where CSR use to be Jedi temple was changed a bit, That useless room where the holocron vault is gone A lot of the shit that you could break before was fixed DOORS OPEN BY THEIR SELVES HOLY FUCK Here is a picture of the dreadnought that was added Update: Jun 4 @ 12:41pm v1.4b - added nodegraph (npc pathfinding) - added navmesh (nextbot) - updated bridge mh hangaar door button skins - updated bridge hyperspace jump button skins - updated turbolift button skins - fixed texture bug on lvl 3 (near sickbay) - widened providence teleporters to allow bigger ships to be teleported - fixed visual alarm lua running both on the server and for the clients (caused flickering over time) - packed custom content into bsp instead of having all content along side the bsp Discuss this update in the discussions section. Update: May 31 @ 7:28pm v1.4 General: - map is now called rp_venator_extensive_v1_4 - a lot of optimization - map now dependant on misc modelpack, venator modelpack and trilobites rogoue one pack - added hdr notification if client runs the map in ldr mode - optimized I/O to stop constant input spamming Features: - the whole ship was shifted to the side - added providence class CIS ship that can jump in and out - overhauled the way the turbolifts work - removed functionality for left four Turbolasers - alarm buttons work slightly different with more feedback - Main Hangar Force fields are no longer solid - added a forcefield to the top hagar doors - overhauled the admin buttons - blastdoor to dockingbay "tube" will only open when tube is extended - added a button to toggle the forcefield for the floor bay door in the central big room - bridge doors now open and close automatically - venator now starts out in empty space rather than near coruscant - lift doors now sound like starwars-y doors Layout: - level 5 lifts now exit into a seperate small hallway that connects the observation deck and misc empty room - moved main hangar control into its own room - moved floor bay door controls down one level - added stairs in main hangar - added stairs in big empty room near side hangar - removed unneeded hallway near bunks - made bunks bigger - removed a couple bunks to make space for bigger bunks - added a mess hall - connected the two empty rooms (one is now the mess) with the hallway near lifts - bridge was made slightly wider in second room (right after the main bridge) - added a small room for the admin buttons Visual: - brightened up quite a few places around the map - forcefields are now longer blue and dont have a visible plane anymore - fixed an overly bright turbolaser model on the left side of the ship - added some more light decals in empty room on deck 5 - added props here and there (also for cover) - slightly lowered the windows overlooking the main hangar - fixed shadow drop angle being negative (pointing upwards) - updated the credit decal (Excuse my grammer i is tired)1 point
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+1 i finally get to fly my baby's again #bringbackfreeflight1 point
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make fun RP for yourself. the whole reason people like the venator is because of all the potential for passive RP. events should not be your only source of fun.also just because the GM's aren't being creative doesn't mean the map is bad.1 point
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+1, I do agree and think that GC would need an overhaul of some sort to actually make it useful (no offence), with the models you suggested I'm not TOO sure if they'd fit in with the current pattern of models we have but I'm sure it could be temporary or an update - Models imo actually look nice so full +11 point
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+1 Ghost company’s current skin really do not make them stand out at all which is a shame because it’s a great title to earn. I think these skins will help GC stand out amongst the other sub units instead of just having some Basic sharpied onto their normal trooper armor1 point
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+1 Much needed addition, currently GC feels like a high effort low reward kind of deal and it's been that way for a long time. Btw pulling the lore card on Synergy RP El No Sabe1 point
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The reason I linked the umbara operative as it is basically a lore explanation for the model. the umbara operative is lore as it's in Battlefront 2. There were only 2 battalions at the battle of Umbara so the fact it is orange makes it pretty clear the model is of a 212th trooper. It being ARC only also shows it was for elite troops ,like Ghost Company. The current models are less lore friendly as there aren't really any examples of GC wearing special armour. The server doesn't really follow lore, these models are to make us look important and special which is what we don't currently have. The problem isn't that the current models look bad, it's that they're very difficult to tell apart from normal 212th. They look just like standard 212th from more than 2 metres away. And GC and 212th HC have all looked at the models in game and believe they look great: great colouring and amazing details likes scratches and such. The models are to make GC stand out and they're even cleaner than the current ones. The older models are ugly. These new models are far more inline with the rest server. The models will never appeal to everyone but if you gave the suggestion a read you'd see why we basically need these models to remain relevant. We're the only official company on the server without jobs and that damages representation and awareness. This will make us obvious when with the rest of 212th while still keeping to lore (relatively). It doesn't really hurt anyone and the models look beautiful in game. We like em so why not give em a shot. Rn all we have is a black kama and funny writing on the arm, these models would really mean the world for our precious little company. Also to address this: We do have a lot because we're a bloody big battalion. Also we're getting rid of 2 models and getting 3 in replacement, seems fine to me. these models maybe add 3 MB which seems like a good deal for getting one of the longest running companies the recognition it deserves. We have less jobs then 21st and soon are to have less models then 501st (when they receive 332nd).1 point
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I was going to mention the fact that more people joined Naval due to you coming back and Naval RP would play a large part again1 point
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-1, Never been a fan of the Pumpkin Halloween style Troopers. I like the more lore friendly clean looking models personally.1 point
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Well one big thing that i enjoyed on venators we don't get to do is build up to events. This alone makes them a lot more interesting and fun to me. So we can choose which planet we need to go to in the little planet selector on the venator. We fly their and CIS frigate is outside, WE battle them, board them, dog fight them, blow them up and then head to the planet surface for a deployment. I think personally that adds a lot to events unlike now where its just we go there we can't really fly a LAAT out or anything because we just crash. The base is cool and i enjoy it don't get me wrong, but switching between would be fun to me!1 point
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Mate you say rp and lile no offence last time i saw a map change litteraly nothing changed in rp or anything all i really saw that changed is people remaking tryouts and shit just to go back to the base i like the map alot but you guys seem to really want a map change but from the past and from what i have seen nothing really changes when we get these rotations1 point
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The main issue is that Joah made a decent point several community meetings ago that the server population drops every time we go to this map and there isn't enough sim rooms for people. "You people act like you want it, and then the server drops down to below 50. So I guess people REALLY don't want it." - Joah If Joah REALLY wants to review this version and think about with other high staff I'll +1 it but I'm not holding out for this currently. -11 point
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+1 BUT. I dont think it should be for Heavys. Make use of the officer class.1 point
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if I see one more venator map rotation suggestion im GONNA LOOSE MY FUCKING MIND The fucking player pop drops 20-30 players per day because its a small dogshit map. The events are lame as fuck, and it becomes the same event regergitated with different event jobs on Venator its sooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo fucking booooooooooooooooooorrrrrrrrrrrrrrrrriiiiiiiiiiiiiiinnnnnnnnnnnngggggggggggggggggggggg -1-1 points
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