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Showing content with the highest reputation on 01/28/2023 in all areas

  1. Name: Tucker RP Rank: SFC Suggestion: Buff the Bacta Kit back to the rate that it originally healed at. It feels like it almost got halved. weapon_bactakit Implementation: I guess a developer would just change a value for the weapon, I'm not sure how that works. Lore: N/A Workshop content if applicable: N/A? If you are asking to add or change a job, fill out the following Weapons: (If you want a modfication to a weapon/saber you must put the weapon string in the suggestion. Ex. tfa_e5 (Get this from the Q menu)) Other: I feel like this nerf to the bacta kit was unnecessary, and hinders medics. It takes much longer to fully heal someone who is almost dead back to full hp. I noticed that medics also get 4 medical syringes now instead of just the two, so maybe a nerf to the bacta kit was meant to balance it out, but I think many people including myself would rather just have a better bacta kit. I rarely if ever use the medical syringes, they're a pain.
    1 point
  2. -1 Not much can be done to slow the pace of players during events. I like this change, that it forces a more tactical playstyle and doesn’t encourage the “run-and-gun” mindset which can ruin the experience for others. The buff of syringes still allows someone to get right back into the fight with a larger heal.
    1 point
  3. TL;DR, You don’t get it and aren’t trying, and instead of being constructive or helpful you’re dismissing the discussion out of hand
    1 point
  4. The The issue im having as a whole is the approach we take to balancing. Largely, this is to keep pvp "fair". My problem with this is it makes the weapons we have lack luster. These suggestions come down to trying to work with what we have while trying to skirt around permaweapons. What I actually want is an upgraded kit that substantially out performs the standard dc15a/s. Hell, I would like the 15a/s to be good in general. When I say "DPS", I mean the sum of a weapons stats that come together to create the final performance of the weapon. An officer weapon that barely gets used has no business out performing RC weapons in terms of magazine size and damage output. My thinking is this: I don't really care about preserving PVP balance. I think there should be a "weapon progression" as you move up in the server. Subunits should have a kit that makes them more attractive than being a regular trooper, ARC should have a kit that makes getting ARC trainings desirable, and RC should have a kit that sets them far apart from everyone else due to their nature. (Limited and theoretically hard to get into). It's a simple and superficial thing that gives a sense of reward and progression for getting into a subunit or passing ARC tryouts or what have you. The issue with suggesting an overhaul is twofold: People who are highly familiar with the inner workings of what goes into deciding a weapon's stats will hit you with technical information that misses the entire point of what you're attempting to suggest or accomplish. More pressingly, permaweapons on this server stunt any sort of meaningful or satisfactory overhaul. TL;DR It's not about the weapon damage, but establishing a sense of progression that's gratifying/rewarding for taking the time to progress on the server. While I agree with a full rework of our weapons, that's super unlikely and Permaweapons are a huge shadow over making unique kits. (I see this as more in line with say locking body groupers behind some sort of a leveling system over "make gun shoot better"
    1 point
  5. -3 points
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