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Showing content with the highest reputation on 01/18/2025 in Posts

  1. you will see me in my grave before we add this janky unoptimized lag creating bad SWEP
    2 points
  2. Name: Zeros RP Rank: CMD Suggestion: Increase the amount of the time you're revealed/the shadow is visible after you fire a weapon while cloaked and after you're hit by blasterfire. Implementation: Change the timer on the Camouflage Device so that after you fire a gun or you get hit by blasterfire, you remain visible to others longer. __________ Add or Change: Change Weapons: weapon_camo_sr (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: If we intend to move forward/fully implement that you're allowed to fire weapons while cloaked, the time you're visible has to be increased in order for it to be fair to everyone. The current timer is somewhere around 1 second, my ideal world sees the current timer tripled to be around 3 seconds (or whatever the actual timer is x 3) so that its fair to both Guild and GAR members that are dealing with cloakers. This should apply to when you fire because lately it's been get shotgunned or sniped while they're cloaked and you don't have a chance of surviving it, nor do others have a chance of finding where they are even IF they manage to hit them once or twice. This increase is still very fair to the cloaker themselves if they can just hide behind a box or a ridge.
    1 point
  3. Unfortunately, this suggestion has been DENIED. If the same suggestion is submitted again within 60 DAYS of this post it will be automatically denied. // LOCKED // MOVED TO [CW] SERVER SUGGESTIONS - DENIED
    1 point
  4. Yes the energetic would be absorbing ALL the damage from the troopers in a radius not just 5, I used 5 troopers as a reference point for the 20m range. The main thing to note is that currently energetic causes you to take 2 damage a shot regardless of the weapon, the only spike to this is the christmas sniper which makes you take 8 damage. NPCs rarely have perfect accuracy and don't have unlimited ammo as a whole, they can fire about 35 bullets before reloading and do about 100 damage each if all of those bullets were to hit. Taking that down, the Sentinel would be dragging most of the aggro anyways so realistically the ability would still be AS effective as it is now, it's just about taking the damage off those stray bullets that sometimes kill off a low HP trooper that is seconds from healing while also not making the entire situation straight up OP. Also, don't think of the powers as independent things, if you have a Guardian walk in, cast valor, a Sage battle meditating and a Sentinel using energetic shell. The troopers can push even heavy fire because of the combination of powers with very little casualties. It just means that a GM can pace the events by throwing absolute armies at us without us just dying on repeat. Plus it means we can handle harder skirmishes, so long as you can organise the troopers around the Jedi.
    1 point
  5. +1, The Grid argument is fundamentally flawed by two points: it looks unnatural and is impossible to match to the surrounding area AND the shadow issues that grids have always had. I'd prefer to see the ground of my dupe rather than an all black void when I look at it except from one specific angle. If you like water, cool, there's still gonna be a lake or two in the sector. The sector doesn't need FOUR separate lakes though, that's excessive and a waste of good flat land we could have.
    1 point
  6. We have a lot of big stuff coming next update, and this would be a lot of new systems to make. While it might be needed, we cannot focus on it at this time. Perhaps next update.
    0 points
  7. This suggestion has been moved to DEVELOPMENT PHASE. (Suggestions that are being coded, set-up & tested on the development server to see if they fit the server and are without major conflicts)
    -1 points
  8. Name: Casanova RP Rank: CPT Suggestion: Add the fortification tool to SUP troopers Implementation: Allow for SUP Troopers to spawn barricades Allow support troopers to spawn the barricades with the new barricade tool, it makes little sense to only allow naval ENG to do it. SUP Troopers are Engineers and SUP needs something unique other than ability to spawn armor to draw people to the branch and i think the barricades will do a good job at it Lore: SUPPORT, barricades makes sense
    -1 points
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