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KaiserNeiner

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Everything posted by KaiserNeiner

  1. What are the current stats and buffs for the pet? @Art
  2. +1 I was told to come support this
  3. Would you be against adding it to BCMD jobs that have HVO?
  4. Yeah okay bucko on a real note you have EOD specialists in the squads, it would make sense for yall to have it for your BCMD. Doesn’t your BCMD role change frequently though?
  5. Dealers choice. I like the model but at the end of the day it isn't a make or break.
  6. Name: Kaiser RP Rank: Commander Barlex Suggestion: Develop a modified version of the M45 LMG that would be used as a base weapon, named the M40. Decrease the RPM and remove the scope, keep the damage and magazine capacity the same. A link provided shows it killing a 500 HP droid in 30 rounds. https://medal.tv/games/garrys-mod/clips/lXDq7FGc3SeDjmjGd?invite=cr-MSxZRFcsMTg0NDIyNTY2&v=13 Implementation: The purpose of a non explosive weapon being added to HVO is to give troopers something unique to use when they run out of the limited ammo they have. This is in tandem with another suggestion to add a resupply SWEP/Utility to all BCMD WL's of battalions that have HVO. If a BCMD or specific naval personnel are not online, and the HVO trooper still has limited ammo, they can at least have a different blaster to fall back or cover friendlies with. Most battalions have 5 HVO troopers max, so giving them an additional weapon along with a potential restock ability from their BCMD's would be huge. Lore: N/A Workshop content if applicable: Requires Development (If no workshop content, suggest a developer or put "Require Development")
  7. Name: Kaiser RP Rank: Commander Barlex Suggestion: Develop and add in a nerfed and deployable version of the current gonk droid entity to all BCMD WL's that have HVO's in their battalion. Allow Naval WL's to suggest it and add it to theirs. Give all HVO troopers the current suggested grenade launcher from Wraith as well linked here: Implementation: I've provided a clip of the gonk droid entity. For those of you that don't know, this item gives out explosive ammo in bursts of 25 every....6 or 7 seconds....until you're capped in the hundreds. My suggestion is to add a SWEP or deployable item like a shield that provides rockets by 1 every 10 seconds. After picked up, the entity has a 5 minute cooldown until able to be placed again. It has no time limit once it is placed. IMO if you have more than 3 rocket troopers in your battalion, your BCMD job should get this. https://medal.tv/games/garrys-mod/clips/lXDnxzUPXrywKd2ZM?invite=cr-MSxrR3IsMTg0NDIyNTY2&v=19 Lore: N/A Workshop content if applicable: Requires Development (If no workshop content, suggest a developer or put "Require Development")
  8. I’d love to know the timeline if it’s public. I can’t imagine he’d be working specifically on Corellia edits prior to being accepted as a dev assistant. That would be pretty wacky.
  9. If we're comparing the jobs to each other, don't A'den and Nate also have the full ARC kit? And doesn't Nate have the Alpha Westar or whatever it is?
  10. unnamed planet rn but new corellia yaya
  11. Name: Kaiser Steam ID 64: 76561198253466298 Discord Username (Not Display Name): kaisertener Feedback Focus: New Map feedback Content: Writing this to hopefully be a thread for people to give feedback on the new map. I am 100% a fan and believe it opens the door for some huge potential down the road. Let's start with the main map guy: PrinceZay. From my understanding, this dude was accepted as a dev assistant on the 7th of January, with the new map releasing on the 18th. If it was just Zay doing the heavy lifting(we can infer this due to the map string having his name on it and personal anecdotes), then this project took 11 days. That is absolutely insane for the edits made to the map and how fast the turnaround was. No idea who else was involved or how many map testers/VA+ that got access to dev server to check it out for bug checks helped out, but if it was mainly Zay then the work he did in the short amount of time could rival some major map makers. Previous Corellia - The Good: Corellia had a lot of decent features on it that made it a good map. People loved to hate on it when we were there but once we left and cycled a bit, there was a genuine push from some community members to swap back. The interior of the base was awesome. Design was good, we had a load of normal sim rooms, brig was good, ER had its first "minigame" in years, and the overall vibe was awesome. The Jedi Temple was a damn temple, it had a huge cave, massive ceilings, unique designs with the rooms. The LAAT sim rooms/teleports were unique and the two VERY different atmospheres they held spiced up gameplay enough to make events, encounters, or tryouts interesting. Previous Corellia - The Okay: There were 2 small issues with the base design; location of the ER and the BCC buttons. Engine room could be explained as a valuable POI that if we were overrun, we would have to push back heavily to retake the ER. From a tactical point of mind, it made no sense to have engine room access as one of the first things in the base. The defcon buttons were placed in a weird count, and the alarm was WAYYY too loud. The slaver camp was just ripped right from the trandoshan slaver camp map with minimal effort put to an official Republic Outpost. The MUSIC from the Guild Hall and the Temple was loud af and got annoying p quick. That DAMN TREE OUTSIDE OF TEMPLE THAT VISUALLY BUGGED OUT EVERYDAY. Previous Corellia - The Bad: One of the biggest complaints I ever heard on Corellia was the outside terrain. It was awful. Dark and difficult to see, flat but tree covered on the river level and then nothing but plateaus above the base or on the cliffs. There was some serious texture lacking from the map as a whole and it made gameplay repetitive to a point where base attack number 523 was better than leaving the base for an mission. Using Coruscant and Illum to build and host events became the norm and the terrain outside was basically used just for patrols or quests. Parts of the map felt empty and lame and not worth engaging in. "New Corellia" - The Good: The terrain has been fixed and damn is it good. There are these natural paths that lead up to higher elevations, holes in the mountain sides, cliffs, new small buildings, etc. Any issue or complaint with the terrain previous has been improved by a mile and it is genuinely a better map. Lighting is better, skybox feels bigger too. The new replacement for Illum is awesome, the room is maybe 4-5x as big and sectioned off so people *could* host 4 tryouts at once in there. We kept the other sim rooms, Coruscant remained, and there aren't many changes to the interior of the base. The village location has been improved and the small Republic tower/armory there is a nice touch. Having the village and Guild Hall separate is good for what the Guild/civis are currently working on. I'm a huge fan of the slaver camp being moved and then adding the tree platforms in the Swamp over there. It adds for a potentially larger scale battlefield if you're retaking the camp and a slight change in terrain. Moving the Temple under the base allows for jedi and clones to easily interact with each other rather than needing to force leap across the entire map to get to base. "New Corellia" - The Okay: The undercroft of the Courtyard was a cool platform to have below the cliff base and I'm bummed it was removed. Nothing too important really but it was a nice layer to the base and it's disappointing to see it gone. Both the tower at the end of the main base ramp next to the crash site and the tower next to the village in the far corner are super lack luster, having another room inside or a staircase rather than an exterior ladder might have been cool. The village houses are just huts, I suppose that could work with the lore for the planet but in terms of RP at the village, there isn't a lot to do with the same size mud huts for homes. The crash site feels out of place for its location, and perhaps a different POI would work in that location, maybe similar to how Rakata had an expanded platform out past main gate? Perhaps move the crash site to a more secluded part of the map? "New Corellia" - The Bad: There's not a lot of glaring issues. I'd say the only 2 that really show up is the lack of effort put into the area above the base, it's just a small armory building and a comms tower prop. I don't know what could be there, but having those two things there just feels out of place and unnecessary. The rest is just flat that could use some terraforming. Also there isn't any "official" Republic Outpost, and I think that's pretty important for most of the base maps. If it's supposed to be the tower thing at village then it's too small, if it's supposed to the crash site then there's nothing really there, and if it's supposed to be the slaver camp then it's confusing. Perhaps it's supposed to be heavily contested. In summary, the revamped version is good and a much needed improvement to the old Corellia. Most Synergy and GMOD players know nothing about the ins and outs of map making, so my feedback is from someone who doesn't comprehend the effort involved. Banakin did a good job with the base and the temple for this map, and Zay seems to have expanded on it and heavily improved the outside terrain. There is A LOT more good than bad with the new version. If Zay did this in just 11 days then holy shit this is awesome. Guy crushed it as his first "project" for Synergy. SO to anyone else that helped or did any work for this map, I hope we stay here for a bit.
  12. +1 this is cool
  13. +1 I guess? Would rather see the bomb minigames used more often than they are right now before adding a small QOL feature.
  14. These are in, I used them last night when building a dupe.
  15. +1 however needs the ability to remove the wig still
  16. -1 lofi is wack but this report is wacker
  17. -1 throwable and group version of what delta has
  18. I think lore pilots with armor drops and ARC kits are disguising.
  19. The way you formatted this is horrible, +1
  20. Isn't this armor regeneration for Delta @DirtyDanLIT@BROPDROP
  21. +1 I dont think this affects me at all
  22. +1 except for support, not sure what the purpose of Rancor Support, Razor Squad, and Razor Squad ARC is.
  23. -1 it makes 0 sense for Pong Krell to be on the server with our time frame. 212th and 501st already had their encounter with him on Umbara, so engaging with him on the server wouldn't produce anything positive. Additionally, this will just end up being a more aggressive anakin when it comes to letting people RDM on the WL.
  24. +1 sick idea
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