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Everything posted by Kaner
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It would be preferable to not have to delete the WOS stations so I'll request it be looked into if possible
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Update: After testing, it seems as though if the WiltOS stations are removed before we copy then the glitch doesn't occur
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Then how do I set myself back...
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Bug Type (Server:): Tools Severity level (Low - Medium - High): Low Evidence (if you can): https://medal.tv/games/garrys-mod/clips/jF3yKGhaHnFY6WUCv?invite=cr-MSw5ZEMsNDYwNzQ3NDEs Description of the bug: The Advanced Duplicator has a bug for VA+ where if we attempt to copy anything on ES while world props are spawned in, we cannot spawn the dupe at all. This is quite frustrating as it means we can't build on Rakata at all without having anyone lower than High Staff with us. We also can't build on a few other maps without actively going around and removing all removable world props which is way too much time and effort. How can we recreate it: Jump onto ES and try to save a prop with the advanced duplicator
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Bro please I beg
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Bug Type (Server:): Gameplay Severity level (Low - Medium - High): Medium Evidence (if you can): Too risky to show Description of the bug: While executing Kyber Slam at NPCs, there is a massive problem where you get sent flying. Naturally this makes the ability almost useless as it is way too dangerous to use just in case I get flung into a group of friendlies and MRDM. Making it so the individual that is kyber slamming cannot be displaced would solve this problem and stop the chances of accidental MRDM with the power. How can we recreate it: Try kyber slamming a group of hostile NPCs
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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.
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Every LVS ship can be modified with its fairly easy to understand and edit code. I have worked and edited these ships in the past for previous servers and I can tell you for free that the Z-95 starfighter in particular has some of the least complicated code out of any addon. That being said, one way I have seen it made unique is the use of a "Fast Mover" take on it. Currently to provide CAS we have the LAAT gunship and the Y-Wing to provide Air to Ground support both of which are awful in danger close situations. If the cannons of the Z-95 were given a splash, allowed to slow down to a slower speed than other starfighters for accuracy and given the increased handling and turn speed + a massive boost to their natural acceleration, they would be an absolute favorite among Pilots. It would also provide a lot more potential for Pilots to help their friendlies on the ground without accidentally causing a mass-cas or having to aim their bombs a mile out from friendlies and missing every droid. Utilisation of the fighters definitely doesn't have to be limited by what they CURRENTLY do, more they COULD be with a few edits. I think this answers your question also, regardless I +1 this suggestion and perhaps a Naval could look at this suggestion and provide thoughts on how feasible this would be
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So as much as this answer might suck. The role of CG in its majority (at least regarding arrests) is in OOC, this is because arrests aren't considered in character; which is why they can be arrested for failrp and the like. This kinda defines it down to a core principle of they arrest the rulebreakers to stop them from interfering with the roleplay of the rest of the server, not to promote any sort of roleplay with these troublemakers. Ergo the argument is kinda right to say "arrest fast, ban fast". This is also why you see a lot of CG try to roleplay where they can, they are generally a lot more serious in a lot of situations since arresting people isn't really the fun part for them; they want to be all their cool LCs or make their own story as a member of the Battalion that was the most loyal and strictest in the whole Republic
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This would not be removing group heal, it lists in the suggestion as an "alternative" similar to how other trees also possess multiple power paths
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Name: Kaner | A'Sharad Hett RP Rank: Commander/High Council Suggestion: Updates, Additions, and Changes to the Branch specific powers. Consular: Add an option at the end of the skill tree called “Force Share” as an alternative path to “Group Heal”. This ability would donate the casters full force bar to the targeted individual up to their max. For Example: if a Jedi is at 21% and their max is 100%, the caster would donate 79% of their current force power bar. The cooldown for this would be quite hefty to reflect and would stay single target only, if the targets bar would not be filled by the full use of the casters bar then it will simply go up by the maximum amount of the casters bar. Sentinel: Modify “Energy Shell” to provide it's current damage reduction of 80%, and add a "link" that would connect to nearby allies in a 20 meter radius (5 clones either side of your shoulder). While this link is active, every connected member would receive a complete 100% damage mitigation with the caster taking all the damage to themselves instead. This would cost no force power as it currently does but would be a great risk as troopers/Jedi under heavy fire take a lot of damage. Guardian: Replace “Head Splitter” with a new power named “Valor”. Valor will provide a 300 health overhealth to all nearby allies in a 20m radius, as well as a 20% damage reduction. The caster would also receive a brief 5 second window of invulnerability while the overall power lasts 15 seconds, using this power the caster will lose their entire forcepower (can only be cast from full forcepower). Temple Guard: Add a new force power at the end of the tree as an alternative called "Force Silence", this ability would strip the target of their entire forcebar and halt their ability to regenerate force power for 5 seconds. Sage: Replace “Force Blast” with “Battle Meditation”. This ability would act as a radius version of current Meditation, providing a 30 healing tick within a small radius around the caster. Additionally, it would grant a minor buff to fire rate, reload speed, and lightsaber attack speed (approximately 20%), making it comparable to powers like Adrenaline. The effect would refresh with each healing tick. Shadow: Increase the damage of “Saber Strike” to 1500 (currently 500). This adjustment would better align with the Shadows’ niche as a single-target burst damage specialist, contrasting with the wave-clear abilities of other Jedi. Meditate/Channel Hatred: Modify these abilities to provide a continuous heal-over-time effect, similar to a medic’s healing ability, while restoring Force Power at the same rate. Implementation: After development, add these powers to their respective skill trees: Guardian, Consular, Sentinel, Temple Guard, Sage, Shadow. Lore: The Jedi acted as a supporting force alongside the troops, often allowing the troops to succeed in many battles across the Clone Wars, and this is the purpose of the suggestion. Workshop Content (if applicable): Requires development.
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+1 honestly bringing in the broken ones and maybe some new ones would be peak. There's some awesome OSTs from many Star Wars games, Movies, and TV Shows that we don't have on the server and if we could get those too then we'd have a lot more variety in events and deployments to create atmosphere. Plus I'd like to promote someone to the acolyte theme
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+/- tbh I kinda see both sides of the conversation here. I didn't hop on the server to actually participate originally but it was the players who tied me into the fun and made me feel involved that made me stay. I feel like minge conversion is through people actively taking an interest and full on giving those minges something more fun than mess around. We have all types in the staff team and management alone that started off with those dark beginnings. That being said, I do understand that it can be frustrating from a GM perspective when you've got a CT just going around being annoying to the other players and just ruining the experience of events, I wish I could say with utmost certainty that either one would be a perfect answer but it isn't tbh.
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Maybe flat land on claimable, the rest can keep a similar format? Just because yes it's 3 props but the grid has that weird texture thing where is turns black at certain angles even materialised and that can kinda make dupes very ugly. I do agree that a Sector 2 Outpost would be nice, although I feel with the addition of it; we would need to rethink the names we give to Northern and Western so it's more uniform
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Would it be possible to integrate a measure for recruitments into battalions? Or is that wayyy too difficult with the way that the server manages recruitments?
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Maybe instead of a requisition system we could have a console command that can be executed by Naval, then have that be disabled with either a tool or the GM menu?
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+1 only if i see you running around without your helmet when there's no fighting though
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+1 honestly peak explanation and I'm down to see some appreciation for Omega (changelings when?)
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I have 3 questions then; Would the RP of Fi reflect his more outgoing and jokey personality before his head trauma on Gaftikar or the post trauma episodes where he was very limited and had very little joy left in his actions, only really showing love for his brothers and determination to help his adoptive father? Where exactly does this fit into the RC squad format, RCs were commonly 4 man squads with the exception of bad batch (since they're like a defect RC squad)? With this fit would Corr wear similar Armor to Fi as he does in his lore or would he simply have to have his own armor/model made?
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#7 ban appeal this time on a new forums account? Interesting... -1
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From the side of people who don't know you but have heard of your antics through third party information, I would say that you'll probably be stretched to reach anywhere in any faction for a bit until you've shown you have changed, if you appeal is accepted, but as Conrad said I do believe that second chances can be given considering the length of time you have spent away +1
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+1 maybe making some purchaseable parts in the armory just for the sake of using a new tab
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+1, can only use these with hyperspace which creates a weird angle issue when using ADV dupe
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