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Marion

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Everything posted by Marion

  1. +1
  2. +1 (obviously). It only makes sense for the Wolfpack heavy to run the same speed as a normal heavy
  3. -1. I love the idea of a city occupation and map, but we've done 3 or 4 map changes in like a month and just keep coming back to this one. The new one should be done soon, and having people need to redo documents, trainings, rules, etc each time is frustrating.
  4. -1 As said before, the whole "breaking lore" thing invalidates half the named characters and some battalions on the server. The Sith actually provide fantastic RP since Chrome has taken over, better than most Jedi RP I see I'd say. They do provide cool/fun stuff to do in down time (you can't expect GMs to run events non-stop) if you want to, and with the recent rule changes things are becoming more clear on what is and isn't allowed. I think there are a couple changes that could be made: I think the Sith should read up more on rule changes ( a lot of them, especially Apprentice and below seem to remember old rules and not know the new ones), which the higher ups do enforce when it's brought up (to be fair it's hard to FORCE people to read it, but they put them out). OOC complaining happens in every battalion/faction if the situation pisses them off, and it is usually isolated individuals in that group. The only thing I will agree with is the whole "Alliance" thing; I never really liked it, and think the RP brought by the Civilian models as well as the random fights/encounters is sufficient. Overall, Chrome has done great work in turning them around and I would prefer to see other things removed over them.
  5. YES! +1. Jetpacks really suffered hard on the nerf, at times they can hardly get you where you need to go Or at the very least go with my old suggestion and slightly up the current ones to somewhere between where they are now and where they were before.
  6. +1 Hard to really tell what it's doing, but anything to promote the RP with shaking up too much. Edit: Even more so backing this now that I understand what it does
  7. +1, with the exceptions that Fours stated that don't make sense. Well, other than Gungans; let them be a TRUE Sith Lord
  8. -1, for a variety of reasons: 1. The issue with ENG struggling isn't because the opportunity isn't available (as others stated) as a job. The problem is that there aren't many times where it is needed, or those who have it don't do it. Solution? Come down hard on the ENG jobs and BO if they aren't doing their job. If it isn't that, then GMs should encourage more RP related to that while the shoot em up aspect is happening. Both of these could make ENG RP viable again, without the additional issues. 2. In terms of a battalion removal, space, etc, I agree that there is not room right now. With 128 people, it can be hard enough as is. Now personally, I would've +1'd this over 187th when they were added, simply because the "airborne" role is rarely useful and is already encompassed by 212th. If the 187th were replaced with this I'd be more inclined to back it. However, even they struggle with numbers and are pretty new, so adding another new battalion from scratch would potentially worsen the problem, or repeat it. As for removing Sith, they provide a completely different function (i.e. Roleplay that can be spontaneous based on patrols, attacks, etc.) that would not match a battalion being added (this was one of the problems with going to the Venator, we had nothing to do with Sith). And before anyone says "Sith don't RP," Chrome has done an excellent job changing that. 3. Jurisdiction. This is one of the big problems I could see happening. 104th handle armor, BO handle turrets/Generators, GM do gate repairs, and then you add these guys. Despite how hard people work to counter it, people will always argue and fight about who is allowed to do or is in charge of something; I see it even now with things like negotiations, interrogations, hell even Medical and VIPs at times. I think the addition of it would cause more conflict than it actually fixed. Overall, I think that this isn't the time, especially with a new battalion just added. MAYBE if this had come before 187th, but even then there are the other issues. Like I said, the real issue is that there need to be more opportunities for ENG RP provided and those who have it need to do the job when it is available.
  9. -1. It just seems sort of pointless like those before have mentioned. With no Ashoka, it'd be weird to have anyone in it; it's just another "sub-unit" that will take away from TC if people were even doing that really; and until the show drops and we know more about the lore of them, it doesn't make sense I think to add them just because their helmet looks cool.
  10. So a big point in all this is when you take into account events. Sure you can EVENTUALLY get somewhere. But during the pace of an event when you need to get overwatch or to high ground quickly, you're more likely to die in the process or be irrelevant by the time you get there.
  11. Have you tried using them? If not, then you don't get the point. They have effectively no vertical mobility which is what a Jetpack is designed for
  12. Which is why I said strike a balance. They are borderline useless right now, which takes away from those who chose to specialize in that.
  13. Name: Marion Suggestion: So the jetpacks got nerfed in the latest update, which I think most of us agree was needed. However, I feel like they've been nerfed too much. It shouldn't be a multi-attempt challenge to get on top of the walls, or impossible to get up the hills. Recovery from stalling out at a height is nearly impossible. Talking to a couple other people who have been playing with the Jetpacks since the update, the consensus is to pretty much buff the Jetpacks to some kind of in-between point of the old and new Jetpacks. Implementation: Just slightly reverse what was done to bring them down for the update. Lore: Jetpacks were capable of flying to great heights with relative ease. Episode III and the events of the Clone Wars show demonstrated this. Workshop content if applicable: N/A (If no workshop content, suggest a developer or put "Require Development") If you are asking to add or change a job, fill out the following Add or Change: Change Jetpacks (Any job modification requires all this information) Job: All troopers with Jetpacks Slots: N/A Pay: N/A Description: N/A Model: N/A (Provide the model string if on server Ex. models/player/synergy/cblake/ls_squad/ls_trp/lstrp.mdl (Get this from the Q menu)) Weapons: N/A (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: N/A
  14. And on top of that, everyone is acting like this THE thing that causes lag. I'm sure there are several other small things, that wouldn't completely shake up 2 player groups in the server, that may be able to be looked at.
  15. It says something to me the number of people saying they "will come back if we add Rhino." That, in my opinion, isn't the attitude or people in the Jedi/Sith I'd want to see anyways. Some people on here probably haven't been on the server in months or more, yet they want to completely change the way combat works because "they were good at it." If this were to go through, I see a lot of gate keeping and clique attitudes showing up.
  16. Rhino is awful. You literally have to just run around and stare at the ground and figure it out. It's not nearly as fun for saber wielders. -1
  17. -1. I could maybe get behind this if it was a post to remove/limit Flamethrowers and/or LD-1s, but to try and blanket remove them is pointless. Like someone else said, some jobs don't get better weapons but offer RP reasons to stay in that role. This let's the person get weapons another way
  18. Marion

    Drugs!

    +1. Time to get hyped up
  19. Marion

    Jedi Species

    Sorry, didn't realize that. Can't figure out how to delete this though.
  20. Marion

    Jedi Species

    Name: Marion Suggestion: More Species for Jedi Implementation: Could use existing models to fill it for now, could make more models eventually Lore: There are many species shown in Star Wars. The Clone Wars shows a Wookiee specifically, and other Legends species could be cool too. I know there is at least one Mon Cala Jedi in Legends. Workshop content if applicable: (If no workshop content, suggest a developer or put "Require Development") If you are asking to add or change a job, fill out the following Add or Change: Add New Species Models Job: Jedi Padawans+ Model: Already have Wookiees Weapons: N/A Other: N/A
  21. You realize we had Lightning too right? RPS-6, Shotguns, SS's with Snipers, etc. So basically all the "cool, unique" weapons this batt would get. While I do think 91st was under developed and under used, I agree this is basically going to kill RANCOR; also, they wouldn't be all that different from the 91st in most ways. So I'm gonna go with: -1
  22. -1. You are literally the most fleshed out battalion in the game, I see no reason to add more. Plus, whether lore or not, it starts to diminish the roles of the recon units. Why join a recon unit when you can become an ARF trooper anywhere? It would be like more and more people getting grappling hooks, Aerial recon, Shields, etc. The battalions that use it as a selling point start to lose that.
  23. I +1 a move of DU to specialized. And if balance was the issue there then shuffle (GM to attack, SO to SOBDE, etc). Doom's unit is a specialized unit with a specialized task, so it only makes sense
  24. I fell like it would be a good idea to put a limit on the number allowed at a time. Their activity/performance would determine if someone stays in the position (this is assuming the vetting process went off without a hitch). This way, staff GMs are still important and would make up the large majority. The staff wouldn't have a limit on their GMs and it would be easier than the interview to get there (again, I'm assuming this is an extremely difficult interview to pass). There would be a very select, limited number of VIP GMs, so that the community at large has more options and feels more involved. I think this hard limit approach to the VIP GMs would negate a lot of the worries presented in this thread. I would +1 a hard limit on VIP GMs, and -1 VIP GMs without hard limits. (I'm not even staff btw)
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