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Conrad

VIP - Conrad
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Everything posted by Conrad

  1. How quickly would you expect to take it to recharge? Would you expect it to constantly be recharging, or only out side of combat? This is less armor and more a recharging health bar given how it blocks all damage. I would prefer to be it just your normal armor bar recharging back to 100 over time.
  2. I will +1 because its just the adding of the weapons, and if we ever get around to giving them to subunits hope that some sembalance of balance can be maintained. I don't want everyone to be super soldiers you know!
  3. Something like TC: gets the U version for every member. Ghost Company: Gets the ARF version for every channel. I could see my way to something like that. I would probably want a bit more restrictions on sub units with unlimited slots, else we fall into the point where a BCMD puts every single trooper into their sub unit just to make them stronger on the battle field. That would be my biggest concern with doing blanket upgrades like this.
  4. @KaiserNeiner Would the whole sub unit get one version of these, or would each member get the upgraded version of their regiments base gun?
  5. Pogart has been upset about being "RDM'd" (KOS by RCMD) and has been doing other small annyoing yet obnoxious things. IMO this is something to be handeled by @Charles (who i believe was talking to him). Edit: He was removed from CG it seems. So no one really to answer to besides staff right now.
  6. This works for me too. I basically just want to be able to use my tac in a way that makes it feel like its actually worth having. Right now it can save me about a 20 second walk, at best from bunks.
  7. I don't really think this makes the sub unit more unique. It just is more guns for the sake of it. Your drone suggestion is just so much better and gives them a unique personality. This just isn't it IMO. I want to see you guys become better at your jobs, not just give you more fire power. -1 Edit: If you do want a gun, i'd rather see you guys come up with your own custom gun for your sub unit, and other high end recon sub units, then take the ARF gun.
  8. This ain't it to me. The Knight Or Padawan is the real lore rank we have, putting that to the side for something made up just feels sad to me almost. Marvel brought up a good point. This is trying to fix a problem for TG, at the cost of making it worse for the whole. -1
  9. My biggest issue might be how long these make names in game. They’re already super bloated for some people and this will make it worse. Have you thought of a shorter way to display some of these longer ones?
  10. Conrad

    DC-15a/s Buff

    I’ll +1 a clip increase. But I believe all weapons need to be looked at again as a whole. Individual weapon changes aren’t the answer.
  11. Damn this would make the battalion siege as fuck @Xaze @Stockings. +1
  12. -1. I’m against giving something to all of any X Regiment or group for the sake of just making them strong right now. Id prefer this find its way to some medics instead of all, and then other medics get something else perhaps, making both more unique. Or maybe even create a new regiment for battalions to use that utilize these grenades!
  13. They where removed. We didn't want to do anything that required a heavy load on the dev team with this suggestion, so nothing new (or old being brought back). Maybe something in the future!
  14. I'll be honest, I wasn't sold on them being here initially and believed they might feel out of place. Some of this hesitation does stems from not wanting to change too much at once, and doubly so not one of the new things we got. However, I had an idea for their role within this sub-unit that I believe fits well in a roleplay context. While the name might not help much, their roleplay purpose can still thrive outside of it—particularly through their use of the hologram tool. They could use this to fake out attackers, making them believe we have greater forces than we actually do or, conversely, appear weaker by being cloaked, leading the enemy into a trap. Additionally, the cloak could be utilized for patrolling the immediate area, providing updates on when and where enemies are approaching. This would give us the opportunity to spring a well-timed trap. Though these are more roleplay-oriented reasons, I trust this battalion to take them seriously. If, over time, these elements don't mesh well, server suggestions are always available for future adjustments. We can definitely make changes if necessary, but for now, I think they should stay.
  15. I am totally on board with the buffed version existing, just want to make sure its nothing too insane. I have no frame of reference based on what you posted. Please just give me a bit more in term of numbers to help make my choice. Or just leav
  16. +1 our comic accurate short king
  17. Where would this place the item DPS wise among other weapons? I would be down with a buff but 15-20% fire rate or 8-14 damage seems a bit of a large jump(again hard to tell just looking at numbers). Just want to make sure this weapon doesn't pull ahead too much.
  18. Name: Conrad RP Rank: WO - Approved By Director because no BCMD Suggestion: Hill Company, Setting us up! We are creating a new battalion, and unlike any other, this battalion is coming to us without any established lore. During this time, we’ve been relying on vibes, exploring what we enjoy, and trying to carve out a unique niche on the server that doesn’t overlap with others. In doing so, we noticed a gap: defense. While CG focuses on defending VIPs and securing small areas, we envisioned creating a group dedicated to guarding outposts, gates, and larger areas such as entire towns. To realize this vision, we decided that Hill Company would be a great fit for this role, serving as the shield while our main battalion acts as the sword. We didn’t want to take the easy route by simply giving every member of the subunit a jetpack. Instead, we wanted to create something fresh from the ground up. With this in mind, we aim to establish two new regiments—both to enhance our battalion and contribute to the server as a whole. Currently, the primary focus of Hill Company is the Infiltrator. Outside of this, the existing regiments—Heavy, Medic, and Basic Trooper—are no different from the main battalion whitelists for these roles. These regiments use the standard loadouts players are already familiar with, which doesn’t help in establishing a unique identity for Hill Company. Therefore, we propose removing these three regiments to make way for something new! We hope these new regiments will not only propel our battalion forward but also push the server in an exciting new direction! I encourage other battalions to consider implementing these regiments, and even thinking about making new and unique regiments for their battalions (shoutout to the 41st for steering in this direction already!) if they feel they could enhance their own unique identity. In fact, I already have a few ideas about where they could fit: @212th Ghost Company: Adding the Infiltrator WL could be a great fit, a unique way to scout! @104th: The Armorer role seems like a natural addition for you, building a fortification while you repair your vehicles! @501st Torrent Company: A Droid Popper would be a valuable asset and give TC an extra punch! @Coruscant Guard: I think a Trench Trooper would suit your forces well. As you can see, the goal isn’t just to benefit our battalion—we’re happy to share these ideas if they help strengthen the identity of other battalions and subunits! I hope this sparks creativity among others to develop new roles that contribute to the uniqueness of their units. The 41st has already taken a big step in this direction by introducing new tools to the server, and they’re doing a fantastic job with it! Additionally, we’re not looking to create a subunit that can do everything. For example, we won’t have certain staples, like Medics, which we propose removing under this suggestion. Similarly, we’re asking for Droid Poppers to be excluded from this subunit since grenades are inherently offensive, which doesn’t align with our defensive focus. These changes are meant to strengthen the roleplay aspect of the group and ensure it doesn’t become overpowered. While we’re requesting two new things, we want to remain modest in our approach. We wanted to take an approach that minimizes the development workload. As a new battalion, we recognize that we already have some unique features, and while we’re open to sharing these with others, we also want to allow development efforts to prioritize other battalions. With this in mind, we’ve ensured that the workload for our proposed changes is light, focusing on tools the server already has, and using the models that already exist. We completely understand if these updates need to take a backseat to changes requested by other battalions for their development needs. Lastly, some of our requests involve items that other groups already use. For example, we discussed the Chain Gun with the Regimental (Bana) and multiple officers in Rancor(Clorox, Malore, and Bobby), all of whom had no objections since the weapon is “not really used.” For the Fortification Tool, we plan to work closely with the Navy. We’ve consulted Tundra/Yularen and will adhere to all rules they have in place. We consider them the owners of this tool and simply wish to use it to advance roleplay within our subunit. Implementation: We propose replacing all current whitelists in Hill Company, except for Crash and Infiltrator, with two new regiments. These regiments will be designed to redefine Hill Company as a subunit specializing in the defense of key locations, including checkpoints, outposts, gates, and other large areas. By focusing on this defensive identity, Hill Company will stand out as a unit that excels at maintaining strongholds and securing critical positions on the battlefield. This change aligns with our vision of creating a unique roleplay experience for both our battalion and the server as a whole. Lore: Since the 241st has no official lore, we are working to steer the battalion in a unique direction on the server. Our goal is to establish a distinct identity that stands apart from others on the server and the main battalion. Hill Company will focus on defense, but in a way that differentiates it from CG, DS, or Senate Commandos. Hill Company will serve as the defensive arm of the battalion, complementing the offensive operations of the main force. Their role will be to organize large-scale defenses of outposts, bases, and checkpoints once these locations have been secured by the main force. This focus on holding critical positions will ensure that gains made during offensives are not lost. After all, sometimes, “The best offense is a good defense!” 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 if not, leave it out. Add or Change: (Any job modification requires all this information) Remove Hill Company Trooper Remove Hill Company Medic Remove Hill Company Heavy Remove Droid Poppers From all Hill Company Whitelists. Add Hill Company Armorer Add Hill Company Trench Trooper Job: Hill Company Armorer Slots: N/A Description: The Armorer specializes in fortifying locations, making them more secure for their brothers. They are equipped with tools such as the Buy Armor command to provide additional protection and the Fortification Tool to construct and reinforce outposts, ensuring a strong defensive position. Model: models/jayarr/tukk/tukk_hill_trooper.mdl (Provide the model string if on server Ex. models/synergy_roleplay/trooper.mdl (Get this from the Q menu) Weapons: Fort_datapad (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: Add the /buyarmor command to this job. Job: Hill Company Trench Trooper Slots: N/A Description: The Trench Trooper serves as the mobile turret of the battalion, excelling in delivering overwhelming firepower to secure fortified positions. Armed with a Chain Gun for sustained heavy fire and a DP-23 Shotgun for close-range cluster shots, the Trench Trooper is pivotal in holding the line and maintaining strong defensive positions. Model: models/jayarr/tukk/tukk_hill_hvy.mdl (Provide the model string if on server Ex. models/synergy_roleplay/trooper.mdl (Get this from the Q menu) Weapons: tfa_chaingun_ferty , rw_sw_dp23 (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:
  19. Seems like a bug, but +1
  20. Not to speak for them, but i'm pretty sure its their base line so that they have a strong focus on recon inside their battalion. +1, I think it makes sense to run it how you do, and replacing that job with something new is a great find!
  21. I'm interested to see how this would work inside gmod. Hopefully it gets a good UI/Controls alongside it! +1
  22. +1 besides this part. Not saying it couldn't but check with them first. And HVO's just got detpacks. Lets see how that works out when those are fixed before we add any more to the whitelist.
  23. +1 would be able to supplement current regiments or make some new cool ones that could include this. Also kind of have this functionality with the tracking that happeneds during quests. So hopefully its easy to replicate that in some way.
  24. +1
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