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TheCyan

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Everything posted by TheCyan

  1. 5/4 Kurt is a legend. Awesome mix of brain usage, shooting, and realizing we didnt leave people in CY. +1 because you allowed pilots to actually pilot
  2. I am Hunter Cyan, and I approve this message. You and Mav did a good job Boss, it’s awesome.
  3. As long as it's more of a "funny to use" rather than a "funny but also incredibly OP" +1
  4. 2/10 incredibly short and was basically just "shoot those guys, oh no they got behind us!"
  5. If anything, Endor makes me crash 24/7. ur mom HA -cyan
  6. Sounds great in concept, unsure as to what the process is on the dev/founder side. A low amount of players is probably the best
  7. 6/10 Droidekas way too OP
  8. +1 Obviously. 1) It's super clearly stated in lore that this was the load out, and should definitely be implemented. 2) Adding a Westar-m5 is creating a unique identity for Galactic Marines that sets them apart from other battalions. It also perfectly compliments how a Galatic Marine would act. Precise, accurate, and deadly.
  9. Merging PTL & ENG is (sorry) an awful idea. It might make sense to possibly not add one or the other, but to merge them is to kill both the pilot job and the engineer job. As an engineer myself, there’s not always times when i’m able to be doing engineer stuff and that’s fine. As a medic, there are times when you’re not doing medic stuff. As an ARF, there’s times when you’re not doing scouting. As Engineer, there’s times when you’re not repairing something. Merging Pilot and ENG would create a “super trooper”, or even inspire other branch merges.
  10. +1 Since 501st judt got a huge member boost, adding extra subunits makes sense. To everyone saying “merge pilots and engineers”, please don’t. As an ENGO myself, it’s very obvious the distinction between pilots and engineers. I’m all for giving the pilot job a repair tool if Engineers actually had turrets, otherwise it should remain as is.
  11. 4/10, no structure, little story. Decent enemies though.
  12. We understand that they cause lag, and of course shouldn’t be spammed, which is why if this is implemented there should be a cap as to how many can be on the field at once. You also have to realize not every ship needs to be boarded, just like every ship doesn’t need to be shot down. Boarding is just another weapon in the arsenal of clones, just like a turret is. Obviously if a ship has a VIP or specified to have valuable intel, engineers/BO shouldn’t shoot down that ship, and 21st can board. Shooting down this ship would not only be FailRP, as well as a violation of the Brotherhood Code and straight up a crime against the Republic. On the other hand, if a muni is just a muni, it would be quicker and easier for air support or turrets to be able to shoot the ship down.
  13. A turret is an amazing and beautiful and wonderful tool, expertly made and well thought out, to that I agree. Of course, there should be restrictions to the number of turrets active at one time. Due to the niche ness of engineers as a whole, there wouldn’t be “excessive spamming” of turrets, and there should DEFINETLY be a cap to the number of turrets to be placed at one time, I think 2 or 3. Anything above will cause too much lag.
  14. To address this problem, there will more than likely be a cap to the amount of turrets that. an be deployed at once. Also, there are currently only 2 battalion engineers at the time of writing, 212th and DU. Thus, the “turret” spam can’t exist if there’s a cap, and with only 2 battalions with an engineer branch. Additionally, rules can change over time, and I think the rule of only Base Ops having turrets is frankly an unfair rule, as battalion engineers are arguably more present on and off the battlefield. Also, I find that a GM/GH setting a rule that “this ship shouldn’t be destroyed” is a weak and restricting thought process. Just like D&D, events should be shaped by the clones, the troopers. There have been amazing instances of this in recent memory. If there is really some significance of a ship not needing to be destroyed, a prop could be used in place of an actual vehicle.
  15. Specifically, this suggestion is in regards to the E-Webb Turret, the most commonly used turrets on the server, as well as the same exactly one in the Base Ops Enginner loadout.
  16. Name: Doom's Unit ENGO SFC Cyan (Approval by CMD Brimestone & BCMD Doom) RP Rank: SFC Suggestion: My suggestion is as follows. Battalion Engineers (not any Support Troopers) do not have a turret in their loadout. This is a problem for numerous reasons: 1) For every event scenario where a turret can be used, a staff member would need to take time out of the event in order to give each engineer a turret spawner, and this problem happens again if the engineer is killed. Base Ops Engineers do not suffer from this because they have a turret spawner as part of their loadouts. Additionally, there are staff members that simply don't want to go through the hassle of giving battalion engineers a turret spawner, and provide no reason (this is not a callout to any specific staff member. 2) It is harder to do any training with turret placements or tactics, because turret spawners are not readily available for use by battalion engineers. Trainings like fortification training, shield placements with turrets, and anti-air are all that much harder for battalion engineers, because of the time needed to get a staff to spawn in a turret. 3) Because of the need for an admin to spawn a turret, this leads to people who should NOT have access to turrets asking for admins/staff to spawn in turrets for troopers. This creates an environment with TOO MANY turrets being spawned in for troopers that do not need it and should not be getting access. Thus, equipping specifically battalion engineers (like Doom's Unit Engineer) with turrets would create LESS confusion among who gets a turret (If it's not in the loadout, it's not available for that trooper) and overall LESS turrets available for abuse by troopers with no access to turrets. 4) Part of being a good engineer is not only being effective in RP, but also effectiveness on the battlefield. By not having access to turrets, engineers are LESS appealing as a branch and overall LESS effective. Adding turrets to battalion engineer loadouts (exactly like how Base Ops Engineers have) would INCREASE not only the appeal of being an engineer, but also their viability in combat and as a branch. My suggestion: All battalion engineers (not other support roles) should have access to Turret Spawners in their loadout. Lore: A Doom's Unit member places and operates a turret in S6E1 of Clone Wars. Implementation: In the next update, adding turret spawners into battalion engineer loadouts (just like how Base Ops has). There should DEFINETLY be a limit, no more than 2-3 turrets active in the server at once (due to lag and spawning reasons)
  17. 10/10. Awesome event. Great that actions have actual RP consequences, and not brushing off the stupid actions that some dumb asses do. Please do more events!!
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