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BlueBeetle

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Everything posted by BlueBeetle

  1. BlueBeetle

    Make Big

    -1 Resizing things, while a good idea, isn't all that necessary. Plus the chance of breaking/crashing the server due to resize would be high depending on how you view it.
  2. That could definitely work. Though I know for a fact with its speed and easy turning we're gonna see a lot more of those than V-19s and ARC-170s. If we use the droid bomber, I suggest we use it specifically for large structures/enemy vehicles. Obviously the CFO and other high-ranking officers are smart enough to make rules, but if we allow bombings on large areas of droids, I can see people dying from cross-explosion/dropping too early or late. I suggest that bombings are used for things such as buildings, turrets, enemy tanks/walkers/landcrafts, etc. Not on enemy aircraft unless they're huge ships like frigates.
  3. I'm neutral on this statement I love the idea of more ships, but Guac has some good points. My only issue, with carpet bombers, is that people may be stupid and carpet bomb right in the middle of where clones, Jedi, or important characters may be. It's like HVOs with their rocket launchers. Some know how to effectively use it without being stupid, but others will shoot it right into a tight-spaced area and kill like 20 people and 3 droids. I'm open to giving it a stronger +1 or -1 if I get the picture a bit more, but right now, I'm staying neutral.
  4. -1 We're about healing, not fighting. Also, if you want to defend yourself, you've got two default weapons that deal more damage than a pistol. A pillow isn't gonna do more damage than a brick, no matter how hard you swing it.
  5. +1 We've all come to agreement that the Heavy job needs some sort of fixing. Whether that be a change to the Z-6, a new weapon, or something else. I know that the DU is well-known for their shields, but it's like you said: The shields are not DU exclusive. CG had them in the show.
  6. -1 Conrad's right. A x10 multiplier is no way to fix the economy on the server. And I do agree with you that permaweapon prices are also bad. But if you want to ask for a change, don't just multiply everything by 10, slap a sticker on it, and say the problem's solved. I'd say x4 or x3 at best would help.
  7. Brian Limmond
  8. Ah, alright that makes a little more sense. If the name of the job was simply called "Weapons Specialist," and clones needed to get their normal training for KU in addition to ARF training, then yes. I feel like that would make sense. From a lore standpoint, giving the Weapons Specialist a Clone Minigun instead of a Z-6 also makes more sense to me. I think honestly with this clarification, I'll give it a +1. It seems more logical, so long as the proper trainings are given, and possibly a little more time deciding who is fit to be a Weapons Specialist. It's better than to just give people the job with the training just so they can have both ARC and ARF loadouts for shits and giggles.
  9. I kind of agree with Marvel here. I haven't necessarily played a regiment that used Z6s since DU in 2020, but back then I barely used it in comparison to the basic DC-15A and DC-15S. The clone minigun I can agree with. As for the DC-15X sniper, that may be a little too much. If it's a Heavy Specialist job, why would they need sniper rifles? Miniguns would sort of fill that "heavy" emphasis. If they gave Heavy Specialist another strong weapon to go with it, without it becoming too overpowered then perhaps it could work. Maybe a shield like that of the Doom's Unit? I do agree with you on the fact that KU could add an ARF regiment to fix it, as nothing is wrong with a little more diversity in terms of sub-battalion groups, especially KU. I could be completely wrong on all fronts here, not being as experienced or knowledgable about every battalion and regiment. But I'm just throwing whatever cents I can to the conversation to maybe bring points up. For now, I'll give it a neutral due to my lack of major knowledge within sub-battalions like the KU. I hope whatever I spouted out made sense.
  10. Name: Neptoon (Beetle) RP Rank: CSM Suggestion: Give Medics a speed boost Add or Change: Speed boost to medics (Any job modification requires all this information) Job: Medics Slots: N/A Description: I know that my medic suggestion beforehand was bad, but I have another idea: Giving medics an extra speed boost. My main reasoning for this is to help medics move from one place to the next (specifically towards a bunch of troopers with low health at long distances). The boost will help them also escape from ambushes just in case, and to help catch up with the rest of the troops if they’re far behind (or they need to leave quickly for medical assistance). I feel that giving the speed boost would be more beneficial to the medic branch in terms of transporting themselves and helping move from one place to the next quickly. Model: [Keep them as they are] (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: [Keep it as it is]
  11. Name: Neptoon (Beetle) RP Rank: CSM Suggestion: Add +50 HP to all medic classes Add or Change: (Any job modification requires all this information) Job: Every battalion Medic Slots: [Keep as they were] Description: Giving medics an extra +50 HP would drastically help medics survive in very dangerous situations on the battlefield. Medics are supposed to be the support of the group, so having the same HP as the other branches doesn’t help much. I’m asking for +50 instead of +100 because medics don’t need to be these bulky beasts like Heavies or ARCs, but not as squishy and weak as normal troopers. Their max HP would be 350, and max armor would stay the same. Model: [Keep as they were] Weapons: [Keep as they were]
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