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SquishyFishyy

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Everything posted by SquishyFishyy

  1. As someone who came here from Superior... thats literally just how it works once stamina ran out you couldnt block anymore so you had to run and hide a lot... it sucked but im just gonna guess this is not a bug this is intended
  2. Bug Type (Server:): Main Severity level (1-3): 2 (I Think its fairly important) Evidence (if you can): I don't know how to provide evidence for one of the things | https://imgur.com/a/f11CUSm Description of the bug: When trying to set a youngling to their whitelist or any job in jedi either they show up in MCS and have the jedi option on their job change but they don't have the drop down for rank or character. On the other hand sometimes they show up with the wrong whitelist all together like I can give them clone or bounty hunter whitelists.. The issue with that is theyre showing up to the temple as a youngling and not a clone asking for a jedi whitelist or any of that. How can we recreate it: Try whitelisting someone on youngling to knight, master, padawan really anything. OOPS I ACCIDENTALLY PUT THIS IN THE ACKNOWLEDGED REPORTS TAB THATS MY BAD!!!!!!!!!!!!!!!!!!! @Jayarrsorry put this in the wrong tab
  3. So my concern with the removal of SO is that we now only have 1 group that have access to seeing non biological cloakers... At the very least if they can't get cloaks maybe make GC able to see CMDO cloakers or other non biological cloakers.
  4. Ok so since this stupid quote has to be at the top I will start with this. I know that I am not ARC Certified so no one is probably going to give a shit about my opinion. What I will say about this is that I do not agree that they do not get their trainings removed. It is a completely new program where everyone STILL has to go through selections just like they did. The main difference is that if I pass selections and fail on day 3 I have to do it again. They did not do anything extra nor did they earn their day 3 or day 6 pass so I personally do not agree with this. I feel that it is weird to still require someone to pass selections NOW and then those in the past that specifically only passed selections are cool to fail day 3 or day 6. What I will say about the 6 day program however is that this is a great idea. I am Air Assault Qualified in the actual United States Military and it was an 11 day course that tested you. You had to make sure you could climb a rope on day 1 at the end of an obstacle course after being smoked (forced to do rigorous exercise for anywhere between 10 minutes and 45 minutes) for about 30 minutes. If you could not pass that obstacle course on day 1 you automatically failed the course. You then spent Phase 1 in the class room which was followed by a test to make sure you knew everything and if you failed the test you then failed the course. Phase 2 was learning how to Slingload different equipment underneath the various types of helicopters and then again followed by a test which if you failed the test you failed the course. Phase 3 began which was repelling down a tower to learn and then repelling out of a helicopter at about 85 ft. If you could not pass this phase again you failed. Literally on graduation day you had a 12 mile ruck march that was required to be completed in 3 hours with 60 pounds of gear again this was literally on graduation day and if you could not complete it you failed the course. I am fully in support of this model of ARC Trainings however I feel that if 1 person fails day 3 or 6 they should be required to start over from step 1 no matter who they are because if you are ARC trained and you come back to the server and fail day 3 or even day 6 you clearly need to be retrained from day 1 INCLUDING THE SELECTIONS. I understand that me not being ARC Trained probably means that my opinion doesnt mean a damn.. but the fact that I served 4 years in the military and passed a school that has a 35% pass rate I feel my opinion should be atleast SEMI valid....
  5. That is kind of what im asking for... a way for them to get more... I still don't understand how this is MRDM waiting to happen.... Heavy Ordnance ALREADY has rockets which can be used to MRDM and you only need 1 WHICH THEY HAVE. So I am confused how giving them more increases the chance? They start with i think 6 with 4 being in the tracking launcher, 1 being in the RPG and the remaining as reloadable ammo. I am just really confused on how giving them a few more rockets magically increases the chances of MRDM. If anyone is able to tell me then I will agree but currently they have the same chance to MRDM that they do with more rockets.
  6. But the thing is... isnt using tac to /cc and then get more rockets in a way abuse? It sounds like it... I am just looking for easy ways to make it so rockets aren't a 1 life thing.... I mean I guess the tac in armory makes sense if you run there respawn and then run back.. But I am just looking for an RP way to do it I guess and think that making SUP more of an Engineer type class would be cool with giving them like a rocket or 2 to drop on a CD like a minute so it cant be abused but you can still have them every so often.
  7. also @A-a-ronignore that sorry i realized what you said... But can i ask why its still a -1 from you?
  8. I don't think any of you understand my suggestion... I am asking for easier access to rockets for Heavy Ordnance NOT rocket launchers of any sorts. Currently there is no way and the amount of rockets you get is very low. If someone RDMs with a Heavy Ordnance job atleast in 104th they get removed from the job WITH A QUICKNESS!
  9. Gonna be 100% honest I didn't even think to respawn with tac.... im not going to but its really scummy that people do that.
  10. Name: Squishy Fishy RP Rank: 2nd LT, 1SG, Jedi Commander, Knight (I dont know which you want) Suggestion: Add a way for Heavy Ordnance to acquire more rockets because honestly sure rockets might be strong and you do not want them to be spammed. But sometimes the locking rockets are really good when we can't get many pilots in the sky. My suggestion would be to add something such as either a rocket drop from SUP like with armor and make them similar to an engineer in Battlefield or make it to where Heavy Ordnance can buy rocket ammo like we can with regular ammo. Also on top of that Heavy Ordnance has the least slots of any job so there really wouldn't be a whole ton of rockets flying around as there arent a ton of people hunting a Heavy Ordnance slot in the first place from what I can tell. Implementation: Might require some developer work and I am not a developer so I have no clue how hard this would be. Lore: NONE Workshop content if applicable: NONE (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 (Any job modification requires all this information) Job: Heavy Ordnance Slots: 3 per battalion 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: ( I dont think I am making a suggestion for the rocket launcher itself so none?) (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: I am going to be honest this form is really confusing for me.... because my suggestion is to help out Heavy but i guess with 2 options either make it so we can buy rockets or SUP have rockets idk which.. either one.. but yeah I guess i dk what class i would put here.... if someone can let me know if this is wrong I will edit and add info to the edit.
  11. Please remove this... did not know you needed permission to bring up a suggestion so ill just say it can be removed...
  12. Name: Squishy RP Rank: 41st 1SG, Jedi Sage Manager, 104th MSG Suggestion: Add a way for when you have force heal or group heal active on your force bar you can see health bars. Currently there is no way to see health bars and know if someone is full health or if you should keep healing. I do not know how fast we heal so it is kind of hard to know. Implementation: No clue how hard this would be as I've never coded or anything --- Add a health bar some how Lore: N/A Add or Change: Specifically for the healing ability in the skill trees so this is not for specific weapons. (Any job modification requires all this information) Description: A health bar above friendly teammates for healing to visible and not wasting force power. Other: This is more so a quality of life suggestion than a suggestion for lore reasons or anything like that. Sometimes in big groups of people they will ask for healing and while that's not bad you never know if they're full health. Seeing the health bar would make it much easier to "feel through the force" who is injured and just keep everyone around you full health with relative ease. I am really sorry if this is all kinds of wonky as I have never filled out a suggestion form and it seems a few of these things were repetitive.
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