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Rounding GC's Arsenal [BCMD WAIVED]


Fars

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Posted (edited)

Name: Fars

RP Rank: Captain

Suggestion: Add to Ghost Company’s arsenal to round them out a bit.

Implementation: Give current GC whitelists access to additional weapons (max 1-2) in order to round out their kit and fit their designation more, that being a subunit who specialized in special operations that often separated from the main units. In other words, making them more adaptable.

Lore: In almost every canon iteration of Ghost Company members, they are often in small squads, operating away from main forces with limited assistance. It would stand to reason that any member of Ghost Company would have an arsenal that is rounded with the ability of allowing oneself to operate as best with the troopers they were with at the moment.

Workshop content if applicable:
Require Development

If you are asking to add or change a job, fill out the following if not, leave it out.

Add or Change: Addition

Job: Ghost Company ARF

Slots: N/A

Description: A DP-24 to compensate for closer range and the loss of being the only sniper wielding GC + a pistol to compensate further as a backup for closer ranges.

Model: models/synergy_roleplay/212/arf_ghost/arf_ghost.mdl

Weapons: Gains DP-24 and DC-17 [Extended]
-
Add or Change: Addition

Job: Ghost Company ARC

Slots:  N/A

Description: While the ARC kit is insanely well rounded, it wouldn’t hurt to add a sniper that’s powerful enough while not conflicting with any existing ARC weaponry.

Model: models/synergy_roleplay/212/arg/arg.mdl

Weapons: Gains DC-15x
-
Add or Change: Addition

Job: Ghost Company Pilot

Slots: N/A

Description: A Pilot has access to the DP-23 for close range, and the 15a/s for medium. We wanted to round them out and compensate for the lack of father ranged weapons.

Model: models/synergy_roleplay/212/pilog/pilog.mdl

Weapons: DC-15x
-
Add or Change: Addition

Job: Ghost Company Heavy

Slots: N/A

Description: A Z6 overshadows most any gun, except in range. Thus, we wanted to give HVY’s an option of range on top of their Z6 to allow them to better work as a unit alongside GC in certain missions.

Model: models/synergy_roleplay/212/heavg/heavg.mdl

Weapons: Gains a DC-15x
-
Add or Change: Addition

Job: Ghost Company Medic

Slots: N/A

Description: Medics are for the most part often in the work of healing. As such they are usually in the backlines, thus allowing them to heal and harm without being at risk of injuring themselves.

Model: models/synergy_roleplay/212/arf_ghost/arf_ghost.mdl
(GC Med currently uses the ARF model, but if a different model is used in the future updates I will change this as needed.
Weapons: Gains DC-15x

 

Edited by Fars

Current: Retired

Former: 187th 1stLT | 2ndACC REGL CPT Barlex | GCC CMD Waxer | CMD Cody

Posted (edited)

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.

Edited by Conrad
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C

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Posted

Marvel and Conrad are doing a joint patrol of the forums tonight, hope you got PTL!!

 

+1 all members of a stealth recon/spec ops unit should have a sniper. Giving your ARF troopers something to swap to up close is nice. 

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Posted

Does GC specialize in Special Operations or Recon because it constantly changes.

I genuinely think yall need to completely redesign and overhaul this unit. Ghost Company is the best example of a very basic and bloated subunit with literally every base job just about and nothing really unique. Take a page from the Hill Company suggestion and setup jobs that help meet the goal you want this subunit to be. If it’s recon then there is absolutely no need in a Heavy job lmao. If everyone gets the ARF kit then there is no reason for an ARF job either.

I suggest replacing Heavy with Infiltrator and axing the ARF job personally especially if yall go thru with this change. The drone is a good step in that direction but the 15x at the end of the day won’t add much especially with what jobs yall do offer.

-1 for now

  • Agree 3
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Anyone Know or Can Make This A Live Background : r/halo

Posted


I talked with Arizona about the plans for GC. Wanting to make them more of a "jack of all trades, master of none" type of group. Adding a 15x to every job to me accomplishes neither of those things. There may be an argument to the fact that giving each class long-range weaponry may allow them to function in more combat encounters, but IMO there are more ways to accommodate for that, like your drone suggestion. I think the infiltrator class would be a good addition tbh. I agree that looking to flesh out each role within the sub-unit would be a good idea. -1 for now as well.

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Posted
3 hours ago, Marvel said:

Does GC specialize in Special Operations or Recon because it constantly changes.

I genuinely think yall need to completely redesign and overhaul this unit. Ghost Company is the best example of a very basic and bloated subunit with literally every base job just about and nothing really unique. Take a page from the Hill Company suggestion and setup jobs that help meet the goal you want this subunit to be. If it’s recon then there is absolutely no need in a Heavy job lmao. If everyone gets the ARF kit then there is no reason for an ARF job either.

I suggest replacing Heavy with Infiltrator and axing the ARF job personally especially if yall go thru with this change. The drone is a good step in that direction but the 15x at the end of the day won’t add much especially with what jobs yall do offer.

-1 for now

i wish i could vote on posts to farm rep like you. I miss it.

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Posted
18 minutes ago, Mystic said:

i wish i could vote on posts to farm rep like you. I miss it.

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Anyone Know or Can Make This A Live Background : r/halo

Posted
On 12/29/2024 at 2:12 AM, Marvel said:

Does GC specialize in Special Operations or Recon because it constantly changes.

I genuinely think yall need to completely redesign and overhaul this unit. Ghost Company is the best example of a very basic and bloated subunit with literally every base job just about and nothing really unique. Take a page from the Hill Company suggestion and setup jobs that help meet the goal you want this subunit to be. If it’s recon then there is absolutely no need in a Heavy job lmao. If everyone gets the ARF kit then there is no reason for an ARF job either.

I suggest replacing Heavy with Infiltrator and axing the ARF job personally especially if yall go thru with this change. The drone is a good step in that direction but the 15x at the end of the day won’t add much especially with what jobs yall do offer.

-1 for now

Thanks for writing this so I don't have to write anything!

-1

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  • 2 weeks later...
Posted

This suggestion has been moved to REVIEW PHASE.
(Suggestions that have been accepted by the community vote or through Founder approval and a concept is being created by the development team)

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Posted

This suggestion has been moved to DEVELOPMENT PHASE.
(Suggestions that are being coded, set-up & tested on the development server to see if they fit the server and are without major conflicts)

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  • 1 month later...
Posted

This suggestion has been COMPLETED.
(Suggestions that have been implemented into the server)

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