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212th Operator Whitelist


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Posted (edited)

Name: Nate

RP Rank: BCMD Cody

Suggestion: Remove 212th ARC and replace it with 212th Operator, a new whitelist within the battalion that rips the 241st infiltration whitelist from its grave.

Implementation: Remove the 212th ARC job and create a new WL for the battalion with the infiltrator model but with the 212th color scheme and a new weapon kit with the DP24 and the DP23 shotgun. 

Lore: N/A

Workshop content if applicable: Requires Development 
(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: Add 
(Any job modification requires all this information)

Job: 212th Operator

Slots: 5

Description: Troopers armed and equipped to flank enemy positions and launch 2 pronged attacks alongside the main battalion. 

Model: Requires Development 
(Provide the model string if on server Ex. models/synergy_roleplay/trooper.mdl (Get this from the Q menu)

Weapons: DC15A (rw_sw_dc15a_o) DC15S (rw_sw_dc15s) DC17 pistol rw_sw_dc17 DP24 (rw_sw_dp24) DP23 shotgun (rw_sw_dp23) hologram device (synergy_hologram)
(If you want a modification to a weapon/saber you must put the weapon string in the suggestion. Ex. tfa_e5 (Get this from the Q menu))

Other: Removing the best weapon kits from the battalion is big sacrifice, and we'd hope to get something new to the battalion while trying to utilize a kit from a former batt.

Edited by TheMrNate
Cloaking Device Removed
  • Dumb 2

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Posted (edited)

So you want cloaks and jetpacks in one battalion (the main attack battalion)… -1

Edited by Dono
  • Informative 1

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Posted
20 minutes ago, Dono said:

So you want cloaks and jetpacks in one battalion (the main attack battalion)… -1

It's not as big of a deal as you think. They can't see cloakers and it's going to be limited in how it's used and the number of people in it. 2ndAC is also getting slot capped to balance things out. In return we're giving up ARC and have totally lost ghost company as a subunit. What we've given up is more than enough in compensation, not including the total loss of ARF troopers. We're not going to have 10 guys running around in cloaks

  • Winner 1

212th-(1).jpg

Former: A lot of shit dude

Posted
1 minute ago, Bane said:

We're not going to have 10 guys running around in cloaks

 

36 minutes ago, TheMrNate said:

Slots: 7

You gonna have 7 guys running around in cloaks

-1 I agree with Dono its a bit greedy

  • Agree 1

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Posted (edited)
6 minutes ago, Bane said:

It's not as big of a deal as you think. They can't see cloakers and it's going to be limited in how it's used and the number of people in it. 2ndAC is also getting slot capped to balance things out. In return we're giving up ARC and have totally lost ghost company as a subunit. What we've given up is more than enough in compensation, not including the total loss of ARF troopers. We're not going to have 10 guys running around in cloaks

Not seeing cloakers is not a real negative, you just wait for Omega or a jedi to show up of which they're basically always around. Also you cannot ensure it won't be abused in the future since rules are easily rewritten.
Also you giving this job 7 slots that fucking insane.

You lost the ghost company slots but you're absolutely still running it as a subunit just as it was before it got slots back. ARF is also a completely unused job in almost every battalion that is not a loss.

 

-1, you guys have 2ndAC that's more than enough. You don't need this busted job

Edited by Comics
  • Agree 2
  • Disagree 1

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Posted (edited)
2 minutes ago, Comics said:

Not seeing cloakers is not a real negative, you just wait for Omega or a jedi to show up of which they're basically always around. Also you cannot ensure it won't be abused in the future since rules are easily rewritten.
Also you giving this job 7 slots that fucking insane.

You lost the ghost company slots but you're absolutely still running it as a subunit just as it was before it got slots back. ARF is also a completely unused job in almost every battalion that is not a loss.

 

-1, you guys have 2ndAC that's more than enough. You don't need this busted job

Ghost company isn't being used at all atm. We aren't using the skins until we've figured out what we want to do with it. The only exception is that every trooper can use the Geo camo during deployments. 

Edited by Bane
Double quoting
  • Agree 1

212th-(1).jpg

Former: A lot of shit dude

Banned
Posted

-1 cloaks should go to 41st or just stay in Omega squad


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Posted

+1. With the loss of battalion heavies, ARF, Ghost company, and potentially ARC, this is a fair trade. I do think that the slots should be lowered to five, (One lead, One officer, and three troopers), but there are many comments in here forgetting that SO was an entire subunit with ARCs that could cloak and well over ten potential troopers in it at any given time. It has been communicated to 212th that the future vision for the battalion is as a specialized Quick response force, and this plays into that direction. The main goal of this regiment is to obtain advantageous positions over enemy forces and add versatility to how we can perform our QRF duties. This was posted after much debate and has the approval of our RCMD. 

212th-(1).jpg

Former: A lot of shit dude

Posted
2 minutes ago, Bane said:

SO was an entire subunit with ARCs that could cloak and well over ten potential troopers in it at any given time.

That was in the tweaker times tho

RC used to have like 800 health 400 armour and knifes that could 1 hit ppl

I just don't think that the new suggestion fits with the balance on the server currently

  • Agree 1
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Posted (edited)

Ngl I'm inherently against the concept of having such an inherently strong sub unit being 2nd AC aswell as a new subunit with cloakers. It just makes the 212th the strongest batt on the server atp

Edited by DirtyDanLIT
  • Agree 2

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Posted
3 minutes ago, Bane said:

+1. With the loss of battalion heavies, ARF, Ghost company, and potentially ARC, this is a fair trade. I do think that the slots should be lowered to five, (One lead, One officer, and three troopers), but there are many comments in here forgetting that SO was an entire subunit with ARCs that could cloak and well over ten potential troopers in it at any given time. It has been communicated to 212th that the future vision for the battalion is as a specialized Quick response force, and this plays into that direction. The main goal of this regiment is to obtain advantageous positions over enemy forces and add versatility to how we can perform our QRF duties. This was posted after much debate and has the approval of our RCMD. 

Realistically the only thing you’re actually offering up for this is ARC. You should be focused on air assault & qrf. A cloak unit has no relevance to such missions. If you asked for anything that directly supported acting as a QRF force by all means but this does not have any relevance to QRF nor Air assault. 

  • Agree 1
  • Disagree 1

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Posted
7 minutes ago, Dono said:

Realistically the only thing you’re actually offering up for this is ARC. You should be focused on air assault & qrf. A cloak unit has no relevance to such missions. If you asked for anything that directly supported acting as a QRF force by all means but this does not have any relevance to QRF nor Air assault. 

If you wanna give some suggestions on what you think would fit better I bet 212th would love to hear it

 

9 minutes ago, DirtyDanLIT said:

Ngl I'm inherently against the concept of having such an inherently strong sub unit being 2nd AC aswell as a new subunit with cloakers. It just makes the 212th the strongest batt on the server atp

To clarify this wouldnt be a subunit, it would be a regiment, its basically 241st infil moved over to 212th

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Posted (edited)
1 hour ago, TheMrNate said:

Name: Nate

RP Rank: BCMD Cody

Suggestion: Remove 212th ARC and replace it with 212th Operator, a new whitelist within the battalion that rips the 241st infiltration whitelist from its grave.

Implementation: Remove the 212th ARC job and create a new WL for the battalion with the infiltrator model but with the 212th color scheme and a new weapon kit with the DP24 and the DP23 shotgun. 

Lore: N/A

Workshop content if applicable: Requires Development 
(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: Add 
(Any job modification requires all this information)

Job: 212th Operator

Slots: 5

Description: Troopers armed and equipped to flank enemy positions and launch 2 pronged attacks alongside the main battalion. 

Model: Requires Development 
(Provide the model string if on server Ex. models/synergy_roleplay/trooper.mdl (Get this from the Q menu)

Weapons: DC15A (rw_sw_dc15a_o) DC15S (rw_sw_dc15s) DC17 pistol rw_sw_dc17 DP24 (rw_sw_dp24) DP23 shotgun (rw_sw_dp23) cloaking device (sr_atmos_gp_camouflage) hologram device (synergy_hologram)
(If you want a modification to a weapon/saber you must put the weapon string in the suggestion. Ex. tfa_e5 (Get this from the Q menu))

Other: Removing the best weapon kits from the battalion is big sacrifice, and we'd hope to get something new to the battalion while trying to utilize a kit from a former batt.

LMAO -1, You guys have a jetpack Subunit with 500 200 with med tools on some, and now you guys want cloaks too? Yall literally suggesting to make yourself the strongest battalion on the server which should just not be the case, also if this goes thru while you guys have a jetpack subunit and 41st struggled to even be allowed 1 cloaker I'd be surprised

Edited by BROPDROP
  • Agree 1

Current: Nothing

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Posted

-1  With the recent dev changes to each battalion there are pretty clear roles each battalion fills. 212th is THE main attack battalion who should be in the trenches with 501st backing them up. Cloaking better suits a reg like 41st who is more of a recon/intelligence battalion. 

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Current: Nothing

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Posted
1 hour ago, Dono said:

So you want cloaks and jetpacks in one battalion (the main attack battalion)… -1

It has been taken off the suggestions 

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Posted
4 minutes ago, Gobo The Great said:

If you wanna give some suggestions on what you think would fit better I bet 212th would love to hear it

I am not a member of 212th so I’m not going to suggest things for them but I encourage them to do some research and look at what real QRF units in various militaries have and maybe they can find something cool to be developed into gmod. 

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Posted

With the changes to the suggestion I feel like voiding and reposting might be best

  • Agree 2

212th-(1).jpg

Former: A lot of shit dude

Posted
2 minutes ago, Dono said:

I am not a member of 212th so I’m not going to suggest things for them but I encourage them to do some research and look at what real QRF units in various militaries have and maybe they can find something cool to be developed into gmod. 

Honestly it would be more Squad support weapons, (LMGS), heavy battle rifles, and grenade launchers

  • Disagree 1

212th-(1).jpg

Former: A lot of shit dude

Posted

@Dono The above comment is what actual QRFs typically carry, if that is also unagreeable to you, what would you actually like to see us put up?

212th-(1).jpg

Former: A lot of shit dude

Posted (edited)
19 minutes ago, Bane said:

@Dono The above comment is what actual QRFs typically carry, if that is also unagreeable to you, what would you actually like to see us put up?

I don’t think you need any new weapons to your kits to facilitate a QRF mission. You should look to find interesting new equipment that could supplement that role. Do the same for air assault & airborne

 

Low effort ideas:  fall damage reduction swep

ask for a transport ship (can just be a variant of what’s already on server) that has a higher air speed

 

 

 

Edited by Dono

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Posted
3 hours ago, Bane said:

+1. With the loss of battalion heavies, ARF, Ghost company, and potentially ARC, this is a fair trade. I do think that the slots should be lowered to five, (One lead, One officer, and three troopers), but there are many comments in here forgetting that SO was an entire subunit with ARCs that could cloak and well over ten potential troopers in it at any given time. It has been communicated to 212th that the future vision for the battalion is as a specialized Quick response force, and this plays into that direction. The main goal of this regiment is to obtain advantageous positions over enemy forces and add versatility to how we can perform our QRF duties. This was posted after much debate and has the approval of our RCMD. 

I will +1 this with the no cloak thing,  but for the love of god please give them the dc-17 Qrf it’s actually so good and the best shotgun on the server

  • Informative 1

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Posted
13 minutes ago, Dono said:

I don’t think you need any new weapons to your kits to facilitate a QRF mission. You should look to find interesting new equipment that could supplement that role. Do the same for air assault & airborne

 

Low effort ideas:  fall damage reduction swep

ask for a transport ship (can just be a variant of what’s already on server) that has a higher air speed

 

 

 

This is also a replacement for the ARC regiment, which we do not feel fulfills the role we need it to in our battalion. On top of the relative inaccessibility due to the infrequency of trainings, (primarily that many of our troops cannot make them due to schedule conflicts), we feel something we manage internally with a tailored kit will support our battalion better.

212th-(1).jpg

Former: A lot of shit dude

Posted
41 minutes ago, Bane said:

This is also a replacement for the ARC regiment, which we do not feel fulfills the role we need it to in our battalion. On top of the relative inaccessibility due to the infrequency of trainings, (primarily that many of our troops cannot make them due to schedule conflicts), we feel something we manage internally with a tailored kit will support our battalion better.

If anything the ARC kit provides exactly what you want for QRF weaponry (minigun & Westar [lmg & dmr]). If you have problems with ARC due to anything administrative you should work with Rancor to fix those problems. I do think ARC should be something every battalion has and it would be detrimental in the long term if you removed it. I dont think ARC trainings are really all that great but in the future they might be better.

  • Disagree 1

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Posted (edited)

This suggestion has been VOIDED.

You may repost now, due to special permission granted by me.

// LOCKED
// MOVED TO [CW] SERVER SUGGESTIONS - DENIED

Edited by BUB

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