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Posts posted by Teri

  1. 1 hour ago, Dr. house M.D. said:

    i just want you to know that this new Researchers cant kill D class if they are unarmed rule is poorly thought out...because you can easily report the researcher that killed you and say that you were unarmed because you have no way of knowing if that D class actually had a weapon or not. highly exploitable and in the end not very good

     

    Not true.  Admins can see what a player has equipped in death scenes and we can also see all of the items the player had when they died in logs.

  2. 7 hours ago, Xy_ said:

    How about:

     

    - Staying on the surface for more than a minute as a guard or CI is considered camping. (If any class is camping the elevator, inform an admin and they will help you)

     

    As for the second one, how do you propose we enforce that (I am currently fixing up damagelogs to improve deathscene support, so that could be an option)

    Admins can already see what players have equipped in death scenes, shouldnt be too hard to enforce

     

    Edit: the main problem with the no camping for more than a minute rule is we already have that but it's rarely enforced, cause who can blame MTF for not wanting to go down the elevator when they know they'll get killed by SCPs immediately?  Unless we go with a "it's your fault for leaving the facility, get back in there" stance.  The exception of course being reinforcement spawns, who should have protection against getting killed by SCPs camping at the bottom of the elevator

  3. Got a couple of ideas for changes to our current rules that I've been thinking on, hopefully people will agree.

     

    Class D/Researcher killing:  I love slaughtering D Bois as much as the next person, but I really think we should add some kind of protection to prevent defenseless D Class/Researchers getting murdered as soon as the round starts in order to keep the server healthy (who would blame someone for leaving if they get crowbarred right as the grace period ends and have to sit around for 13 minutes doing nothing?).  

     

    Proposed change:  The simplest solution I can think of right now is to change the rules so that Researchers can only kill D Class if they are a threat to them (I.E. they have a weapon out).   I think this rule would make the early game more fair to both sides (Researchers always have an advantage over the D Class and are the aggressors in early game killing 90% of the time) and be more in line with the theme of the game, because what motive would a researcher have to murder a test subject in cold blood?  That's the guards job.

    There are a lot of potential changes that could be used, like adding an extended grace period where it would be RDM for them to kill each other before allowing it, but I think the change I suggested is the best one I can come up with.

     

    Guards camping on the surface:  Happens almost every round and pretty much always causes delays with SCPs rightly not wanting to go up and get gunned down by the firing line.

     

    Proposed change:  Make it so that MTF are not allowed to leave the facility UNLESS they're either escorting a researcher/running back from an escort, or SCP's are escaping the facility/imminently about to escape (I.E. the gate is open and the SCP's are leaving, the guards just managed to get to the elevator before them).  If guards are just screwing around outside of the facility it should be treated as desertion and result in a slay.

     

    Camping the NTF/CI Spawn:  Most of the issues is from people checking to see if the spawn is CI or NTF, and the CI will usually get gunned down shortly after spawning.  Proposed change doesn't really need a rule change imo, but I think the CI should spawn with NTF armor to disguise them better from people checking the spawn.  Keen eyes will still be able to tell the unit is CI by the weapons they use.

  4. Armor provides a pretty generous amount of damage reduction and works as a disguise from a distance, guards cant immediately tell you're a d class without getting close which makes perfect sense imo.  Guard gets close, recognizes you as a D class and lights you up.

  5. Players seem to have taken more interest in site 12 lately, and if we're going to keep that interest up then I think it could really use some fixes/changes to bring it up to par with the other maps.  Here's some of the most notable ones I can think of.

     

    -More NVG's:  Too many trivializes 966, but I feel there's just way too few atm.  Should be like 2 or 3 in the entrance zone 

     

    -More ammo boxes: Way too few ammo boxes in the MTF armory compared to other maps.  There are other rooms in the entrance zone that could serve as an armory if the size of the armory is too small to add more

     

    -More keycards in LCZ: It is currently way too difficult for Class D to escape the LCZ, for multiple reasons I will also touch on.  Currently there's like 1 or 2 level 3 keycards in the LCZ and the researchers always get them before the Class D even have a chance.  

     

    -Fix the glory hole and make it require level 2: another reason the Class D have a hard time getting out of LCZ is the lack of 914 and the nonfunctional glory hole.  Get it working, make the pistol armory require level 4 like the other maps so researchers can't get into it quickly and slaughter the d class.

     

    -Breakable checkpoint windows: Not sure if possible, but would help a lot

     

    -Disable checkpoint lockdown:  Just used to troll 

     

    -Trash chute is too dark for SCPs to escape from.  Dunno if there's a fix for this short of giving them flashlights which would be dumb though

     

    -A few glitchy spawns, sometimes people spawn in the ground or can't escape from where they spawn if respawned by an admin

     

    -066 and 076 Can be trapped in their spawns until an admin teleport them out, probably need to have their spawn moved

     

    That's all I can think of for now, might add more later

  6. Number 15, burger king foot lettuce.  The last thing you'd want on your burger king burger is someone's foot fungus.  But as it turns out, that might be what you get.

  7. Talked about before, and I would really like to see this implemented.  MTF/NTF/CI can run beyond the escape point on Site 19, 12, and 14, preventing them from being killed by escaping SCPs and allowing them to mow down escaping D class as they run back after the SCPs escape.  If an MTF/NTF/CI runs to the exit, they should get deserter status, despawning them as if they had escaped and losing points for their team, and maybe even preventing them from spawning as an MTF/NTF/CI next round.

  8. On 3/11/2018 at 11:46 AM, Bobby Tarantino II said:

    I think add the site director he spawns with an omni and a deagle he controls all of the mtf 

     

    Would like this, but my only concern is easy access to class D slaughter.  We could definitely use more unique non-scp roles though.

     

    Give the site director access to the PA system :lenny:

  9. I really like this idea, but I think it would make a lot more sense if it were Dr. Maynard.  Not sure why he would have 3 lives though.

     

    "

    Doctor George Maynard is a doctor who, over the course of the game, is revealed to be the true orchestrator of the containment breach, working as a double agent for the Chaos Insurgency."

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