Vandori

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Everything posted by Vandori

  1. Basic Information: Steam Name + Profile link: RALLYBJORN https://steamcommunity.com/id/RALLYBJORN/ Roleplay Name (e.g. GM TRP Johan / Jedi Padawan Ngannou): 212th ARC LTCOL Vandori Teamspeak Name: Vandori Playtime on the Server: 2 month 3 Day 23 Hour 52 Min SteamID (http://steamidfinder.com/ STEAM_0:0:53635407 Any experience in staffing on a roleplay server: No Current Age: 18 Warns/Bans: 0 Do you have a working microphone and is it understandable?: Yes and sorta yes Have you ever Done an Event Before?: No What was your event and was it successfully executed?: Do you understand the responsibilities a event-planner has? If so, what are they?: The responsibility for EP is to ensure RP is flowing smoothly as well as to provide an enjoyable RP experience Do you understand at the beginning of passing the application stage, you will have to undergo a training phase until completely trusted to create and host events?: Of course Event Plan: Create an event plan, this is what we will use for your first training event. Make it easy to understand and original(Use the Template): Map: Cruiser Canyon Event Characters Clone ECs B1 Droid: Base HP and gun with two additional weapon of M-45 and valken-38x long blaster Amount: 4 Commando Droid: Base HP with two additional weapon of Cartel-Varient A-280c and Z-6 rotary blaster cannon Amount: 2 B1 Heavy Droid: Base HP and gun with an additional weapon of Scatter shotgun Amount: 2 CIS General: HP N/A Jedi ECs Force ghosts: Each 75k hp (Depending on amount of jedi) Amount: 2 Story: A mystic artifact thought to be lost has been uncovered by the CIS on crusier canyon. The Republic travels to the sandy desert of Cruiser Canyon to recover the ancient artifact. The CIS has taken the artifact to a hidden research lab somewhere on the planet. The discovery of the ancient artifact by the CIS has led to an awakening of two forgotten powers hell bent on defeating one another. Clone Execution: The leading battalion sends the 41st to scout out for hostile activity and ends up finding a hostile outpost and a small garrison guarding it. An all-out warfare with vehicles begins between the CIS and the Republic. Once the garrison has been depleted, RC or CE hacks a terminal that has the location of the hidden research lab. With the information of the lab, the Republic mounted an assault on the hangar bay of the lab. After taking the main parts of the facility, extraction of the artifact to the LZ begins. Having the republic facing waves of hostiles on their way back to LZ. On the way to the LZ the artifact gets taken by the dark ghost, Clones then mount a final push to force the droids out of the system by boarding their capital ship in the sky. Jedi Execution: The Jedi sense two great powers clashing. The Jedi finds the two ghosts fighting each other. Jedi begins an De-escalation between the two ghosts resulting in one staying and one force leaping away The ghost who stayed will be a ghost who follows the light while the one who leaped away is a ghost who follows the dark. The light ghost shall explain the situation and history of their ancient battle. The ghost will explain that they were once master and apprentice. One fell to the dark and ther other tries to stop the dark ghost from using the artifact to destroy the planet. The jedi's will try to find the dark ghost and ends up tracking him in the giant crashed ship. Upon entering the jedi's will see the remains of the ghosts but they end up being ambushed by the dark ghost whom uses a dark ritual to corrupt the light ghost. Resulting in the light ghost turning against which in turn ends with an clashing battle against the jedi's During the extraction of the artifact the ghosts steals the artifact making the Jedi’s try to take it back. The ghosts will be attempting to hold off the Jedi while the artifact is preparing to exterminate all living on the planet. Event Character Execution: The ECs start off by defending an outpost with tanks, turrets, barricades and ray shields. After holding for sometime they will start holding the entrance for the research lab and the corridors for inside the base. Afterwards they proceeded to try and intercept their transportation of the artifact. but after the ghosts steals the artifact from the clones, they will proceed to do a final hold on the ship in the sky, ultimately getting defeated. Anything else?: W-G E-Planner
  2. What your suggestion is: Change the damage on [LFS] Missile Launcher Scriptfodder/workshop link: LFS-Planes-Base\lua\entities\lunasflightschool_missile.lua (line 111) https://github.com/Blu-x92/LunasFlightSchool/blob/master/lfs_base/lua/entities/lunasflightschool_missile.lua (line 111) https://steamcommunity.com/workshop/filedetails/?id=1571918906 Any additional information: Change the [LFS] Missile Launcher damage to people I am suggesting that the LFS launcher rockets damage be set to either 50 or 5. Currently drivers of LFS vehicles are affected by the [LFS] Missile Launcher’s blast damage making them take the full blast damage (600) while inside of the tank. While at the same time the tank also takes the full LFS damage (460-480) now this is a big problem and it should be changed because of the following reasons. Firstly currently the driver always dies before the vehicle. An example: an AAT has about 8000 hp in default, something that EP’s can scale much higher. Taking one down with an LFS launcher would take about 17 shots. The blast damage of LFS would do a total of 10 200 damage, something no EC can be able to withstand as most have hp in range of 1250-2000 hp. This heavily weakened the LFS vehicles as a whole. Secondly the [LFS] Missile Launcher is only meant to focus vehicles and using it on infantry is a warnable offense. Changing the [LFS] Missile Launcher’s blast damage would not affect the LFS launcher’s designated target’s damage output because of how it is coded. However a problem with changing the blast damage on the [LFS] Missile Launcher would cause some realism issues. Lastly this would make events and war games a lot more playable. Instead of tanks being disabled by one or two shotted by an [LFS] Missile Launcher because the driver died. Since the LFS launcher basicly currently is broken against vehicles it would be wise for the time being to change the blast damage. By doing this it will result in driver and nearby infantry taking lower and more survivable damage while still dealing the full damage towards the vehicles. Details on how to fix: The [LFS] Missile Launcher works by spawning a rocket entity that when hitting an LFS vehicle deals damage towards it but also deals a blast damage now this blast damage is what's killing the drivers of the LFS vehicles. by changing the end of line 111 in lunasflightschool_missile.lua (current 600) to 50 or 5 would make mainly LFS vehicles more usable both for ECs and Clones. util.BlastDamage( IsValid( Inflictor ) and Inflictor or Entity(0), IsValid( Attacker ) and Attacker or Entity(0), self:GetPos(),250,100) (The marked Red is where to change)
  3. Too be fair when there are mandalorian in events people tend to shoot RRM because of their simularity
  4. What your suggestion is: Change time of 6 pm event Scriptfodder/workshop link: Any additional information: Change the time of 6 pm event This suggestion has been brought up before by List however while it got denied I still believe this topic must be brought up again because of the following reasons. Firstly, hosting training and tryouts. People tend to come on the server just before the 4 pm event after school, work or other activities. The 4 pm event the event planner collects and depending on the interests of the player the event might start on time or later. This is not the EPs fault however if the EP cannot get enough ECs in time that might lead to a smaller time frame between the 4 and 6 pm. This furthermore results in people being unable to host trainings or tryouts as most people tend to eat after the 4 pm event. Secondly, a stronger player base. Before the 7 pm event was changed to a 6 pm event. The time between was great to get people to become better with their respective equipment with cool awesome training’s. But also allow people in their respective regiment to create social ties between each which resulted in a stronger player base on the server overall. This would also motivate both younger players to come back after a tryout but also to rise through the regiments and become more committed with said regiment. However this change would make it so that CWRP and IRP would fight over both participants and prime event time which could result in either server getting low enough population so that there is not an event for one or the other. As well as having people choose which server to be active on at the moment which is unfortunate as some are active on both servers. Lastly, People logging off. After having two events with a small break between them most people tend to start logging off. As many feel that they have either played enough, have other things to do or overall might have had a bad experience of the event. This results in some people having a hard time to both do tryouts to keep their regiments going and hosting trainings to keep people coming back. To summarize. The short time frame between 4 and 6 pm events makes it more difficult for regiments to engage with each other. Resulting in less trainings and tryouts. Personally I appreciate being an EC and the work EPs But into their event. But I also prioritize making awesome trainings for my regiments and I am finding it harder to do as many tend to go AFK in the time between 4 and 6 pm events. And I believe other regiments are feeling the same. To change the 6 pm event to either 7 or 6:30 would make a big difference in the long term status of the server in a positive way.
  5. What your suggestion is: My suggestion is to buff the LFS launcher's damageScriptfodder/workshop link: noneAny additional information: General information about the current state of the LFS launcher, Its only purpose is to target LFS Vehciles and turret, The damage range from 420-450 on vehicles and turrets, On infantry only 200 but since its only to be used on vehicles its not a problem, The LFS rocket launcher and Republic RPG uses the same type of ammo, The max ammo we can carry/get is 5 + 1 in the chamber so a total of 6 shots, The republic RPG does about 200-250 damage against LFS targets making it better suited to use on infantry since its dealing 1500+ on direct hit. Now why to buff it you may ask. Because the maximum amount of damage you can deal with all is between 2520-2700 damage at most from one person that has the LFS launcher. You might think its decent amount of damage sadly that would be wrong. When it comes to armored targets and turrents its barely nothing. The AAT has a starting HP on 8000 hp something the EP can scale up to withstand more damage. The best way to counter a tank is with another tank. How ever during diffrent circumstances where thats not possible the LFS Launcher is the best against tank but the damage is still too low to take any effect. When it comes to LFS ships the damage is still the same (max 450) and most ship only has 450 hp. The chances of the LFS rocket hitting a ship a bit diffrent then what you might think since the LFS launcher locks onto its target. Now the Lock on mechanic is relatively useless as it is very easy to shake it off. All you have to do is take a sharp turn and the missile basicly misses its target 100%. The only times it hits is if the target is flying towards you or if its flying straight. There are about 4 diffrent LFS turrets, the LFS portable turret dealing 22 500 DMG/MIN but its downside is that is has 850 hp, The LFS anti infantry turret deals 45 000 DMG/MIN and it has 3000 hp a fair amount of HP making it a formidable enemy to counter. The LFS Anti Tank deals 62500 DMG/MIN and has 4k hp Now each shot deals 1250 and can easily take down any vehicle it counters (even bertha in 12 seconds), The last turret is rarely used in events and i could get the exact damage on it but Its the Anti Fighter and it has 2k hp. Why did i explain all the turrets damage and hp? Basicly alone these turrets deals a high amount of damage but during events they are usualy stacked up in masses. Now lets get to the point since the LFS Launcher is only capable of dealing at max 2700 damage before needing to get resupplied makes prioritized to use the ammo for the Republic RPG since it deals more damage towards infantry (keep in mind it still sucks against LFS Vehicles and turrets dealing only max 250 dmg). The republic RPG can deal 9000ish Damage before a resupply. In planetary's to resupply could take forever depending on where your located and unless CE has set up a resupply station. In places where tanks cant get through turrets can stop a push for a long time and since the LFS launcher takes all ammo to almost take one down and then go for a resupply it just doesn't make it worth using them. Conclussion: The LFS launcher deals so little damage it discourage using it and instead use the ammo for the Republic RPG. To make it more viable and encourage to use the LFS launchers would be to increase the damage dealt.
  6. The triple canon is effective against infantry dealing 1000 damage on a direct hit and since it has a large amount of splash damage its extremely effective. My only problem is the damage of it against tanks. Now while being on defense inside the allowed zones the triple canon will be effective against infantry until friendlies start to push out. Of course during last stands forces wont be pushing out and batt probably wont grant he use of a triple canon instead give us a grant for the Grenade canon. I hope that the damage can be improve for the LFS vehicles but just sitting with my thumb up my arse won't do a diffrence.
  7. I dont remeber last time i have seen a CE use a grenade canon and i do not know what fuse you are refering towards. I do beg to differ about "I don't really think too much needs to be changed" There are multiple things that says otherwise the damage of the triple canon against tanks, Grenade canons slow velocity and low amout of damage when for example a DC-15a does more damage or an RPG can do a better artillery job than the grenade canon while also dealing more damage.
  8. CE have 4 turrets Grenade canon, Triple canon, Laser canon and the LAAT canon.
  9. Well with your past experience of using the turret you think the canons are " fine how they are". But the triple canon is trash against vehicles and the grenade canon is mediorce at best. Times are evolving They aren't good when you compare the turrets to what every weapon, A 50 shots from a DC-15a does 400 damage against a tank compare that against the Triple canons 150 and the potential to miss the target and the reload time makes the DC-15a a winner in against the a tank versus a canon that is designated to target tanks. Now the Grenade canon skill is required yes which is a good thing but to invest a curtain time to get that level of skill and your only payoff after hitting a target it is to deal 333 damage at best. Yes the mortar is quite effective at rapid firing and and can deal large amount of damage but hostiles are constantly on the move and having to calculate all the time makes the rapid firing thing a bit of a joke but rapid firing can disorganise the hostiles quite much. Now having multiple people shooting canon at once deals a large bit of damage but then again the splash damage is almost nothing unless it's a direct hit. Also as i stated in my second response to Blaster during laggy events nolag is used quite often and freezes the turret making it once again stuck until an admin unfreezes. During that time an hostile has a good chance to go after the gunner whos waiting on the turret. As state before the rapid fire would disorganise the ECs and make pushes hard yes but randomly shooting the canon with its 2 second cooldown is just stupid when the gunner should be calculating the shot but because the ECs are constantly on the move that makes it hard to calculate and to invest time to get a good level of skill to use the grenade canon while still only dealing at most 333 damage is ridicules. Yeah ECs wont stand at the same place if i missed the first time and the ECs will be constantly on the move so to find the error of a missed shot is gonna be useless. Also once again a max damage of 333 and having to calculate your shots you cant really rapid fire the canon. Also a buff wouldn't ruin events as since its a supporting equipments and also never used. Now we were granted to use grenade turrets on christophris event last week but after constant Nolag and not to harm friendlies who were enaged in a close quater we just removed the turrets. Yes it was unnecessary comment but since you added no reasoning to support your argument stating "all 212th turrets are fine how they are" When there are multiple reasons and logic that says otherwise mainly the Triple canon which is a hunk of junk. Yes this suggestion is only benefiting the 212th but there are obvious flaws that you are overlooking at the turrets. Triple canon only dealing 150 damage on Vehicles and since we are not allowed to shoot at infantries with the canon is once again USELESS. Rather than just dismiss my suggestion like its a wet peice of paper how about debating on how the canons can be buffed to better suit their intended use instead of just saying im "over exaggerating about how bad the turrets are".
  10. Yes the RPG tends to almost immobilize them it barely functions which is a bit of a bad thing for the EC driver. The rocket lanucher deals about 205 damage against tanks taking about 39 shots to take down. Tank against tank is currently the most effective way to take down a tank or having the whole server focus one tank both works. I do agree that its fun to calculate where the shot will land and that the grenade canon require skill but the time needed to get that level skill isn't worth with its mediocre damage output and the canon is rarely used during events and when it gets granted when !nolag happens the turret freezes and depending on the admins respond time to unfreeze the turret. During laggy events the nolag is gonna happen quite a few times. Now i didn't know the purpose of the turret was to be a mortar but with that new information how about this. Buff the damage to about 500 keep the bullet drop and increase the speed. This way it still becomes a mortar, it deals more damage and its hits the target faster and decreases the chance of hitting friendlies. Or Increase the damage to 700 , Increase the waiting time to 3 second (up from 2), increase the bullet drop and either keep the velocity the same or decrease it. The splash damage on is very low. With all the time the Target has to escape due to the slow velocity of the canonball the target has a enought time to go behind cover (No damage a 8 plates distance from the impact zone). ECs typicaly has 2500 hp now lets say we shoot we shoot a target thats 32 plates away. The damage from the canon will be 333 if its a direct hit. Now the distance between the canon and the area of impact gives the hostile quite a long time to go away but lets say the EC gets to 6 plates away from the impact zone the damage dealt to the EC is about 86 thats 3% of the hostiles HP. To calculate everything to get it to hit the target and to deal an mediocre amount of damage against the target is just a waste of time to even use the turret. A rocket barrage from RPGs does a better job at laying down mortar fire (Has been tested) and deals 1400 damage on direct hits and with a quite large splash damage.
  11. Replying to Blaster: I would say buff the velocity a bit and up the damage to 700 is a fair amount since the rapid fire is quite high. But CE never had that problem because if you compare the grenade canon and the laser canon the laser canon beats the grenade canon in all catagories. Often we use tanks against hostile tanks since the damage of the IFT-X and TX-130 are superior and since they are highly mobile makes it very suited for fast deployment. One downside with the IFT-X during events is that since its programed to have prop physics its effected by the !nolag command and freezes the tank which i understand that there isn't no fix for. // Not related to the suggestion I have conducted testings with infantry fire against tanks. The results ended in that two diffrent weapon did the exact same damage on a tank. But i would require futher testing to see if that theory is right. One magazine seem to deal about 400 damage towards a tank when comparing two diffrent weapons. The repeating blaster dealt 6.6666.... damage each shot and to take down one tank you require 1200 shots which can be done by 20 players shooting at the tank for 8 seconds. But as stated before futher testing required to prove more accurate data. // from 333 to 700 seem resonable but i wouldn't increase the range but instead buff the velocity a bit more in my opinion. I agree with you to keep the stats on the triple canon as my only intent was hope there was a way to buff the damage made on vehicles NOT on infantry (1000 damage is quite much and wont be needing a buff) This is something that i think is very unnecessary but would prevent spam as you stated before but with the potential con of server crash its just a waste of time to try to implement it to the server.
  12. Now my suggestion is only to buff the triple cannons damage against Vehicles not Infantry and yes i do realize the coding part probably gonna be though part for the developer.
  13. Reply to Rogue: Use em yourself and see how good they are. The grenade canon has a slow speed, low damage and horrible bulletdrop. The triple cannon are only allowed against Tanks for 212th and it only deals 150 damage CONSITENTLY against tanks. Im sorry to say this but do i have to use crayons to explain this to you?
  14. Reply to TOON2121: No turing the Grenade cannon into an offensive weapon wouldn't help CE out but it would help out 212th. Even thought we have many diffrent equipments many of them aren't viable. The most viable things we have are Tanks and Rocket launcher. But since was the last time CE used the grenade cannon? because why use a cannon that consitenly does 333 damage at 8 plates range, 16 plates range, 32 plates range but at 64 plates away from the target it does 324 when being fired from said distance. (Every thing i have said has been tested multiple times) But why would you care if an grenade cannon got buffed when CE uses the Laser cannon that does something around 900+ damage per second. The speed of the turret gives the target a huge amount of time to take cover and the splash damage area is quite low with 8 plates away it does no damage at all and at 4 plates away it does 155 damage to the target. Now i remeber i explicited said that i would like the damage buffed on the cannon agains ARMORED VEHICLES. I am aware that the triple cannon does 1000 damage and has an large area of effect but it does 150 on vehicles consitently. Now you dont have the rules against infantry but we do this rule renders the triple cannon useless for US not CE but US. A damage buff for CE might not seem like much but for 212th its quite a huge deal. I only want the triple cannon to be buffed so it can actually do it's job against tanks and such. I know it has a large area of splash damage, i know it does 1000 damage and i know its already fast. During last week i spent my time doing research on the canon against diffrent targets multiple times. The triple canon is very powerful against Infantry but is shit against tanks which renders it useless for 212th.
  15. What your suggestion is: buffs for the Triple cannon and Grenade Cannon Scriptfodder/workshop link: none Any additional information: The turrets both are missing viability and should be reworked. The Grenade cannon has many things that drag down it's viability, bullet drop and speed. The max amount of damage the grenade cannon deals is about 333 damage and a large drop off in damage the further away the target is located. The bullet drop on the cannon is quite high making you have to aim almost sky high to hit targets that are relatively close. The speed on the turret's projectile is ridiculous enough to give the target a huge time to evade the cannonball making it useless and ineffective. This also increases the chance for friendlies to walk into the area of the actual target. Some Places where the grenade actually shines is more on the defensive side than being offensive. It's very effective at laying down artillery fire to stop enemy advances. The turret's rapid fire rate allows for good push backs when being on the defensive part but 212th is an frontline regiment making it rarely used. The main purpose of the triple cannon is to destroy armored vehicles. It has almost no bullet drop making the cannon ball go almost into a straight line towards the target. It also has a high area of effect making it very effective for infantry but it has a longer reload time (wait time) than the grenade cannon of 4 seconds instead of the grenade cannon’s 2 seconds timer. The cannon does a large amount of damage on infantry (1000 on direct hit) but 212th isn't allowed to use it on infantry. The cannon’s damage on armored vehicles are almost always 150 damage. Problem is against AATs (CIS tanks) has a standard hp on 8000. If you do the math it takes 53 shots to take on down including the reload time making it useless against armored ground vehicles. The fact that with the triple cannon is only allowed to target Vehicles makes it useless. When looking for reasons to use the Triple cannon there simply aren’t anything that makes it viable in any situations. With it’s damage against tanks being low and since it’s forbidden to use the turret on infantry its rendering the turret completely useless. To summarise the buffs for the turrets. The triple cannon’s damage increase against Armored vehicles. Buff the grenade cannon’s speed and less bullet drop to make it more viable against infantry. Thank you for reading through my suggestion