Rorybanevojske

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Everything posted by Rorybanevojske

  1. What your suggestion is:1.4.6 - You may only place somebody under FearRP if they are unarmed, their weapon is on safety or you have a superior force (2 gunpointers / person) within voice range. Edit superior force to 3 gunpointers / person. I don't think a single rebel with a gun would surrender at the sight of two imperials with a gun out aiming at him. Scriptfodder/workshop link: N/ Any additional information: This is especially for some higher criminal jobs who know they face a worse fate failing to satisfy their clan leaders then two imperials trying to arrest them.
  2. My Discord name: BaneVojskeRory#7070 STEAMID: (http://steamidfinder.com) N/A Steam Name: Rorybanevojske What is the reason for your ban: Unknown How long were you banned for: Permanent Name of the staff member who banned you: Unknown Why do I believe that I should be unbanned: Because I seek to join Imperial RP in the future, and I feel like I need the Discord server to participate in the new servers. I do apologise if my behaviour was inappropriate before I was unbanned. And I would act more sincere however I have forgotten what I had performed in the past to earn this, probably some immature behaviour in the general in which I am very sorry. Evidence: N/A
  3. I agree with the fact that battalion are sometimes not understanding how the situation is for certain regiments during events (Eg: Ordering a push when the rear isn't clear) but to understand that organisation in events can only be done so much, and I would say in events, having a rule against 442nd shield pushing may be more organised as it allows them to focus on defensive things like protecting medics, ECs launching an offensive against the frontline (HP rushing is of concern to the EPs) compared to a situation where 442nd can abuse their shield constantly as to not benefit of others. (Blocking me as a 501st from taking down hostile as they get in the way, only focusing on defending themselves and doing the prior example of how they use their shield to jump around whilst in hostile territory to avoid dying but annoying ECs. Also emphasis on the fact that injured troops need medics and medics need protecting whilst healing these troopers) But I am writing this completely from my own experience as an EC AND 501st. I can't speak for everyone in my problems with the 442nd, but the issue I'm aiming here is to prevent rogue 442nd from pushing with little to no proper combat forces backing them up, and prevent them from providing more annoyance to the battlefield than the true purpose of the game which is to have fun. Not abolishing the idea of 442nd shield pushing all together. The 442nd is a good regiment, but sometimes they do cause a bit of a hassle on the frontlines as a defensive regiment.
  4. What your suggestion is: Any rule to stop 442nd to be more enjoyable for everyone around them during events. (Example, Make it so 442nd cannot push with a shield unless it's an official push ordered by batt. Keep it on the barricades or a defensive shield wall until then) Scriptfodder/workshop link: N/A Any additional information: As an EC, it's annoying enough to see 442nd rush with their shield, and then when all the EC's stop focusing on them, they just pull out a gun. Then proceed to shoot at us from behind, then when we start shooting at them again. They pull out a shield and return to medic and repeat. I believe the purpose of 442nd is not to be a flanking unit. They also tend to push with one person, and use this as a valid excuse to HP rush but once that's person's dead, all they do is jump around with their shield up and continue to do as above or sit in a corner in with a shield and try to block all shots with ec's around them which still is dumb in itself. Doesn't seem realistic. It also makes it more enjoyable not to see fellow EC's start chasing the 442nd because they're basically not functioning correctly, and just chasing someone they can't kill and allowing us to get overrun by republic forces. I know this is is an EC problem, but it's incurable when the EP choses CT ET's as EC's due to lack of volounteers. But not just as an EC but as a clone, I've experienced problems where 442nd go rushing in front of me and keep preventing us from killing EC's because they love hugging them. Making it difficult to shoot the EC. However, this rule won't remove all the fun, as 442nd can still push as long as batt order a push.
  5. -1 You have a shield that protects you from most your damage already, if you can't sustain your HP with equipment that literally blocks the damage. It's not the problem of HP, it's the problem of the individual.
  6. -1 This is not a gun for an individual, this is a gun for a regiment. It works perfectly fine against ECs as an individual, and even more so as a regiment.
  7. +1 Tusken raider is still a job which has lots of potential despite it's inactivity, and with some rule specifications, people may see it as a more enjoyable job and allow more activity and enjoyment.
  8. -1 Same reasons as Sandy, especially with the story.
  9. -1 I'm not denying the fact it's a good map, I'm just saying it has too many good things that are unnecessary for a map that's never been used for events because in terms of geographic locations, the placement of things aren't the best (eg: Bunks right next to mg). I want to play skyrim in my spare time, so I don't want to install a 500 mb map. And as a scav, I always found the storm_outpost as fine as it is, the only new threat that would arise would be the RO actually having fortifications. For Tuskens, the map itself is already a wonder for sniping. The RO does make a nice last stand area though if any EP's ever wanted to do an event like that. Jedi Temple looks like an actual Jedi temple, instead of looking like the Rishimoon storage rooms.
  10. +1 Jedi can do it with the force, why can't 104th do it with the jetpack.
  11. -1 The Tusken Raider sniper is really fucking OP, imagine 5 people with a 500 dmg sniper. They would annihilate everyone. If you want more tusken raiders, you'd have to give them a debuffed rifle.
  12. +1 Very cool guy. Smart enough to never have been kidnapped by me as Scav.
  13. If you mean the RRM, I mean I understand if batt might recruit you to capture a scavenger (Trooper in disguise) hiding from CG and outside MB. Apart from that, I don't see much else.
  14. +1 Honestly, there's no reason to interrupt a medical checkup. And for those immersive people. IRP, Guessing in a medical checkup they wouldn't even have their equipment on them. It would probably be stashed somewhere. As well as they're clones, so useless to kidnap for anything, so literally no point anyway. The rest has already been explained.
  15. -1 The idea of having a drug dealer for passiverp does sound cool but the fact is the only people who are gonna take it are dumb CT's.
  16. - I do admit that I have broken the cooldown timer before and was warned for it. Valid. - Perma model is because of the stun blast system which I immediately disable the perma model after I have been exposed or killed since the stunblast system removes the disguise. - Giving a stunblaster to CT was a way to get rid of it since it was a useless item given to me which I won't need to carry. - Don't even know how you can fake a gmod video. And for the people saying I puppet Lewis, that is false. I simply ask SMT for situations that are complicated where staff cannot explain, which I found this situation to be very simple in the fact that the jedi walked past me in a new life and had his back facing me, making him material to be kidnapped, but staff decided to complicate it by saying it was NLR to kidnap someone in a new life. Drama is a natural thing that happens between two jobs that naturally go against each other. As sometimes observed in events.
  17. My In-Game name: Bane STEAMID: (http://steamidfinder.com) Steam_0:1:54439333 Steam Name: Rorybanevojske What is the reason for your ban: NH2RP How long were you banned for: 3 days Name of the staff member who banned you: Zab Why do I believe that I should be unbanned: As a full-time scav, I will always be at odds with people playing republic jobs, of course but this was just stupid. After being slain for kidnapping Tay outside MB at Scavenger town on Anaxes. The entire regiment runs past scav spawn which means in this new life, I have spotted these guys and in this moment, an honour guard who I've forgotten the name of, get's stuck in the rocks left of the scav spawn and is facing away from me, allowing me an opportunity to cuff a Jedi from behind. Although, I'm unable to prove it, he reports his location despite me taking his comms as soon as I cuff him. At that moment of time, . Shepherd comes and teleports towards me, freezing me and he releases the honour guard. He complains I'm breaking NLR, despite the fact that in the new life. I clearly witnessed an exposed Jedi that was cuffable. It's not my fault the Jedi was looking away from me right next to my spawn where I could clearly see him in this new life. Anyway, back to the present. Shepherd releases the honour guard and goes away, which is annoying because I have lost my kidnap victim and he doesn't even warn me for NLR, he just uncuffs the honour guard and tps back to his location. I get a bit mad, as he's just revoked a kidnapping scenario for no reason except he thinks there's a rule where I can't kidnap someone after I've died, which from what I've seen. There isn't a rule for that, the only common sense I see that if you walk past a scav who's in a new life and turn your back to him, he's gonna of course kidnap you. After I complain to Shepherd in admin communications, I get banned for NH2RP. Evidence:
  18. I really don't get how it's gonna be a struggle since unless tusken raider becomes a free job, it will be rare to find people all becoming Tusken at once unless it's organised by a group of people who purchased the job. And it's not like they're gonna be constantly raiding either. And in terms of a nuisance, a raid is like an event. There's a special /raidapply /raidassist Tusken players have to go through. And this means the staff will be alerted which means they can get ready. And like if it's an event, they can try to assist the amount of spams of admin requests by people. Though it would make sense that there has to be at least like 3+ staff on for Tuskens to raid.
  19. Well Tuskens shouldn't even be raiding or attacking people individually. As the rules stated it should be 2 or more, and as a compromise. They could increase the amount of Tuskens required to attack MB to 4+
  20. What your suggestion is: Increase Tusken Raider Limit to a higher number and improve their health.Scriptfodder/workshop link: N/AAny additional information: IRP, Tuskens Raiders are meant to work as a tribe and a tribe isn't made of 3 people, their is supposed to be of at least like 20 of them but understanding we can't have 20 snipey bois, I recommend at least allowing 6 - 8, and that makes it more fair to face the republic as, in ooc, raids are almost impossible with 3 tuskens with snipers that can only shoot twice when were facing any good combat regiment. Maybe also improve the Tusken Raider's health so they aren't massacred by one guy with a good shotgun.