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Karl Lennox

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  1. IAmLegion liked a post in a topic by Karl Lennox in Server 6 update   
    and I agree its not the best locations but I look at it like this..they are trying to pay and provide another alternative and besides us donating its on them not us so at least we can help support the idea of new things , @bamf and the staff has always been receptive to our requests . I just don't see trash talking about a server that most yall don't go on or care about as productive .  not u Oli..lol
  2. Karl Lennox liked a post in a topic by Bob Danaloo in Server 6 update   
    As one of the 10 people that play S6 I'm hyped for this.
     
  3. Karl Lennox liked a post in a topic by Yohan in Server 6 update   
    Finally. Everyone better get their asses on it!
  4. Karl Lennox liked a post in a topic by bamf in Server 6 update   
    Everyone-  
    The new version of the Australia map was released last night.  I have a ton of tweaks to do to move things around due to new map locations, features, etc, so I have taken S6 offline for now while I do these updates.  
    In my first pass through the editor, I do see some exciting new buildings that I hope I can use for things.  I'll also be re-evaluating the weaponry, money making, and other features that have been requested by the community.  Hopefully we can bring S6 back to where it was those first few weeks because I really enjoyed the game play over there.  
    Thanks,  
    Bamf
  5. Aabrams liked a post in a topic by Karl Lennox in real life-- questinons?   
     I offer u a glimpse into my world , big boy adult toys . not mommys credit card here , Professional Engineering .. any questions u ask IRL. all that talking trash on forums is for that 18 n under crowd. contact me for inquirys. https://twitter.com/MidieastSTUDIO/status/590239297619492865/photo/1?utm_source=fb&utm_medium=fb&utm_campaign=shinesteeler&utm_content=729759293554089985 200/hr. and yea I prolly mixed one your fav rappers/singers. HMU
  6. Gatorade liked a post in a topic by Karl Lennox in HOW I FEEL WHEN I PLAY IN THE AUSSIE   
    Besth thing about Australia is hoping in the buggy with my ak on my back and bumping this while jumping dunes at 220k !!
     
     
  7. Karl Lennox liked a post in a topic by bigjohn561 in Altis the new police state   
    I think everyone is missing his point... he is saying 1 cop is like 10 civs considering cops don't have to pay for the load out. cops don't have to run to rebel for guns/mags after each death. But I will say cops hardly ever win when it comes to prison, banks if u go by kills. only reason cops win at the end is cuz of the respawn
  8. Karl Lennox liked a post in a topic by bamf in Change log 6.9.0   
    A new aggression system has been added to the game.  When someone shoots you (or your vehicle), they will now show as red to you and your group.  Aggression lasts for 5 minutes and is limited in its range.
    Gang items:
    Command menu and group lead functions have been removed from the game. You can now set your own gang tag as the gang leader. This is done through the gang menu. You may only use characters from the gang name itself.  Cop items:
    Cop restraints are no longer infinite.  You will become unrestrained after 10 minutes if you are further than 500m from the nearest cop. Undercover cop names have been redacted from kill/down messages. A bug causing cops to not be paid when killing a suspect has been fixed. Cops will no longer lose Y menu items from vehicle deaths. Fixed “snitches” talent for the APD.  Added quick loadouts for the APD upon respawning after death. The officer will be able to retrieve the gear they had on when they died, but will be subject to a timer and having funds for the loadout. An issue where a police UAV would be disconnected when entering a vehicle was fixed.
    Bounty hunter items:
    Bounty hunters/warrant officers will be able to see how long until they are next able to track if they attempt to track too soon. You are now able to request a bounty while in a vehicle. You should no longer get bounties for your gang and/or group members. Miscellaneous features:
    Oil processing has relocated. You now earn more oil per run. You may now lock and unlock individual doors in your house by using the U button.   Medic sirens now turn off immediately when the medic shuts them off. Unflipping a vehicle is now only available if you were the last person driving it, or if you have keys to the vehicle. The 'Quit Asylum' (Abort) button now sends a sync request upon pressed, so you don't need to worry about hitting 'sync data' as much. Removing zipties as a civilian now requires a weapon (or that you be in the group of the restraining party) The owner (or gang members, if this is a gang house) of a house is now always able to access his crates, even while the house is locked Locking your house will now close all doors as well.   Other items:
    Money again drops as intended.   Fixed an issue related to pricing for out of stock items.   Measures have been taken to fix the Arma 3 group limit problem. Hopefully this will prevent players from being unable to create new groups. Optimized how some of the scroll menu options availability is calculated to limit FPS loss while scrolling. A bug preventing you from giving a bloodbag or splint to another player was fixed. Pull out unconscious should be more reliable. Fixed a couple of bugs related to losing gear when bad data syncs. Running out of food/water, and then bringing it back above 0 will actually restore your stamina as intended. The vehicle factory now leaves more room for large helicopters to be crafted. You should no longer be able to purchase more ammunition than you can carry.   Hotfix 1:
    Bounty hunters can now show and hide their badges more reliably. Revive requests will now only show for APD medical officers when no medics are online.   Fixed a minor issue with the calculation of the quick loadout price. The APD can now directly enter the Strider's Commander seat. You can now use the virtual inventory of house crates while your house is locked.   Fix for vehicle stock decreasing when not having enough money for the purchase.   Fixed an issue with unintentionally spawning at the Skiptracer Base.   Potentially fixed a rare bug related to escorting a player.  You should now be able to request a bounty from inside a vehicle from your phone.   Vehicle shop menu now reflects the price net of the governor's tax. Hotfix 2:
    Cops must now use the regear function at the sign.  You have to stay within 10m, and you may not enter a vehicle.   Fixed an issue related to the radius of cop warrant tracking A few more NPCs have made their way back to the island. Removed a message that was unintentionally popping up Changed the Suicide message Undercover APD officers will no longer have their identities revealed in the downed/killed feed. You may now only request a single trial. Player's names will be added to map markers they create.
  9. IAmLegion liked a post in a topic by Karl Lennox in HOW I FEEL WHEN I PLAY IN THE AUSSIE   
    Besth thing about Australia is hoping in the buggy with my ak on my back and bumping this while jumping dunes at 220k !!
     
     
  10. Gubber Flexx liked a post in a topic by Karl Lennox in HOW I FEEL WHEN I PLAY IN THE AUSSIE   
    Besth thing about Australia is hoping in the buggy with my ak on my back and bumping this while jumping dunes at 220k !!
     
     
  11. Karl Lennox liked a post in a topic by bigjohn561 in Altis the new police state   
    Well I halfway agree with this guy bout the amount of cops sometimes. We had 16 cops on server 2 it sucked badly. Mainly because u have to kill the same cop a couple of times before u can get away if u even do.
  12. bigjohn561 liked a post in a topic by Karl Lennox in Altis the new police state   
    yeah? im talking about the ratio, and ill start posting pics because u must be playing on a different server if u think its only 5-10 cops. no need to lie craig... we know it be 20 cops in one channel on one server on mostly all 4 servers  , and now half the cops don't even be in ts they be split between discord too , so you might see 5 in one but theres about 10 in the other.  I also feel a certain way that only the cops came on to answer in response. all im saying is that 25 cops 80 civs outta 100  its still a lot of cops. this game is supposed to be fun for all , but when theres so many cops u cant commit a crime without being noticed that's a police state. everyone has they right to they opinion, and maybe another server wont help. especially since asylum isn't growing its just maintained a certain number, mostly being cops who play both sides.  so I dig what ur saying , but between the cops not staying in they precints"remind me what that's for again?" and no real leadership just a bunch of  people dictating how they want others to play while on .  end of the day that's what this place is for to post stuff and have fun .
  13. Flashpoint liked a post in a topic by Karl Lennox in server 6 needs your help   
    reasons why server 6 is dying if not dead......cops unbalanced they have 9mm smgs...ridiculous to think anyone can stop crime up against long range fully automatic rifles. the bounty hunter gets a colt carbine that only a LT can get ..whole map is based on the east coast everything is bunched together. no banks , the fed is a joke. a wire fence keeping all the citizens money safe. the cop cars slide everywhere , ima a donor wheres my hatchback? theres no donor town, theres no donor discount in the stores.the gunshop has more selection then rebel damn near all legal at that .. I gotta go to Sydney to buy a crate for a house in melborne..smh I love the server its a great change, but come on its being half slacked off..got 3 planes all under 50 and 1 hummingbird at 150k.. no scopes..this clearly wasn't thought out fully..just its great having 4 of the same exact servers. whats nice is a change everyonce in a while. but if its not up to par why waste time? just saying serer 6 is great has potential but not being tended correcty. please help it
  14. Karl Lennox liked a post in a topic by blinky in server 6 needs your help   
    Already unsubscribed and deleted the mods.  On average there are 15 or less players on S6..not worth the 40gb it takes up on my ssd. I would entertain the idea of re-downloading if some major changes.  Was a refreshing change from altis (at first)
     Suppose i'm part of the problem now.. 
  15. Sergio liked a post in a topic by Karl Lennox in server 6 needs your help   
    ok the frames are fixed in auss anyone who is still having trouble must be on a dell or gateway or something , because I have a imac 28' partitioned and I run just fine at 40 which isn't even a game computer. next. the server needs all u guys to get off 4 for a day and come support, it wont hurt no one will miss you and ur not cheating on ya server. if u care about asylum in general u would support it same way most yall aint donors and havent helped support so  u can whine about it but at the end of the day they are telling you no it wont be taken down , no altis wont be modded. so there fore either join up or stay put. but downing something u really haven't given a try is whack..auss is 100% better than altis . atm we just need a population . and iwhen u mod altis u gonna need to download stuff, asylum is the biggest n best because u don't need anything to play but the game...and still its modded...bloodbags? redgulls? talents etc...that's not arma . that's asylum...all ya got a initation to come get wrecked on 6 lol...hope to see ya soon!
  16. Karl Lennox liked a post in a topic by Jexla in server 6 needs your help   
    In my experience you were one of those people lmao.

    Also Altis is a HORRIBLE map and the Aussie map is made 10x better.
  17. Karl Lennox liked a post in a topic by Paratus in Change Log 6.8.4   
    The second half of this patch will be part of the work done next week. Next week you will receive a website update to go along with the new stats and seasons.
    6.8.4
    A new PvP season system will track each player's war and capture performance for the month. At the end of each month, a new season will begin. This first month will be 1.5 months long given we're halfway through April. The website will be updated next week to display the top rankers in war rating. At the end of each season, the top ranking players will gain season points, which grow over time and are awarded for being in a high standing when the season comes to an end. Gangs will be ranked based on the average war ranking of it's members. The gang name on player tags (over their heads) is now larger and easier to read. Added new statistic: war points. Added new statistic: police arrests. Added new statistic: bounty hunter arrests. Added new achievements and titles for civilians: Oppressor and The Punisher. Added new achievements and titles for police: Blue Coat, The Heat, Hardened and Veteran. Added new achievements and titles for bounty hunters: Bounty Hunter and Watchdog. System chat messages will now display your current statistic level whenever a statistic changes. War rating can be gained by killing members of a warring gang, capturing a turf,and capturing capture areas such as cartels. Some rating can be lost if you're killed by a warring gang.
  18. IoniyK liked a post in a topic by Karl Lennox in Remove 4x4 Buggy from Server 6   
    I agreeif it weren't for the buggy and the crazy jumps , driving from Sydney to rebel  or anywhere else for that matter would be cancer.. the buggy is fine just needs to be adopted to a form of pursuit, I don't have much problems because u need to out smart them in the city and predict their moves in the open , theres only so many places they can go or would even want to go , the buggy crashes all the time but keep it in mind that it is a sand vehicle made specifically for dunes. so hence rolling with no problems. I wouldnt mind seeing a railcar for the dunes aswell. they fixed the cop load outs , and some prices, I think some location could be more spread apart but overall I love it and everyone who plays on it does. its great we just need the support from the other servers we are all the asylum family and to me they are all the same just personal pref is all.
  19. blinky liked a post in a topic by Karl Lennox in server 6 needs your help   
    reasons why server 6 is dying if not dead......cops unbalanced they have 9mm smgs...ridiculous to think anyone can stop crime up against long range fully automatic rifles. the bounty hunter gets a colt carbine that only a LT can get ..whole map is based on the east coast everything is bunched together. no banks , the fed is a joke. a wire fence keeping all the citizens money safe. the cop cars slide everywhere , ima a donor wheres my hatchback? theres no donor town, theres no donor discount in the stores.the gunshop has more selection then rebel damn near all legal at that .. I gotta go to Sydney to buy a crate for a house in melborne..smh I love the server its a great change, but come on its being half slacked off..got 3 planes all under 50 and 1 hummingbird at 150k.. no scopes..this clearly wasn't thought out fully..just its great having 4 of the same exact servers. whats nice is a change everyonce in a while. but if its not up to par why waste time? just saying serer 6 is great has potential but not being tended correcty. please help it
  20. Karl Lennox liked a post in a topic by Hubschrauber in Change Log 6.8.3   
    @Paratus @Motown @bamf @Mr Smirnoff @Leady @Starance @Gnashes @BaDaBiNg_10-8 @Spank @Sojobo @Killswitch @Padrinos @Olio @Sneaky @Trilligy @Buckwalter @Snatch @Budbringer @DJScias @Volunteer281 @HapHazard @Ghillie Dhu
     
    I love server 6 and am really sad seeing it dying at the rate it is. Much against popular belief, memory leaks and house bugs aren't fully culpable for people leaving server 6 in droves. I obviously can't speak for the majority of the community. Who I can voice a complaint for is the people who enjoy combat on Australia. People are getting disinterested because there is a lack of "end game" material to enjoy and most of the content that is available is either not balanced or not worth the reward. In addition to a lack of balanced end game content, the main source of entertainment for most civs is fighting the APD. Cops; however, are under powered and there is a lack of incentive to play against rebels with buggies since all they have to do is go off road to escape. Thankfully, the weapon upgrade was a step in the right direction but they need better off road vehicles for balance to be achieved. I'm going to list a few things that must be changed as well as stuff that I would like to see changed in order for some people to enjoy and continue enjoying playing on 6 because it has the potential to be the best server out of all of them.
    APD changes that are a MUST:
    Give all police better vehicles than the Crown Victorias. Also, give the police some vehicle with equivalent offroading capabilities as the buggy. The Crown Victoria is worse than the original Holdens in all areas besides fuel availability. They are also one of the worst cars offroad leaving any fleeing civilian a "get away free from cops" card the second they choose to go offroad. On road the Crown Vics clearly fair better than off-road but spin out uncontrollably if you need to make the slightest change in direction and almost ensure any perpetrators get away scott free time and time again.  Civilian changes that are a MUST:
    Balance the Prison Break where the police cannot spawn into the towers. Balance at the Prison Break is extremely difficult because if you allow rebels to be in the towers without the cops being able to spawn in them, then the prison break would be overpowered for the rebels. However, alternatively, if you continue to allow cops to be able to spawn in the towers then the prison break is overpowered for the police.  IDEAS ON BALANCING: Allow rebels to be able to "hack" into the gates to open them for civilians. Both front gates should have to be cracked (These two front gates should be able to be cracked in a small amount of time like the vaults at the federal reserve) and the front door of the actual prison building should have be cracked as well (The front door should take a longer time to crack however, like the actual domes at the federal reserve). All other iron bar gates inside the actual prison building should additionally have to be cracked as well (however, the shorter time "vault" cracks should be used for these inner iron bar doors). Prisoners should simply be able to run out of the building in order to escape instead of being teleported outside of the prison.  Move the spawning area to the parking lot of the Maximum Security Prison for police. Disable this ability for police to spawn in here when the prison break is active. Instead, allow the police the ability to spawn in at any of the near by towns' HQ to quickly be able to respond to the Prison Break.  Allow SWAT Leader and Sgts+ to use demolition charges on the towers to destroy them. Also, allow rebels the ability to use demolition charges on the towers as well. This would ensure a equal and fair approach for both rebels and cops to destroy the number 1 thing making the prison break overpowered for one side or another. Balance the Police HQs and small "county" jails to allow rebels to hack into them and possibly save their friends. IDEAS ON BALANCING:  Allow the main gate of the "county" jails to be hackable in a decent amount of time (2~3 minutes) and make the inner doors of the jail hackable at a reduced time compared to the outside gates. The HQ doors should also be hackable however the HQ doors should take a lot longer time to hack to add an incentive for cops to continue to bring suspects to the HQ first. (there should be some incentive for the police to take suspects to HQ first then to county jail and should not be able to send people to jail from the HQ) Add a "Bank of Australia" in a location that makes sense and is fair and balanced. IDEAS ON BALANCING: Put the bank in the outskirts of Perth. There are various locations in the suburbs of Perth that are open yet surrounded by buildings allowing you to add a bank in or use the existing "ATM" buildings (the same building that is used to house the bank on Altis) to implement the bank. Doing this might be the breath of life that Perth badly needs. I would recommend building a wall around the bank with 2~3 entrances.  Increase the time to rob the bank by 3~5 more minutes.  https://gyazo.com/a0f0aec323b9540b4d7fc99800bdc348 (view of area from map) https://gyazo.com/945bd27beb526b119738b07797ab7b6a (view of area from Eden) https://gyazo.com/cefd799d583acd4535b5a3a27ce53b71 (view of area from helicopter) Add the option of being able to rob the smaller "branch banks". HOW TO ROB THE BANK (An idea of how it should work) The branch banks should have small amounts gems and dirty money in each safety deposit box. The longer you stay searching through safety deposit boxes, the larger the risk and ergo, the larger the reward.  Going through the front: The first door (https://gyazo.com/11e7e31e41c43fbde9024a60ae8d2b8c) If you open this first door, you should have a chance to be spotted by bank cameras if you have a demo charge or a drill. You should have to crack open this door however it should be a very quick crack with a low chance of setting off the alarm. 1~2 minute crack The second door (https://gyazo.com/dd8957d2b56216ee1d7de59420bf1fc9) This door should be your first serious barrier to overcome to gain entrance to the bank.  2~3 minute crack Cracking the vault or destroying the security system in the security room (https://gyazo.com/3278a91861c69385d0bf2a30c242fcd1) Cracking the vault should take significantly longer if the security system is still active. If the security system is online, the cracking of the vault should take 7~8 minute crack Cracking the vault should take significantly shorter if the security system is offline. If the security system is offline, the cracking of the vault should take 3~4 minutes. This means that cracking the security room door and taking the security system offline saves roughly 2~3 minutes on cracking the vault with the time spent on cracking the security room door included.  Cracking the inner door iron bar door. (https://gyazo.com/ca4979718bf793fb458e3af3b2dff261) 1~2 minute crack Going through the roof: The first door (https://gyazo.com/db6978afe7ca6f5464fd49a67489164b) 2~3 minute crack The rest should be the same as going through the bottom. IDEALS ON BALANCING:  Incorporate a cooldown so no other branch banks can be robbed while one is currently being robbed.  Add a option (NOT ON A CELL PHONE!) to get "insider information" for a fee from vendors at any rebel outposts detailing how much dirty money and valuable gems are currently being held at each branch bank. Add an option (ON THE CELL PHONE!) for police to check how much money and valuable gems are currently being held at each location.  Add desirable cartel locations. I can't stress this enough. The community keeps going to the same three cartel locations over and over. Learn from what they like and try and replicate it. The desirable locations are both arms dealer locations (church on the hill and the castle on the hill) and the old Meth Cartel location. Here is what the community is looking for in a cartel location: A defensible but not impossible position to hold. This includes several barriers or large rocks that can serve as sold cover from the front but not the back. A series of positions spread out in all directions that attackers can use to have equal cover to what the cartel defenders have. This allows players to close the distance to cartel by "hop scotching" from cover to cover. Current server 6 cartel locations are all undesirable for large gangs/gangs who fight cartels alot with the exception of Drug Cartel which is alright but still has a lot of flaws. Mainly, the lack of hard cover (in the form of large rocks in this case) that attackers can use to help close the distance to the tree house.  Avoid large military towers but use the smaller "deer stand" towers. Things that I think should be in sever 6:
    Weapons: Open up the floodgate on all weapons that are not: Portable belt fed machine guns over the 6.5mm caliber (Nothing over Mk200) .50 caliber sniper rifles.  Grenade launchers (although, smoke grenade launchers underslung from assault rifles wouldn't be a bad idea to implement)  All rocket launchers Vehicles:  There is a myriad of armored and non armored vehicles that can easily be incorporated into the game that are far more reasonable than the buggy. Personally, I would just get rid of the buggy all together. It's armor is insane for its cost and and and top speed. The buggy also makes crashing offroad near impossible unless you simply don't care and go 200km/h over the top of a hill. It honestly needs to go.  Helicopters: Why not include the numerous transport helicopters available? Almost all of them are near the same speed as the hummingbird and have almost zero armor. You can one shot the pilot of all of the Marine/Army/Czeck unarmed transport helicopters with a 9mm.  
     
     
     
  21. Karl Lennox liked a post in a topic by iFox in Change Log 6.8.3   
    How dare you make a well thought out, and suggestive post in here?  Don't you know this is the "Bitches and Complaints" subsection!?
  22. Karl Lennox liked a post in a topic by Sergio in server 6 needs your help   
    True, but the map is so flat you can literally drive a Beetle straight there at 200km/h. And what Scott said about the framerate is true, I actually hover around 70+fps with 2km view distance when I'm not near Sydney or Melbourne.
    I dare you to play the map for a week straight, you will really get a feel for it.
    I argued for a modded Altis server, which I still think is a great idea, but I really do love the Aussie map now. It has SO MUCH potential. I'm sure the future of S6 will be much brighter with a little more TLC.
  23. Sergio liked a post in a topic by Karl Lennox in server 6 needs your help   
    super positive bro!! keep up the great work!
  24. Karl Lennox liked a post in a topic by Scott in server 6 needs your help   
    Everyone saying replace it with modded altis, it should just be fixed. As far as performance, I only get 5 fps less than I do on altis, excluding Sydney / Melbourne which I never visit (I play on a potato)
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