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Dally

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  1. Dally liked a post in a topic by Big Gay Jay in Forums dry as hell ...   
    Shout out to Mia Khalifa for getting rammed harder than ever.
    Been uploaded for awhile now, but forums be dead so why not I guess
    drama and banter welcomed.
    except for @GO7NEY hes not welcomed.
  2. Dally liked a post in a topic by ChicoXL in Winchester going in...   
    You and him have something in common...
    The only thing you both have been in would be your sister's.
  3. Dally liked a post in a topic by JoeDa in APD Suggestion section (Updated)   
    Let constables wear berets and face bandannas
  4. Dally liked a post in a topic by TRYHARD in APD Suggestion section (Updated)   
    Biggest issue is that its ultimately up to the captains to nerf/buff their own faction. Hopefully staff will look over the suggestions to potentially force certain changes.
  5. Dally liked a post in a topic by Tricks in Stellar Gang Forum *Banter Welcome*   
    10 likes i’ll do a day in the life following marzoh around  
  6. Dally liked a post in a topic by Masonn in Stellar Gang Forum *Banter Welcome*   
    I miss it too brother nothing gets you hyped up like a "let's go baby" from big M  
  7. Dally liked a post in a topic by Sk7 in Stellar Gang Forum *Banter Welcome*   
    kys retarded nig
  8. Dally liked a post in a topic by TRYHARD in Illegal vehicle policy change   
    Same with fed trucks. I understand it’s supposed to be difficult but adding rules that you can take fed trucks back to HQ is just as bad. 
    Seem like short sided rules that ultimately discourage gangs from doing the events.
  9. Dally liked a post in a topic by Leady in Illegal vehicle policy change   
    The current policy creates an unfair game play balance.
    As the policy stands a rebel can hop out to engage a LT while the LT enters their vehicle and drives away to HQ to seize. Since cops do not need keys, or even to have the vehicle unlocked to enter the rebel would have no way to prevent this from happening other than never engaging the LT. I've witnessed this particular scenario take place on several occasions. I've also seen a LT sneak into an active heavy firefight, jump into an ifrit and drive it away.
    While there should be risk in pulling out illegal vehicles imo the area should be deemed all clear before a vehicle is seized or driven to an HQ.
  10. Dally liked a post in a topic by Michael L in Let's schedule a monthly fun event   
    Somehow don't think Paratus and Gnashes are in a hurry to come play here.
  11. Dally liked a post in a topic by Zurph in Plague | Limited   
    Leaders
    @Zurph, @JoeDa, @Eemil, @RobiN_
    Gang Requirements
    ~ 1000+ Hours
    ~ Knowledge of cartels
    ~ Must have a vouch
    ~ Financially stable on Asylum and Olympus (We fight on both servers) 
    Application Format
    ~ In-game name:
    ~Timezone:
    ~ Arma 3 hours (must include screen shot):
    ~ Members vouching for you:
    ~ Previous gangs:
  12. Dally liked a post in a topic by Marzoh in Change Log 8.4.0   
    20 cops online against like 10 rebels but you always say its civ sided. its just that cops dont have the mental capacity to push the bank different ways. they just want to slam it with a hatch to stop the drill. theres plenty of other ways in pushing the bank. people would just rather sit 700m out sniping instead of like tryhard said bench sniping or getting an orca to hotdrop on roof with a full orca. but people nowadays are too scared to lose anything in their garage on a server lol.
  13. Dally liked a post in a topic by Isaac Cox :) :) in Bank   
    So if theres a huron in HQ and i got a hatchback i am allowed to ram it because it is in the way? 
  14. Dally liked a post in a topic by Christian R in Change Log 8.4.0   
    I do have to say the god mode on cop restraints should be removed ASAP. It's retarded that it's even scripted that way.
  15. Dally liked a post in a topic by TRYHARD in Change Log 8.4.0   
    yeah that vote sure was definitive, 56% said yes. 

    If were going off simple majority's when are god mode restraints getting removed?

     
  16. Dally liked a post in a topic by Space in Change Log 8.4.0   
  17. Dally liked a post in a topic by Mitch (IFRIT) in Change Log 8.4.0   
    Let's just get this out of the way so we can all move on.
    You guys dont listen to the community.
    Armor stacking is shit.
    Gang life is dead.
    I'm going outside.

  18. Dally liked a post in a topic by Rogue in Change Log 8.4.0   
    This is the real patch...
  19. Dally liked a post in a topic by Gen. Henry Arnold in Change Log 8.4.0   
    Oh boy a big one
    Change Log 8.4.0

    This patch is to showcase some content that we have been working on, and content that will also appear in our mission rewrite when complete. There is a ton more projects underway that have been requested for a very long time.

    Added:
    Added APD Evidence Lockup. All weapons seized by APD can be stolen back at the Evidence Locker. End game objective where APD defend, Rebels attack. Initially hack electric fence that keeps civilians out. All cops are dispatched to defend armory. After hacking electrical fence, Rebels must attack the APD and secure the location. Rebels then may spawn a HEMTT loaded with the stolen weapons and attempt to flee. Cops can re-enable the electric fence to stop the robbery. Added Rebel Airdrops. Drops around the island after a cartel is captured with randomly generated loot. Comes with own redzone. Added the ability to toggle the bank lighthouse lights on or off. Added fire escape stairs to the bank roof with included cover for Rebels. Added reflective vests to Constable+. Added black carrier light vest to LT+. Re-enabled JSRS and Blastcore mod support. Changed:
    Tweaked "Resilient" talent to respawn player at the nearest hospital to their corpse. Reduced Rebel and BH military Vehicle's price by 10%. Temporary tweaks to Federal Reserve to reduce number of smash and grabs. The algorithm for finding a bounty target has been reworked. Dropping a bounty will now make them a low priority target. Slightly reduced damage done by RPGs to large vehicles. Fixed:
    Group members in a vehicle who are in a gang war with you will no longer be red. Adrenaline shots now work again inside cartel capture zones. LTs may purchase the laser attachment again. Governor income is working again. Removed:
    Disabled function to check cop gear and automatically remove it from certain ranks. APD staff will still enforce this and take appropriate action. Removed voted admin chat spam.  
    Hotfix #1
    Tweaked stopping the Evidence Lockup robbery to require APD to clear inside of rebels. Tweaked balance of Evidence Lockup robbery to make it easier for rebels to succeed. Added a check to prevent placement of checkpoint props inside the Evidence Lockup. Added a APD garage inside the Evidence Lockup, accessible only during elevated security, to allow cops to take rebels and evidence back to HQ. Added a check to prevent the Federal Reserve from being robbed during a Evidence Lockup robbery. Added a car garage at the government building in Pyrgos. Removed Drug Field rotation. All Drug Fields will be in their original locations prior to the system being implemented. Removed 2019 promotional skins unlocking. The rewards will be permanently unlocked to those who took advantage of the promotion. Thanks to those who played! Fixed an exploit where the airdrop could be opened prematurely. Fixed a bug with getting up immediately after being downed. Fixed a bug where the cleanup script would not work. Fixed a bug where buying items would not charge your account. Hotfix #2:
    Added all deer stands back to the Fed. Removed global tracker from evidence lockup HEMTT. Removed ability to slingload evidence lockup HEMTT. Tweaked evidence lockup HEMTT to spawn locked, requiring lock picking Fixed bug where individual wanted listed charges would disappear. Fixed the downing bug again. Hotfix #3:
    Fixed missing mags for MX, Spar 16, and AKM/AK12. Any mag color will now work in the gun. Added descriptions to differentiate Lethal/Downing mags. Added check to prevent joining with the Global Mobilization DLC.
  20. Dally liked a post in a topic by VortexIsMLG in Vortex | Asylum #1   
    These are clips from the when I started playing Asylum again to now pretty much.  

     
     
  21. Dally liked a post in a topic by TRYHARD in Poll to remove cop vans as a means to go over fed walls   
    Fed went years without the vans and now its turned a relatively fair fight to heavily cop sided. Fed walls no longer protect you from cops, they only separate you from the cops that will ultimately jump behind you while you watch an actual entrance.
     
    No swat anymore so I propose adding the swat ladder to the police shop and allowing the use of 1 per fed, if its destroyed they can place another. 
     
    Each van would need an additional 2 people to watch. No gangs have 20+ so lets not pretend its possible to allocate enough people to watch for extra jump spots.
     

  22. Dally liked a post in a topic by Rodrigo in Poll to remove cop vans as a means to go over fed walls   
    Im so confused, why does every change have to be compromised? Like legit when has that ever happened? A civ using the van to get into an HQ? 
  23. Dally liked a post in a topic by Defragments in Lesson learned!   
    My recording didn't capture my voice for some reason.
     
  24. Dally liked a post in a topic by ChicoXL in Comeback Montage   
    Decided to comeback for a bit got a few clips!
    Hope you enjoy!
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