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Tea.

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  1. Tea. liked a post in a topic by Toxicc in 4 AM Feds are Life   
    42 Gold Bars!!!
    TY Apd Officers!!


    @Ricky.T @igxds, @HEYSOOS? @Ryan For a Nice Free Fed  
     
    Shoutout to the True Gamers  @killer11 @Mason Statham @Slade Wilson @T e a @Requiem @йMason 
  2. Tea. 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.
  3. Tea. liked a post in a topic by BaDaBiNg_10-8 in Tier 3 Thanks!   
    @Clint Beastwoodand I wanted to publicly thank @Capt Lelo and @Keen12321 for donating to community goals for the remainder of this month and ALL of May. They bumped us up to Tier 3 tonight. Lets all give them a big thank you for making this possible. Cheers gents!
  4. Tea. 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.
  5. Tea. liked a post in a topic by william in Toxicity Recruitment (experienced Players only)   
    AHahahahahHAQHAHHAhahahAHHAHa
  6. Tea. liked a post in a topic by danile666 in Prison Sign   
    Or remove it because the only ones who defend it are snowflake rebels who need everything handed to them. 
  7. Tea. liked a post in a topic by Crossfade in Prison Sign   
    We do prisons everyday, we fight cops sometimes upto 15. We also fight civs who roach and I can honestly say that the most we ever lost when we had someone come through that sign is maybe 1 of 2. they either die before getting to the sign or we kill them as they appear... it’s really not that hard to defend it unless your a bunch of fingerless bots hard aiming the bridge..
  8. Tea. liked a post in a topic by Crossfade in Prison Sign   
    maybe just pay attention?
  9. Tea. liked a post in a topic by Yeat The Lyrical Genius in Ta co   
    Add tACO TRuCk PLEASE skin to VaNs
     
  10. Tea. liked a post in a topic by JoeDa in great mental breakdown btw   
    Can't hear anything over the sound of you smashing those huge fingers of yours on the keyboard.
  11. Tea. liked a post in a topic by Bag Of Funyuns in Add Names To Houses?   
    It would be better if it zooms in on the house on respawn screen if possible.
  12. Tea. liked a post in a topic by Farmer Steve in Add Names To Houses?   
    A full re work of the spawn menu maybe?
  13. Tea. liked a post in a topic by Huan Lee in New Crate Idea   
    With the recent threads of people making skins that I've seen, I think there should be a Community Crate. It would be made of skins that our made by the community, and the money from it would go towards the community goal, that way people have 2 reasons to get the crate, some gnarly skins and to raise the community goal.
  14. Tea. liked a post in a topic by william in Montage   
  15. Tea. liked a post in a topic by andy7255 in KAVALA RATS DAY OUT!   
    @Jack7296 @MASTA_B@Blake.@danile666
  16. Tea. liked a post in a topic by Connor McGregor in Montage   
    Arma is dead so yeah
     
  17. Tea. liked a post in a topic by swiift in [WS19] Montage (warning: Kavala)   
    i like kavala, if you cant tell
  18. Tea. liked a post in a topic by Masonn in Myth Busted   
    Context: Someone jumped ontop of a Ifrit from a deer stand and shot out a Ifrit since his gun was sticking through
    So this is the original clip
     
    With Wollie getting denied for comp a upet Wollie seeked further answers.


    Wollie was amazed that this was possible he thought he put this to the test
    Sadly the results were not what he expected so he seeked further answers to this 


    Wollie had then found out that Asylum has edited this themselves! he had to see this for ourselves.
    Sadly this was not the case either so he presented his evidence.

     
     
    TLDR: Shoving your barrel through a IFRIT is not bannable happy hunting bois
     
     
  19. Tea. liked a post in a topic by Erni3_ in Tox gang bad   
    Come to a cartel next time pls 
  20. Tea. liked a post in a topic by Nicolas March in lv 100 strats   
    Lv 100 strats right there
  21. Tea. liked a post in a topic by danile666 in Some Suggestions   
    1. Bring back the APD suggestion box, I like having a private place to suggest things to captains that they had to respond to.  
    2.  I believe number 4 should be changed on the guidebook for lethals.

    I think it should read:
    " If there is 1 minute remaining until server restarts and you are already initiated with someone you may lethal them if there is not enough time to transfer the suspect to the nearest HQ or Prison.  If they are already in custody follow the 1-minute procedure.  " 
    The reason behind this suggestion is I have seen APD officers take advantage of the current wording to roll around with seconds left siren and just lethal people with their pants down who are waiting for the or restart.  It is a shitty way to lose a gearset and does not benefit anyone but the APD officer trying to stack some money.  If they were already initiated it makes perfect sense to lethal the dudes under 1 minute as you would do it in a 1 min procedure anyways if they refuse a full ticket/too far away.
    Either that or remove lethals from constables.

    3.  Extend the prison cool down timer to be longer.  It is a bit silly how often we are forced to respond to an event right now.  Sometimes its back to back for hours and some of us simply want to go on patrol at a certain point.  I respond to everything and dont log off, but it gets boring AF sometimes responding to the same things over and over and over with no breaks in between.

    4.  Allow APD to use the sign inside prison again.  Make it the sign right up against the wall, it is not that hard to defend for rebels.  If you are on APD and you fall in you pretty much have to wait until the engagement is over or kill yourself by walking into line of sight to continue with the fight.  Need to restrain a rebel inside prison?  you are stuck.  Maybe have the sign spawn you outside the gates to even it out a bit.  
    5.  Make the bank drill similar to the prison script.  If you do not require the driller to be immediately on the drill it makes no sense that disabling 1 dude sitting on the roof stops the bank.  Make it a straight 10 min countdown, and if the APD does not stop the drill the vault opens for x amount of minutes regardless who is in the bank.   

    This would have the side benefit of allowing roachers to get the money if they push the original drillers off the bank as well.  It honestly makes sense and is a win-win for all sides.  

    6.  Increase the payout for APD disabling the drill.  I believe this should be implemented to stop the sniper elite battles that continue to happen.  I am not sure how much it should be increased, but enough to add incentive to push.  Maybe the APD officer who disables the drill gets like 25k reward and the rest stay at the 10k?  incentivize actually ending the bank.  

    7.  The lighthouse is blown up often at the bank through silly means already.  Add a new virtual inventory item that costs like 20k that can be placed exclusively on the lighthouse to destroy it.  Make everyones life simpler if that is their tactical decision, and make it cost a little money.  

    8.  Add a senior title usable by APD officers.  Many officers have been around for a long time, while others are rather new.  It wouldnt add anything new to the abilities, just another title to flaunt if you wished.  
  22. Tea. liked a post in a topic by GravL in Toxicity Recruitment (experienced Players only)   
    Apply today to do your part taking out this weird c gang
  23. Tea. liked a post in a topic by abelinkin500 in Civ Suggestions*   
    1) There should be more recreational vehicles added. Ie Jets, Planes, helis, vehicals, boats. Boats to just chill on that hold more than 4 people. Jets that hold more than the pilot. ETC. 
    2) Personalization for houses/ cars maybe? Like just so we can buy and add more shit. (Add furniture or paint/color- or mods for cars other than skins aka rims)
    3) More legal jobs? (Cement, Water distilling(U can gather salt water but do nothing with it) ETC) (restaurants where u make a bigger hourly pay, kinda like in the prison where u press plates u make burgers idk)
    4) more heli pads near cities. (landing in a city without a helipad is illegal. but helicoptors are a main source of transport for some people... make more of them?)
    5) can harvest organs more than once per 2 hours. (per kill or every 5 minuets?)
    6) be able to lock/ unlock your house through your phone or give keys to a friend/ gang member
    7) Less rebel outposts. Now theres so many rebels its no compition anymore. (remove one in sofia and one far south) 
    8) an extra cartel? (maybe for bounty hunters to cap)
    9) *Farm and grow your own shit?*
  24. JamieH liked a post in a topic by Tea. in Hentai Haven {S1,S2,S3}   
    Yikes I was denied but, how is this kid 13 yet he is a constable.. 
  25. GravL liked a post in a topic by Tea. in Hentai Haven {S1,S2,S3}   
    Yikes I was denied but, how is this kid 13 yet he is a constable.. 
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