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Deathslug

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  1. BioHazard liked a post in a topic by Deathslug in Coffee and Donuts Thread   
    Officers name: Captain Jamooze
    Reason for appraisal: Down to earth and is most legit
    Suggested Reward: $1,000,000,000
  2. Deathslug liked a post in a topic by Diseased in [‡] Insanity - Recruitment - [OPEN]   
    Activity will be minimal until the servers are better. Recruitment closed until further notice.
     
    P.S I quit.
  3. Deathslug liked a post in a topic by Subaru in "Drunk Squad" Server 4   
    Denied do to age and conduct in game.  Thank You for your interest, good luck!
  4. Deathslug liked a post in a topic by Drunk Devin in "Drunk Squad" Server 4   
    Denied, no mic.
  5. Deathslug liked a post in a topic by Cifunds in "Drunk Squad" Server 4   
    Denied Too young
  6. Deathslug liked a post in a topic by Bersabee in How to Force people to play medic   
    Here's Deathslug with his stupid ideas again
  7. Deathslug liked a post in a topic by CyanogenCX in How to Force people to play medic   
    I seem to have deciphered Deathslug's language. He is saying that when people break rules, instead of banning to punish them, they should be forced to play medic.
     
    My reaction: Sounds like a great idea, lets get vdmers to play medic where heli's only cost $5k, and vehicles cost less than $2k. That ought to stop the vdm...

  8. badger liked a post in a topic by Deathslug in A Guide To Arma III | Asylum Altis Life   
    Nice Job man this should get stickied so all players can see forever. 
  9. Monster liked a post in a topic by Deathslug in Add another Prison   
    I do work for my money. I am not derailing my own thread. There are a lot of benefits in changing up certain location spots.
    Towns and places to go to make money are the cogwheels of a healthy server, if you change them up you can see more activity throughout. 
    Talk about derailing, look at hamsham saying nobody should play stratis. How is that relevant? 
  10. Monster liked a post in a topic by Deathslug in Add another Prison   
    As we all know, they are a lot of cool areas through out Asylum. Many that are used and a few that aren't.
    Asylum can use another battle zone more like a turf. A place where cops and rebels can set up and use strategy rather than the same thing. Fights are much more rewarding when you do not die over and over again (Hardly anyone follows the Life Rules) 
     
    If you move Kalevala to any town near DP 5, Kavala would almost be a ghost town with only its soul purpose to survive. Being asylums most notorious location that involves Drug&Weapon trafficking which leads to pure killing, RDM Free Zone then I think you'll find game play a bit more interesting. Gravil will then become so interesting to explore, many will wonder off into the Spirit Zone where the drunk bastards are. 
    Increasing activity to the north, black market production will be a place for war. 
    Changing certain stones will bring a flow of more income. Enjoyment from those who are looking to progress rather than being like the sludge who moves slower than a slugrug wipe your feet on the rug uslug
     
  11. AllMaryJane-Patrick liked a post in a topic by Deathslug in Add another Prison   
    As we all know, they are a lot of cool areas through out Asylum. Many that are used and a few that aren't.
    Asylum can use another battle zone more like a turf. A place where cops and rebels can set up and use strategy rather than the same thing. Fights are much more rewarding when you do not die over and over again (Hardly anyone follows the Life Rules) 
     
    If you move Kalevala to any town near DP 5, Kavala would almost be a ghost town with only its soul purpose to survive. Being asylums most notorious location that involves Drug&Weapon trafficking which leads to pure killing, RDM Free Zone then I think you'll find game play a bit more interesting. Gravil will then become so interesting to explore, many will wonder off into the Spirit Zone where the drunk bastards are. 
    Increasing activity to the north, black market production will be a place for war. 
    Changing certain stones will bring a flow of more income. Enjoyment from those who are looking to progress rather than being like the sludge who moves slower than a slugrug wipe your feet on the rug uslug
     
  12. Freshlynsane liked a post in a topic by Deathslug in Add another Prison   
    As we all know, they are a lot of cool areas through out Asylum. Many that are used and a few that aren't.
    Asylum can use another battle zone more like a turf. A place where cops and rebels can set up and use strategy rather than the same thing. Fights are much more rewarding when you do not die over and over again (Hardly anyone follows the Life Rules) 
     
    If you move Kalevala to any town near DP 5, Kavala would almost be a ghost town with only its soul purpose to survive. Being asylums most notorious location that involves Drug&Weapon trafficking which leads to pure killing, RDM Free Zone then I think you'll find game play a bit more interesting. Gravil will then become so interesting to explore, many will wonder off into the Spirit Zone where the drunk bastards are. 
    Increasing activity to the north, black market production will be a place for war. 
    Changing certain stones will bring a flow of more income. Enjoyment from those who are looking to progress rather than being like the sludge who moves slower than a slugrug wipe your feet on the rug uslug
     
  13. Freshlynsane liked a post in a topic by Deathslug in Add another Prison   
    how simple minded is the creature who speaks against me
    You fool
    You do not actually move the town itself you move the signs and the creators implemented coding experience 
  14. Freshlynsane liked a post in a topic by Deathslug in Add another Prison   
    which means more money for cops to give to the poor
     
  15. Freshlynsane liked a post in a topic by Deathslug in Add another Prison   
    I do work for my money. I am not derailing my own thread. There are a lot of benefits in changing up certain location spots.
    Towns and places to go to make money are the cogwheels of a healthy server, if you change them up you can see more activity throughout. 
    Talk about derailing, look at hamsham saying nobody should play stratis. How is that relevant? 
  16. Deathslug liked a post in a topic by Ebola in Since we're talking about sirens.   
    Could we make it to where if a civilian lock picks a Police or EMS vehicle that he or she can activate the lights and sirens? I feel it would allow for many diverse interactions to take place. I.E. civ posing as a cop with ability to use sirens you could pull someone over and lowkey rob them. IDK just food for thought.
  17. Deathslug liked a post in a topic by kryptonthegamer in Add another Prison   
    Don't be so hard on yourself. I don't think you're a retard seaN. Just special
  18. Deathslug liked a post in a topic by hamsham12 in Add another Prison   
    OR CHANGE THE PRISON, shit boring as fuck, no offense to paratus, but fuckin man this shit is boring as fuck
  19. Deathslug liked a post in a topic by Chan Wong in Add another Prison   
    +1
  20. David Erling liked a post in a topic by Deathslug in Change Log 6.6.5   
    Umm maybe next patch like atleast 1 hour of night time but don't make it to dark? make it so we don't even need night vision....
  21. Deathslug liked a post in a topic by Reckout in Sasquatch Montage #2   
    Like if you enjoyed!
  22. Deathslug liked a post in a topic by rngr in Lets Fix the Fed! // Rebel Content!   
    Part 1: Restoring the Fed
    Since Bad Blood disbanded due to lack of rebel content, I've been fighting with my Syrian brethren in the Free Durga Army. I've come to notice a few things.
    Like I'm sure many other large rebel gangs feel, the content really just hasn't been there.  We do the bank from time to time and cause mischief now and again, but the bank is so goddamned stale and lopsided that it is hardly an enjoyable fight.  The two ATMs are a hindrance to the cops rather than providing them a platform to attack from and the ladders create a somewhat impassable choke-point.  Not to mention the entire layout is a funnel that brings 1 police hatchback sport at a time directly into our line of fire.
    Could the cops approach the bank better?  Yes, using any tactic at all would be more successful than 5 Chris Kyle's and a few Hatchback sports rushing. But either way, the bank is mechanically set up in a way that does not exactly generate interest anymore.  When it was first released it was much needed rebel content, now, I could care less if it was removed entirely.
    Now, one of my personal favorites has always been the Federal reserve.  I'm just a sucker for the HEMTT chase at the end, had some unforgettable moments in Regiment, Evil Corp and BB with some Mad Max: Fury Road level HEMTT chases.  It actually made for an enjoyable situation because the combat was fluid, always changing and on the go.  The chase at the end was finally something different than the constant "peek-shooting" which is all that is left in terms of Cop vs Civ gameplay (Prison Break and Bank).  Now, I will concede that the Fed did face some balance issues, and there were a few too many west tower montages.  That being said, I do think that the cops absolutely have the tools to succeed at the Fed regularly even if towers were reinstated given the group cap producing smaller gangs and the SWAT ladders providing an undeniable change in balance.
    So I propose that we #BringBackDeerstands in the Federal Reserve.
    Prior to their removal, the APD actually had and executed (not always perfectly) viable tactics against federal reserve robbers.  I got on cop looking forward to the Fed because the cops were consistently able to get inside wherein the MX series weapons are no longer at such a massive disadvantage as they are at the Bank and Prison. The Federal Reserve, while causing frustration, was simply a better environment for combat than the snipe fest that is the bank.
    I've successfully done a few Feds since the removal of the deerstands, but honestly they aren't that enjoyable with the long drilling times (ewwww) combined with the significantly more difficult environment to combat.  With the way that cops flock to whichever server has an ongoing bank/fed/prison like pigs to mud  it is simply too difficult to maintain a solid defense for the extended duration of the drilling.  Also its too damn boring for one member to spend 25 minutes drilling.  Lets fix this as well?
    Part 2: Cartels!
    First, I want to start off by saying that I absolutely adore the most recent changes to the cartel (aside from that silly business with removing the permanent vendor at original arms).  The "cap" zones that have since been removed were a trial when the multiple cartel system was enabled that were a complete failure and took way to long to be removed. I'm glad to never fight at East Arms tower again.  Now that new valley cap? Awful.  I have enough of a snipe fest picking off cadets standing on top of north hill from 800m out at the bank.
    So lets get some new locations in place.  Variety is the spice of life after all, right?!  The other thing to reinvigorate the glory days of all day long cartel fights is incentives.  Turfs offer proper incentives right now to capture them.  Cartels do not.  The only incentive of cartels is the actual fight, wherein you solely lose money.
    Now, I made a post about this on the old forums, but that's gone so lets go round #2.
    1. The Far NE Peninsula (Sofia Area)
    *This was suggested by another player earlier, but I thought I would include it here because I honestly would love to see this location come to fruition*




    2. Northern Black Market Production




    3. Coastal Area S. of Pyrgos/Meth Lab



    Located here:

    4. Pyrsos Hill




    Part 3: A few little QoL things...
    1. Remove the influence of governor tax at rebel outpost (We are rebels!  Down with the government!)
    2. Reinsert permanent vehicle vendor at the original arms dealer location (castle).
    3. SDAR and Dive Suit at Rebel.
    4. Beanies @ Rebel Outpost.
    I'm sure others can think of more QoL things!
    ------------------------------------------------------------
    Hopeful we can get some additional Rebel content to spice everything up and bring some of the people on Hiatus back to Asylum.
     
  23. Deathslug liked a post in a topic by Killswitch in I did not expect the administrator to delete my topic   
    Well spamming this thread and our inboxes every 5 minutes doesn't help...
  24. Deathslug liked a post in a topic by [df]Smokahontas in Bring back the old clothes   
    Considering that all the "OP" clothes were fixed. Can we bring them back, Paratus?    (CSAT Fatigues, Pilot Coveralls, etc).
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