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MehFrosty

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  1. MehFrosty liked a post in a topic by YuSheng in Happy V2   
    happy V2 
    Kingdom Come: Deliverance
    August 2019 Humble Monthly
    ELZL3-6YYJJ-397QH 60 Parsecs!
    July 2019 Humble Monthly
    E2L8V-A652Q-6FV6J Surviving Mars
    August 2019 Humble Monthly
    DHE6D-FVP8Z-QD52V 911 Operator
    June 2019 Humble Monthly
    G6P6V-QGCQZ-Q3WEQ 911 Operator - Special Resources DLC
    June 2019 Humble Monthly
    G4ZAT-25XTL-5JYZV
  2. MehFrosty liked a post in a topic by Masonn in Asylum V2 Story a TL;DR   
    To be fair if Gnashes was in the jet it wouldn't of lifted off
  3. MehFrosty liked a post in a topic by cHIP oTLE in Asylum V2 Story a TL;DR   
    So, I’m gonna have to take my laptop on vacation next week, huh?
  4. MehFrosty liked a post in a topic by william in Viet Mong   
    re-upload now hes perm banned
    very funny haha +1
  5. MehFrosty liked a post in a topic by DS_Billy in So close....   
    https://i.gyazo.com/66e1650c7f8217e5fbf9602c364d4a1b.mp4
     
     
    shit wont embed, halp
  6. MehFrosty liked a post in a topic by CeeJae in Area 51 Base   
    Make an Area 51 base that people can raid if 5 police are on and you have to steal a ufo that shoots lasers
  7. MehFrosty liked a post in a topic by Samperino in Role Play on the APD   
    What is role play?
    Role-playing is the changing of one's behaviour to assume a role, either unconsciously to fill a social role, or consciously to act out an adopted role.
    So what's your point?
    Over time, the role play quality of on-duty officers has gone down.
    The APD
    The APD is the backbone of role play on Asylum's Altis Life. All officers on duty (and preferably off duty) are expected to uphold a higher level of quality in how they act while playing on Asylum. The blufor faction (Cop, APD) is whitelisted, which means it is a privilege and not a right to be able to play on it.
    Somewhere down the line, role play made its way to the back seat and became more about making money and shooting guns. While that's all good and fun, role play while on duty needs to be at the forefront at all times.
    The APD is not a gang. Good aim and combat awareness is definitely a plus, but is never required and is never put above your ability to talk to people.
    The issues
    There are lots of issues that have crept up over time, including but not limited to:
    Full, or near full tickets for well thought out role play (explaining charges, etc) Poor treatment of civilians who put effort into their character Shooting before talking (APD hands up... bang bang bang) Bleeping sirens to initiate and shoot as soon as possible While technically these aren't necessarily against any APD policy (barring severe circumstances), they are definitely frowned upon.
    The solution(s)
    There's no easy solution.
    To start off, and effective immediately, any lack of role play or failure to role play will be dealt with harshly by our APD staff. This will require everyone's help to report this behaviour. We need video evidence. We cannot act based off of word of mouth.
    If you are unable to talk to people respectfully with no bias, the APD is not for you. This goes for all ranks.
    Civilian role play
    Asylum is a light role play server. Civilians are not required to role play, but when civilians do role play, or put effort into it, they should be rewarded. If role play is rewarded, they will be more likely to put more effort into it again in the future.
    If the cops do not role play, there is a chain reaction that happens.
    Civilian gets into a situation with an APD officer Civilian attempts to role play APD officer is a generic brick wall (issues full, or close to full ticket, or is almost like a robot) Civilian sees that the effort he/she put in didn't pay off Civilian sees no point in role playing in the future Next APD officer interaction, the civilian isn't role playing because role playing doesn't pay off Even if a civilian is not role playing, there is no excuse in not trying to get something out of the civilian.
    Questions or concerns?
    Feel free to post below.
  8. MehFrosty liked a post in a topic by cHIP oTLE in V2 - "Official Release Week"   
    Stop fucking crying about the fucking release date you spoiled little brats.
    It'll be released when its fucking good and ready
  9. MehFrosty liked a post in a topic by J9HUNNA in V2 - "Official Release Week"   
    you sir are a noobhead
  10. MehFrosty liked a post in a topic by Mason in Mason abuses his admin   
    I loved the message to me after he died. Why is your gang mate in godmode? 
    I love putting my gang in god mode. Ez cartels
  11. MehFrosty liked a post in a topic by •ÐŠ• Randy in Mason abuses his admin   
    @Leroy Jenkins @Hoodlum Priest 
  12. MehFrosty liked a post in a topic by explicit in Envy Recruitment [CLOSED] [S4] - Memes & Banter ONLY   
    @sealooter stupid fucking DS tranny cunt end it
  13. MehFrosty liked a post in a topic by DankBud in V2 Gang Ranks   
    Could it be a new thing threw the phone? that way its more accessible and dont need to stop at a atm or gang house...
  14. MehFrosty liked a post in a topic by Clint Beastwood in Pour one out....   
    For the cheaters who got detected today.
    @MrGrav1ty
    @Professor Pericles
    @Tism
    @ma1ko
    @ParkerRadley
    @DeathSnare
    @Randy
    @Demon!
     
    Goodbye Sirs.
     
    Dont let the door fuck you in the face on the way out.
  15. MehFrosty liked a post in a topic by cHIP oTLE in Capital Punishmen intro video   
    We are Capital Punishment
    We are always looking for more friends in this community, so, if you want to have a good time with other gamers you can call friends, join us Today!!!
    1) In-game Name? 
    2) How many hours in Asylum?
    3) Why do you want to join CP?
     
    I would like to thank the Asylum Owners and staff for creating and improving a fun community!  Keep up the great work!
     
     
    Feel free to message me
    on discord @ † | colombian#3014
     
     
    Alright, @CPthecolombian I fixed your post a bit, feel free to copy and paste into your original post...
  16. MehFrosty liked a post in a topic by Steve in Change Log 8.4.1   
    Thank god I'm not a career cop.
  17. MehFrosty liked a post in a topic by J9HUNNA in Change Log 8.4.1   
    Thank god im not not Dankbutt
  18. MehFrosty liked a post in a topic by Gen. Henry Arnold in Arma 3 Contact Weapons   
    A large amount of the DLC will be utilised on Asylum after release. It’d be stupid not to. That is all I will say.
  19. MehFrosty liked a post in a topic by Nic Rage in Arma 3 Contact Weapons   
    So recently a lot of Contact dlc weapons have been released onto the dev branch.
    I was wondering if there is any thought of adding any to the game upon the official release.
    Among these there are some more reasonable ones and some less reasonable ones that I am about to list and I am curious to hear the opinions on whether you think they should be added or not. 
    (I don't have pictures but you can probably find some if you search for them or try the dev branch for yourself)
    1. Promet - The promet is a very simple, but cool looking weapon with many of the same variants you would find from the mx platform. It also comes with its own modular sight that is similar to an rco, or any other dual scope design, it is unable to 0 so seems perfectly acceptable in that regard. However, there is an additional variant that is more interesting in whether it would be in asylum. This is the Promet SG or Promet shotgun. It is similar to how a Katiba GL would work except it has shotgun shells. These shotgun shells are quite strong at close range, and the gun can hold 6 shells per magazine in addition to the regular promet functionality.
    2. Kozlice 12G - This is a very simple over under double barrel shotgun with 2 rounds per reload. (In this I will describe the differences between the variants and the under barrel shotguns) The base variant of the shotgun has a decent range being able to kill in one shot with pellets at 100m however this may very due to the spread. With a slug the range is similar but it is more reliant on being able to handle the drop. It is unable to have a sight attached to it and it's basic default sight is a single bead on the end of the barrel. The sawed off version is the same thing but worse in every aspect. It has 0 sights what so ever, and the shotgun's range is cut in half. Now comes the underbarrel shotguns. They are somewhere between the 2 of these shotguns, being closer to the normal variant of the Kozlice. It has great close range ability to kill, but at a distance of I will say 75-80m or higher you are relying on stray pellets to hit the head or neck area. The armor penetration of this is very high at close ranges and at a distance of 50 or more meters the shots become survivable with carrier lites on. As for the slugs at a distance of more than 50m you are looking for a home run hit, as the accuracy greatly falls. It is very strong up close and is still deadly at a medium distance, but it definitely loses its power the further you get. This one is probably one of the more controversial weapons coming up.
    3. AKU-12 - This is a carbine version of the AK-12. It is fairly simple and what you would expect, with the same two round burst as the ak-12. However, it seems a significant bit weaker, and the fire rate being as far as I can tell the same. However, I will take time in this section to introduce an AK Arco that will being added to the game with ranging that is more equiped for the heavier AK style bullet that only goes to 800m with much bigger gaps in between ranges.
    4. RPK-12 - This is, as you would expect, the LMG version of the AK-12. It also has the same 2 round burst as the normal AK's. It has a 75 round magazine which is quite large, but potentially reasonable, half the size of the Zafir magazine. The RPK is also quite a bit slower firing than the Zafir making it more balanced, in addition to the fact that it uses 7.62x39 instead of the Zafir's 7.62x54 (which is much stronger). And in addition to all of this, the most reasonable thing that I believe can be added to asylum is the 75 round AKM magazine. This goes onto your standard AKM, which means no good sights. These magaines could cost $3500 a piece and I think would be quite reasonable.
    So tell me what you think of these weapons and which ones will be added to asylum.
  20. MehFrosty liked a post in a topic by Fried Rice in What is a good n active gang to apply to?   
    Drunk Squad is always looking for active members.
  21. MehFrosty liked a post in a topic by Smee in UFOs on Asylum?   
    I was more liking the tractor but ok 
  22. MehFrosty liked a post in a topic by cHIP oTLE in Change Log 8.4.1   
    Haven’t been able to test it since patch.  However, I have 17 rockets in one of my houses to commence testing.
  23. MehFrosty liked a post in a topic by Seán That Irish Guy in New official DLC coming May 23rd.   
    Hopefully its not like that last piece of shite.
  24. MehFrosty liked a post in a topic by cHIP oTLE in Change Log 8.4.1   
    You’ve got nothing on @Leroy Jenkins or @Hoodlum Priest
  25. MehFrosty liked a post in a topic by cHIP oTLE in Change Log 8.4.1   
    Awesome patch!!  I’m honestly relieved that you kept my black market where it is!
    A lot of nice (and fair imo) tweaks made here...
     
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