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Anthony Angel

AFD Advanced EMT
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  1. zdeat liked a post in a topic by Anthony Angel in SWAT ideas   
    I like that idea of having access to CSAT's as SWAT would make life a little bit easier when you are pushing fed events and it would also make it so you are not always a one or two shot and give you a fighting chance against the rebels 

    I can see why you are against the idea of having access to sniper riffles and sniper scopes but well here is one of the problems i faced during the early hours of playing cop and having to fight at fed events but sometimes we are forced to play sniper elite cause that's our only option sadly.

    (1) Not every APD member is as skilled as some other are when it comes to PvP i am sure you can also say take time to practice when ever you can well that can be a problem with some of us cause of irl jobs, school, ect ect so not everyone would have the time for it.

    (2) Most groups we end up fighting have active or former APD players so they know how we would move or how we gonna push and attacking well defended events can be really tricky depending on how many numbers we have and of course i am not saying we are here to win every event they are times where of course we wont win and i accept that i just want to make the fight a little bit more fun cause it can be really annoying and frustrating when you going up against a big group that use MK's and LMG's and i have seen many people rage quit when it becomes to overwhelming and when people do it back to back.

    (3) APD Trainings to get better well this is also another big problem for EU people most trainings are conducted  during USA time zones so people from the EU must stay up late in order to attend hopefully with the new addition to the training team we can finally see some EU trainers and EU trainings as well cause i would love to attend them again.

    As for the unlimited SWAT slots i would like to see some work around it cause well i seen it and experienced it my self i seen many people use the slot just so they can redeploy faster for the event and pull armor just so they push in and die and don't care to work as a team mostly when i deploy for SWAT i try to act as a leader when they are not more experience higher ups online and also as a support member for the push by trying to at least provide some cover fire i am not a person who is guns blazing into a building i always check what group is doing the fed events and i prefer to actually take my time and assess the situation before we rush into battle and die and loose SWAT cause some people are guns blazing
  2. Anthony Angel liked a post in a topic by .Nathan in SWAT ideas   
    I'm going to breakdown your suggestion and talk about each section and give my opinion. FYI this is my personal opinion and has nothing to do with my position in the APD or event coordinator.

    SWAT Uniform:
    I'm gonna guess what you are suggesting is that all SWAT officers have the ability to wear the SWAT uniform at all times. So I got 2 things on this, 1 is SWAT is meant to be used only for federal events not for normal patrolling. I get your suggestion is to only allow the uniform but that still doesn't fit with the dynamic of SWAT. Now my second point that I wanna make is I think SWAT officers should be able to put on CSATS if they already have access to them in there normal kits. Just make it where they have to go to the SWAT clothing shop and there they can buy the CSATS. TBH I know how beneficial those CSATS are and just having a level 3 vest is not very good as most of the time you will be 2 shot by a mk1. 
    SWAT Snipers:
    I'm pretty hard against this for a few reasons, 1 I don't think its a good idea to add any kind of sniper/dmr and long range scope to the server for multiple reasons. APD are not supposed to play sniper elite and this would just add to it. 2 as SWAT you obviously have access to the mk1 which is a very versatile gun. I can tell you personally at a lot of federal events I will set up somewhere to hard aim with the mk1. It is plenty good enough to hold an angle for a second while officers get to a better position then after that you still have the ability to push close range with the same gun as adding a mar10 or any dmr/sniper you wont be able to get close range and that forces the officer to play sniper elite which is not what we wanna provoke. 
    Allow unlimited SWAT Slots:
    So this is my thing about it, right now I don't exactly know the number of slots that are given but I know there is usually a decent amount depending on how many rebels are there. If its early morning and your fighting a group of 8 and there's only 4-5 officers and 2 have SWAT your probably gonna get around 5-6 slots of SWAT that's roughly 3 pushes. Which most of the time your probably the max amount of pushes your gonna get anyways. I don't think changing the slot amount will change anything, I think it more falls down to working together.
    Final Thoughts:
    All and all I think the biggest issue currently with SWAT/APD during events comes down to leadership 1 and 2 training of officers. I feel like we are not working well as a team and getting someone to take leadership in these events and set up pushes where we go together instead of just slamming however we feel then we would have a way better chance at winning events. Keep in mind that we are not meant to win all the fights and probably not a majority but I think a lot of the losses that we are facing is not from the gear but simply how we are using the gear.
     
  3. Ruffian liked a post in a topic by Anthony Angel in SWAT ideas   
    These are a few idea i had for a while now and i wanted to share them here with everyone else and see what other people think about it

    Some Context about why i am posting these ideas. 
    Lately i have noticed different groups of players teaming up to fight cops and when you only have limited swat slots and also having to fight people wearing CSAT's with MK's and LMG's it can be very hard and overwhelming and i also seen cops not really bothering to gear up again after loosing swat and then their kits cause they know is just a waste of money and cause they know there is not much else they can do so i have been thinking how we can make swat a little better and more efficient when it comes to fighting rebels i would also like to hear your ideas about it.
    SWAT Uniforms
    Now i know some of you might say it would make you look like an undercover officer well that's where you are wrong the outfit does say police on both sides of the arms and on the back and front of the uniform as well the uniform does not offer any extra armor protection like the CSAT Pilot covs do is just a NATO outfit with a skin i know the LT's have access to it but well i can also understand why they might not want to give access to lower ranks one of the comments i was told before by an LT he told me it looks really similar to the LT Uniform well to test that i asked one of the admins to show me both uniforms and they are not even that close one is very dark with only the LT rank on the sides while the other one is a more opened black/gray color.
    Now of course some of you might say you don't want Constables to have access to it maybe do it Corporal+ well i have also thought of that and i did had some ideas and maybe the Captains and the higher ups would also like to leave their own ideas about it but what if there was a new policy made about it.
    SWAT Snipers
    I am adding this idea cause due to recent events and with different groups teaming up to fight cops at federal events and it has become very difficult to fight a group of 10 or more with less cops and especially cops that are not swat whitelisted or swat officers getting killed before they even get a chance to get out of their vehicles cause the rebels are using 7.62 riffles and pilot covs so you end up dying after two or three shots and wasting a good swat slot of course another policy would have to be made about it.
    Example: Sgt+ or LT+ can access the swat armory and get access to a sniper riffle. (example MAR - 10 and the DMS marksman sniper scope or another marksman/sniper scope just thought of the DMS cause its more of a marksman scope then a sniper one)
    and of course like any SWAT policy dropping any SWAT equipment is out of the question and it should fall under the same category with the rest of the SWAT equipment.
    If the rebels are to many in numbers and it becomes to hard to push the fed events as well the policy would only allow them to limit the numbers that they would have to down or lethal depending on the situation and the sniper would act more as a support role then an actual fighter to give some breathing room to the other swat members and officers that are trying to get the event under control. 

    Here is also a screenshot of how a SWAT sniper would look
    https://imgur.com/QSh0nMG
    Allow Unlimited SWAT Slots
    This idea is more or less aimed during the early hours where there are only a few officers online but they still have to fight groups of 6 and 8 at fed events of course this would only apply if there is only a certain amount of cops on like 4 or 5 or if there is only a small amount of swat whitelisted officers online like 3 or 4 so the officers have at least a fighting chance against groups using 7.62 riffles.

    Thanks for reading my ideas and I would love to hear any feedback about the ups and downs.

    Best Regards,
    Corporal Anthony Angel.
  4. Djmon liked a post in a topic by Anthony Angel in New APD Captain!   
    congrats @Djmon
  5. .Shy liked a post in a topic by Anthony Angel in Add new Vehicles/Helicopters to Civilians/Medics   
    i agree on the Blackfish and Xian those things are hard to shoot down and people can just use them to suicide bomb into buildings or players even if they are very expensive to buy 

    Huron would be nice on civ to its not that hard to shoot down or disable it with 7.62 as for the HEMMT & Tempest ammo that is a big no cause people can just pull em out next to a 50 cal or qilin minigun and just have infinate ammo by just rearming on them so that's a big no 

    Tempest Fuel & Transport is already been used by medics i wont mind the transport for civs but both the HEMMT & Tempest fuel and repair can become to OP in armored vehicles battles cause you can just set them up somewhere and keep repairing them in just a second and go back in the fighte but as for the just normal transport and trasport covered i wont see any problems adding them the only problems they can cause is to be used as road blocks or to block building entrances i seen it happen in the past 
  6. Dan. liked a post in a topic by Anthony Angel in WTS selling 3 Houses (3 crate) 1 garage   
    Hello i am looking to sell my 3 houses and my garage 2 of the houses are in Pyrgos 1 near the boat shop and 1 near the Gov. Office the garage is near the Pyrgos Drug Dealer and my last house is in Charkia all are filled with some good gear and weapons if anyone is interested please DM me for prices and we can come to a deal any troll prices or any item trade prices will be ignored (guns coke diamonds ect ect)

    3 Crate next to boat shop (Sold)
    https://imgur.com/a/7793VNJ

    3 Crate next to Gov. Office (on the market for 3.5 mil)
    https://imgur.com/a/wd4Hr0c

    3 Crate in Charkia right next to DP 19 (on the market for 2.5 mil)
    https://imgur.com/a/NKhIFv2

    Pyrgos Garage right next to Drug Dealer (on the market for 1 mil)
    https://imgur.com/a/LtAFMhj
  7. Anthony Angel liked a post in a topic by Mr. Slick in Changelog - May   
    Added:
    Quest System Server Cycle Quests Only one server cycle quest can be activated at any given time Once you complete a server cycle quest, you can activate a new one via the quest app The buff you received from a complete cycle quest, will only be active during that restart On a new restart, all completed cycle quests are wiped and can re-completed Seasonal Quests Long term quests that take a good amount of time to complete The buff/rewards earned from completing a seasonal quests, will be active regardless of restarts. Eventually will change out with new seasonal quests Tutorial Quests Multiple stages of various messages about information regarding how Asylum works and plays. Various tutorial quests are added and give messages/waypoints/sounds for new players to get started Check quests progress via !seasquestprogress or !questprogress in-game. Each side (civ, cop, medic) has different restart cycle and seasonal quests. UFO Crash Event Spawns only at night, with a player count exceeding 120 players, and once per restart. Radiation zone is created around the site, and the area is an illegal area. 15 Minute timer for loot is started from initial crash time, virtual and physical loot is very very valuable! Asylum Exchange 5 Locations around the map Ability to list physical items, vehicles, virtual items, and weapons Weapons can be listed from on hand Virtual items are listed from your owned car, and don't stack on the exchange Physical items are listed from your person Vehicles are listed from scroll wheeling on it near any exchange (25 meters) Purchased/Retracted listings can accessed from the Asylum Exchange Storage Menu Listed and purchased listings only last 3 days (from exchange to storage) Asylum Subscribers can have an ability to list 3 more listings (8 total) for each item type instead of 5. Note: This only increase amount of self-owned listings, DOES NOT increase purchased listings storage Jury Summons Any prisoner with a bounty higher or equal to $25,000, 12 minutes or more left in jail time, can request a trial Random players are selected to be jurors in said trial The defendant must plead their innocence, jury then deliberates and finds a verdict. Having the Prominent tag active, has a chance of activating jury corruption and bypass the verdict Turf Drug Tax Now any player can access any turf's drug dealer If you don't own said turf, a 20% cut will be taken from your profits This 20% cut will be paid directly to the gang bank of the turf owner War Rework War point calculation is now based off the killers and killed loadouts You will gain medals for each killstreak you earn BM and more war rating calculations are considered also with distance and killstreak Ex: If player 1 has a rook, and player 2 has a 30k loadout. Player 1 kills player 2 - player 1 gets >10 points Player 2 kills player 1 - player 2 gets <10 points Having a war killstreak of 30, and not dying in the process, will deem you a nuclear threat on the server. You will unlock the Nuclear Threat achievement and title Max points that can be lost from a war kill regardless of loadout, is 20 war rating. AFD House Repair AFD medics now have the ability to repair destroyed houses Activated by a civilian requesting a repair (cost 30% of the house market price) Medic is payed out after completing said repair Indoor Cannabis  (Illegal) Indica and Sativa seeds can be purchased from any drug dealer Aging: Seed -> Sprout -> Adult Plant -> Bud Two different strains can be grown inside any house You must purchase the Green House property upgrade to grow your cannabis Ability to process your matured bud at the illegal weed processing into Golden Wax You can also recreationally buy bongs, papers, and smoke as you wish from any Medical Dispensary in major cities Smoking cannabis can give you from a 1 minute to 3 minute sway buff (Ex: Golden Wax gives you 12% decreased sway for 3 minutes) LSD (Illegal) Mine Dark Fungi from the Dark Fungi Den in the NW area of Altis Dark Fungi can be processed at the LSD Processor at DP4 You can either sell as LSD Pills  or store in your house to age into Purified LSD sheets To age your LSD pill to sheets, you must purchase Lead Container upgrade Virtual FAKs Can purchased from any medical store and general market works exactly the same as physical FAKs, with the exception that its cancellable  Physical FAKs have been left untouched, can still be purchased as before Virtual FAKs will not drop on death, but if you respawn they will. Can be bound to custom action 6 Rotating Aircraft Carrier Can rotate to Prygos Bay, Kavala Bay, or West of Sofia. Changes location every restart. Acts an illegal area (300 meter radius) NOTE: If you sync on the carrier during one restart and log off. There is a high probability that you will fall to the ocean on the next restart. 40+ New Stats Server Cycle Quests Done, Seasonal Quests Done, Heisenberg Meth Processed, Heisenberg Meth Sold, Uranium Processed, Uranium Sold, Cocaine Brick Processed, Cocaine Brick Sold, RPG Vehicle Hits, Civilian - Cops Downed, Civilian - Restrained, Civilian - Grenaded, Civilian - SWAT Killed, Civilian - Cops Headshotted, War Kill Headshots, Civilian - Cops Vested, Civilian - Cops Speedbombed, Turfs Captured, Cartels Captured, Drug Runner Planes Delivered, Drug Runner Boats Delivered, Players Bolt Cutted, Weapons Crafted, Vehicles Crafted, Money Spent At Rebel, Money Spent For Bail, Money Spent Buying Houses, Fed Safes Opened, Kills By Armed Offroad, Kills By Armed Quilin, Kills By Armed Jeep, Money Earned on Cop, Money Earned on Medic, Homebrew Moonshine Processed, Homebrew Moonshine Sold, White Lightning Processed, White Lightning Sold, Distance Walked, Distance Drove, Graveyard Events Won, Battle Royale Events Won, Gun Game Events Won, Barley Gathered, Corn Gathered, Cooked Oysters Processed, Cooked Oysters Sold, Fried Oysters Processed, Fried Oysters Sold, Blackjack Won, Blackjack Lost, Slots Won, Slots Lost, Prisons Done, Convoys Done, Convoy Money Earned, Banks Done, Bank Money Stolen More Achievements More Titles New Property Upgrades Greenhouse - $45,000 -  Ability to grow cannabis from your home Lead Container - $350,000 - Ability to age LSD and hold any amount of Uranium New Drug Effects Regarding cannabis usage and LSD Orange go kart helmet. Changed/Tweaked:
    Talent/Prestige/Honor Menu Revamped Gang Management Menu Revamped Virtual Item Shop Menu Revamped Market app now has a filter to check prices for different vendors Gun Game now has smaller backpacks, less mags, and scopes to different guns How body bags are handled  If a player CLs in a heli while flying, their bag will be put directly underneath on the ground If a player CLs anywhere near or on top of water, their bag will be put directly on top of the waves !rebelstats has been replaced with !stats You can now see your entire statistical data that is tracked in Asylum Moonshine Nerf White Lightning has been reduced from $1450 to $1150 Homebrew Moonshine has been reduced from $825 to $790 Vehicle trackers can be attached to all vehicle types. Added more variety to airdrop loot tables. Moved road barrier usage up to A-EMT. Fixed:
    Logging in on elevated objects and phasing through them will no longer occur. Ability to process crank/moonshine from within or near a building Uranium Exploit Issue with APD Radar Gun not working properly  Instances of a few stats not properly being incremented Optimizations to objects around the map (may help client FPS overall) Goldbar not breaking down into a gold nugget properly Instances of Battle Royale and Gun Game not setting players loadouts/skins/positions back to where they were Body bags will no longer clip through objects Helicopters falling through roofs on server start Device Exploit Equipping new donor items. Removed: Nothing
    Hotfix #1:
    - Fixed Gun Game positions
    - Talent/Prestige Menu fixed
    - Exchange Menus Fixed
    - Virtual Shop will no longer sort
    - Attempted fix for house repair invisible
    - Fixed issue with cops getting more than 4 virtual first aids on respawn
    - Attempted fix for UFO crash
    - Fixed sprouts not maturing correctly
    - Added first aids to more places
    - Increase cost of attending jury duty from 2.5k to 5k
    - Fixed issues with blackjack giving more rewards
    - Option to fak if legged
    - Fixed Moonshine not working correctly
    Hotfix #2:
    - Fixed Gun Game (again)
    - Decreased price of sativa/indica bud from 1250 to 980
    - Decrease amount of cannabis that matures per restart (50 to 35)
    - Made some quests harder overall to complete
    - Fixed instances of houses being purchased, even if they were owned
    - Fixed medkits stacking on cop and medic
    - New charges breaking wanted menu
    - Fixed seasonal quest "deerstand defender" applying to any deerstand (woops)
    - Fixed ufo creating an antimatter explosion and sending the server to a blackhole
    - Chop shop quests for cop vehicles not working correctly
    - Clarified some quests requirements
    - Fixed oysters not taking a cut to the drug cartel
    - Fixed jury summons not informing players that the bench was full
    - Fixed jurors not being able to see defendants charges
    - Issue with smoking cannabis closing menus around people
    Hotfix #3:
    - Players killed inside the drug peninsula or warzone island, would now be war kills
    - BM bonus to a rebel, if a cop killed is inside the drug peninsula or warzone island
    - Missing items for exchange (cop stuff and rpk)
    - Un-restraining a player will now be at the bottom of your scroll wheel actions. Also a confirmation would ask if you are sure.
    - Fixed vest not working on the aircraft carrier
    - Changed processing tax for oysters is to wongs triad, instead of drug cartel
    - Metal Detector will now be worth to use
    - Exchange will now pull the 5 cheapest listings per item type on the entire exchange on open, instead of just 20 of 1 item type.
    - Fixed seasonal quests not syncing properly
    - Phone inventory weight not updating when you dropped and item
    - other optimizations
    Hotfix #4:
    - Fixed restraining not working, if you had "Peekaboo - Seasonal Quest" completed
    - Fixed tempest device not gathering 17 per cycle, if you had "Farming Simulator - Seasonal Quest" completed
    - Fixed blood bag prone animation causing client lag
    - Fixed staying on debug island after gun game ends
    - Fixed manslaughter charges not being properly added, other player death related fixes
    - Clarified "Beginner Vigilante" restart cycle quest 
    - The night that the UFO crashes, will now significantly last longer
    - Medicinal dispensary added to rebel (must have rebel license)
    - AFD house repairs will be disabled indefinitely (blame arma's engine)
    Hotfix #5:
    - Attempted fix for falling through the carrier on the top deck
    - Fixed drug runner paying a bit too much
    - Fixed being able to soft log to bypass time to drop bounties
    - Optimized ufo overall (lag should cease to exist)
    - Fixed restart cycle quests not giving honor/BM (if rewards said so)
    - Fixed gun game progress not resetting, if another gun game started
    - AFD house repairs have been re-enabled and should no longer cause repaired houses to be invisible
    Hotfix #6:
    - Optimized some on death stuff (should reduce some instances of lag)
    - Fixed AFD house repairs not deleting ruins & marker for medics not cleaning up properly
    - Fixed war rating calculation 
    - Fixed LSD processing not taking a cut if you didn't have the talent
    - Fixed "the God of Feds" & "the Cop Slayer" title tags not properly showing their colors
    - Fixed “Lucky Man” seasonal quest
    - "Gold Bars" seasonal quest will now give the proper buff for selling gold bars and nuggets
    Hotfix #7:
    - Attempted fix for seasonal progress either wiping or not incrementing (rare to occur)
    - Nerfed UFO physical loot (should be more random for different items)
    - Weed will now age only up to adult plant. You must now either process the adult plant into bud at the weed processor or any non-turf drug dealer
    - Cop/Medic light optimizations (should reduce lag)
    - Fixed auto run not stopping on death and walking on water with it
    - APB seasonal quest not completing
    - Gang wars menu selection will now keep color
    - Any faction can now purchase and use cannabis items
  8. Anthony Angel liked a post in a topic by Bherky in Bherky V   
  9. Anthony Angel liked a post in a topic by Mason in New Asylum Staff   
    Welcome @Sjuol @KriSSu09@Luke SwagWalker@Blake.@Smurfyslaw@Alex. who are Asylum's newest moderators.

    Also Welcome to @Donald who is our newest support team member.
    PM them with any questions you may have!
    Thank you to everyone who applied.
  10. Bag Of Funyuns liked a post in a topic by Anthony Angel in congrats gamers   
    Congrats to everyone 
  11. Anthony Angel liked a post in a topic by Ignis in My Asylum Update - 10/27/2020   
    Hello All,
    Some small (but useful) features have been implemented into myAsylum.
    "Altis Real Estate Map"  Has three different views: My Houses - Shows all houses owned by logged in account For Sale Houses - Shows all houses that players put for sale All Houses - Shows all houses & relevant information (Staff only) Faction Time Played Table (Faction Leaders Only) Allows faction leaders see playtime of players for the following intervals; 7 days, 14 days, 30 days, and 60 days Previous time played data is not grandfathered in as of now. It will take time for this to populate correctly. Funds Editor (Staff only) Gives staff the ability adjusts a player's bank account Allows for players to be compensated even when they are in game. (Money is sent to player's mailbox) *important* Player name shows green when they are playing and will disallow the ability for funds to be removed because the player cannot be in game when removing funds, only adding. Example of green name is shown below
     
    Hotfix 1:
    Gang Page fixed Phone Messenger fixed
  12. Anthony Angel liked a post in a topic by Ryan. in MediTage 2   
  13. Anthony Angel liked a post in a topic by Danny in Prank gone wrong   
    I was just chilling with my trusty go-kart, getting them tires warm for the race, when I met these lovely people who tried to prank me. I don't think it went as planned...
    Special thanks to @Midamaru for his amazing editing skills ❤️
  14. Anthony Angel liked a post in a topic by minmax in Anthony's Epiphany   
    What word would you use to describe it?
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