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DankBud

AFD EMR
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Everything posted by DankBud

  1. DankBud

    Cartel payouts

    Work on helping the smaller groups and gangs make runs, Easier said then done,everyone dont always need to be toxic and or scumbag people. I sorta do agree to a point with this, because you should make at least something for owning it, even if that base pay only pays out for an hour, on the same hand, they are trying to limit the passiveness of making money,this will more then likely fall under that.
  2. you shut your whore mouth about chronic weed use, weed has done nothing to no one in this thread. KEEP HER NAME OUT YOUR FUCKING MOUTH!
  3. LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL rekt..by a dead gang
  4. fuccccccccccccccck no that shit ruined fed events
  5. Tbh dont even worry about it,does legit nothing i can agree with this, should be a set amount if you don't have a loadout like at best lose lose 1 and gain one (killed by them/kill them)
  6. Yolo and just wipe it an everyone starts over? whats the worst thats gonna happen? If you build it they will come. Plus everyone who plays this game will get that itch again at some point.
  7. I agree weed can be a bit OP if you are doing it hours upon hours a day,But its nice to jump on for an hour make a couple runs for a few kits for later in the day to fight,an not grind the time i want to fight. For the people who don't have the same time they used to have to grind,its nice to have that an still be able to enjoy a a few hours worth of fights. Crank and moonshine i thought emits a smoke stack that can be seen crazy far away? Could also utilize the turfs drug dealer so if people wanna run the LSD or Weed could promote more fights at turfs?(could be a good thing or could be useless.)If its owned by another gang they take a small cut if they let other gangs use the drug dealer.
  8. DankBud

    Fentanyl

    not a bad twist to it...Have it so it also has a high addictive quality to it as well,so if you use it to cut coke an run around like a mad man it has a down side to it.
  9. devs got any input ? This gotta be one of a few post where people actually are spit balling an not being toxic,Curious what devs think?
  10. This is a bad idea,having no cool down timer on a cartel would be completely useless to even fight it to begin with.You cap it an 5min later its being solo capped an lose the perks that come with the said cartel after 10 min down.
  11. ghost hotel an that NW spot back in the day was a pain,lost to much time just getting there in the NW..I did like ghost hotel years back then it became exploit central,it got ruined. Cartels should not be up north its just far an a pain in the ass to regroup an push again before cap ends at best you had maybe 2 lives before cap is done unless you own a house near it. I think taking a look at a couple caps that are from the DOM altis map would be wiser,a few decent ones i think could work for the main server. Having them all spread around i think is bad,most times people wanna kit an get in the fight,not kit an drive 5-7min out(even more so if there outnumbered). I understand the need for variety but on the same hand is less better then more in this case? I would be keen to see oil cartel go an add something in the from the DOM pool of caps,shit even could rotate the caps like in DOM on the main server every hour or 45 min so you get a little bit of all the desired caps in every reset. I have yet to see the new drug tbf,but house cap an tower cap should stay,losing(remove it) tower won't even be that bad either,put command where tower is,extend the husko wall where command is now or put another connex box there so there isn't a massive gap and still could push it if you land a heli near the rocks there.Would open up more ways to push it other then sitting south rocks waiting for people to peak or slamming tower an getting chewed up on the way in. Getting rid of oil cartel will force the people to run oil for the rubber instead of passively waiting for it to build up,thus leaves room for another cap to be added,an if you think about it,why would oil plat-form only be a red zone 50% of the time? i forget the barrel-rubber ratio but could always tick it up 1-2 depending on talents. EDIT: By having the caps rotate opens up more opportunity for other gangs to have options.(maybe even sneaking in double points/blood money once a reset) Could also entice the smaller gangs or even the less experienced gangs to try an fight. If a cap rotates the timer/cooldown is removed.
  12. DankBud

    Casino

    when an why was casino taken out again?
  13. well shit aint that a bitch ha
  14. because nerds like to smoke exploit( stand on the smoke canister or in it an could see alot more then the other side looking in,from what i know) but it was pretty bad,so they added a blur effect to help mitigate it,was pretty aids. TIP: use tilde key,sometimes can see red names.
  15. hahahha,ive left a couple times by accident, tbf those options should prob be at the bottom
  16. ive just come to accept its part of cartels as for the ifrit "meta",i dont see it as such like in the past. Knowing what i know now and how easy is it to shoot someone out of it if your patient enough or in some cases one of people who can just beam glass in the first mag ,with the few who can manage to do it with a type with out the 50 cal. This is just with cartels in mind,not mentioning other activities the map has to offer,orca's ,hemmets an its variants,7.62 does enough imho with out it being actual easy mode an some actual skill comes to play.
  17. whats peoples thoughts on adding a couple sea containers in( not many just a few) so cops could potentially drop people off to pressure people peaking,then maybe the chance/opportunity to push on foot once some smoke gets put down? To explain a little better,think of bank,1st ATM pressures roof an other spots for hatches to zerg on in there or ifrits lol,Allows the cops to get something of a foothold to push in side an or bank with smokes. This way its not just a actual zerg fest of strider/hunters an cops being mad when they die about how its impossible to push.Allows them the option to push as a group. The counters for it,Keep your head down,play aggressive with a ifrit roaming,just be a little more patient.
  18. yea thats pretty much how i see it going hahah,sounds a bit aids an counter intuitive to encourage fights at cartels?
  19. Ive never liked the idea of having it in Asylum,tbh i just think it will just be op af an everyone gonna be rolling with a type in there bag or people just gonna zerg with them,im unaware of a counter for the 50 cal lol unless its the obvious dont get shot type talk lmao
  20. yea dealing with those hills in the tempest is aids its slow af... The sand part shouldn't matter to much since they push in hunters an striders for a good portion of the fight. 20 -30 min should be a fair time for the event it self not including the ride to rebel.
  21. tbh i cant remember,like 100-115 maybe
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