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DarkKnight

Community Manager
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  1. Ruffian liked a post in a topic by DarkKnight in Add Zubr to Civilian Gun Store (and make it legal)   
    I'm a +1 on this. I think making the zubr legal in gun stores would be cool. I will talk with the other senior staff about it and see what they think. 
  2. Martin Baxter liked a post in a topic by DarkKnight in Twelve Monkeys Are Back - Be Ready   
    Welcome back! 😎👍
  3. Rook1 liked a post in a topic by DarkKnight in Add Zubr to Civilian Gun Store (and make it legal)   
    I'm a +1 on this. I think making the zubr legal in gun stores would be cool. I will talk with the other senior staff about it and see what they think. 
  4. zdeat liked a post in a topic by DarkKnight in Add Zubr to Civilian Gun Store (and make it legal)   
    I'm a +1 on this. I think making the zubr legal in gun stores would be cool. I will talk with the other senior staff about it and see what they think. 
  5. Chris Peacock liked a post in a topic by DarkKnight in AK74U for constable t1 or t2 token   
    I'm cool with the Katiba for Constables. I'm not a huge fan of the TRG because of the color. I would like marked officers to have black weapons. 
  6. Big fart liked a post in a topic by DarkKnight in Add Zubr to Civilian Gun Store (and make it legal)   
    I'm a +1 on this. I think making the zubr legal in gun stores would be cool. I will talk with the other senior staff about it and see what they think. 
  7. Crossfade liked a post in a topic by DarkKnight in Add Zubr to Civilian Gun Store (and make it legal)   
    I'm a +1 on this. I think making the zubr legal in gun stores would be cool. I will talk with the other senior staff about it and see what they think. 
  8. Donald liked a post in a topic by DarkKnight in Add Zubr to Civilian Gun Store (and make it legal)   
    I'm a +1 on this. I think making the zubr legal in gun stores would be cool. I will talk with the other senior staff about it and see what they think. 
  9. DarkKnight liked a post in a topic by Djmon in ****APD Policy Update 04/16/2024****   
    Effective Immediately
    Prestige Weapons
    Constable+ may now use any prestige weapon they can purchase from their normal cop weapon shop
     
    Charges
    The following is a clarification on the correct weapon to be charged
    From
    Possession of High Powered Rifle - (Zafirs, RPG-42, Mar-10, M320 LRR, Cyrus, .45, SPMG, Lynx, Type 115 .50 cal mags) $10,000
    To
    High Power Rifle Changes - Possession of Elite Weapons - (Zafirs, RPG-42, Mar-10, M320 LRR, Cyrus, Four Five, SPMG, Lynx, Type 115 .50 cal mags) $10,000
  10. livernuts liked a post in a topic by DarkKnight in AK74U for constable t1 or t2 token   
    @livernutsWhat are your thoughts on the CAR-95 with 30Rnd mags? Maybe even add the GL so that Constables could use smoke rounds? 
  11. Sandwich liked a post in a topic by DarkKnight in AK74U for constable t1 or t2 token   
    We are currently talking over what we can add for Constables. One of the issues I have with the AK74U is it looks like a terrorist/rebel weapon. Not something that you would see a marked officer use. I also think we can find better options for Constables. I would like them to be able to use scopes. There are many fights where cops are at a disadvantage and having a few officers using iron sights would make it worse. If you have any other ideas post them in here or message me on discord. 
  12. Silver-Spy liked a post in a topic by DarkKnight in AK74U for constable t1 or t2 token   
    We are currently talking over what we can add for Constables. One of the issues I have with the AK74U is it looks like a terrorist/rebel weapon. Not something that you would see a marked officer use. I also think we can find better options for Constables. I would like them to be able to use scopes. There are many fights where cops are at a disadvantage and having a few officers using iron sights would make it worse. If you have any other ideas post them in here or message me on discord. 
  13. CamMan liked a post in a topic by DarkKnight in House Raids   
    We want house raids to be very limited. In my opinion it needs to stay with Lieutenant and Captain. I don't have any issues with a Sergeant being able to open doors for certain situations. It will be up to the Captains if they want to make policy to allow that. 
  14. DarkKnight liked a post in a topic by Patato in Changelog April   
    Hotfix #2:
    Processor trucks despawning whilst processing (Somehow still broken) MXM mags not being at rebel Not being able to craft mags for m320 and lynx Being downed while using processing truck not doing anything  Type 115 .50 cal rounds not being able to be bought on s1 NUHQ cop reqs moved to 8 and 14 from 7 and 10 Rebels are now compensated via gold bars for securing Nikolai’s from the cops Battle-eye kick for certain scope
  15. DarkKnight liked a post in a topic by Fitz in Changelog April   
    Hotfix #1 
    Process Truck Fixes White lightning Money printer Giving decimals of items Fixed a spot in the ocean where you could gather drugs  Fixed MXMs needing master bh talents to use NUHQ Office buildings are now able to be pinned @Bilbo Baggins Bunch of ladders at Nikolais and NUHQ Gates at Nikolai's not locked or being able to be driven through Turf cooldown between activation extended to 30 minutes from 15 Fixed the drug cartel taking a cut of legal process truck actions Cartels will now stay where I tell them

    Will take place next restart Is now live -Patato We are aware of the trucks despawning, we will push this out as soon as we can.  Update with good-to-go to follow
  16. DarkKnight liked a post in a topic by Fried Rice in National HQ   
    The idea of the national HQ is awesome and the perks you can gain from it are worth the reward however it is impossible to be fought on the cop side. 
     
    Mobile HQ
    What's the point in pulling a Mobile HQ for it to be vested 2 minutes into the fight. Change the mobile for National HQ only to be in god mode. Almost every National done people hop around in channels begging for cops to log on just to be destroyed. There's no incentive for cops to log other than a promised payout from admins or an MK1 due to it being impossible to push a 30-50 man group. Eventually cops will stop logging on for the civ's and it will only be done when that perfect number of cops are online. The Mobile HQ allows the cops a safe spawn close to the event and its taken away every time. You could also add in a NEW HQ close to the event which would allow cops to spawn without the worry of being blown up. 
    Other entry points
    From what I've seen there's tons of entry points to the compound but they are all locked? I'm not sure if its intended or not coded properly but its near impossible to push. Its supposed to be the TOP TIER END OF GAME EVENT that the cops will never win or get close to winning. How is that end game? A bank is more challenging to win then the National at this point. When a national is done its guaranteed you will get a token if you don't ego peak every cop you see.  The roof is the main point of entry for cops but when there's 15 rebels on the roof and another 5 on construction how are you supposed to combat that? Especially now when people have tier 3 and tier 4 tokens that allow them weapons to rip through orcas like paper. 
     Cop Morale 
    This event is nothing but a middle finger to the cops. They never win and when the rebels win they get access to better equipment to give the cops a harder time. We want people to play the server and stick around and this event does the opposite. Any other event besides the prison there is a reward for the cops whether it be gold, bank notes, etc. I understand it spawns a truck with APD intel but once again 30-50 man group makes that hard to get ahold of. Even if the cops somehow win this event 80% of them will be lethaled and go to the HQ to save the 20% we did manage to capture. If an event like this is going to be done add a group cap back into the game to prevent this. 
    All in all the event is a great idea but horribly executed. If its going to be labeled as an end game event it needs to be fought like one. The point its at now its just a money sink for rebels and a meat grinder for cops. 
     
  17. DarkKnight liked a post in a topic by HunterB in ****APD Policy - 1/20/2024****   
    EFFECTIVE IMMEDIATELY
    The APD is introducing the use of Armed Ghost-Hawks
    Information below:
    1.  Actively Seated Captain must be in the helicopter to ensure proper use of the armed Ghost-Hawk.
    The armed Ghost-Hawk shall not be used to land officers into an active firefight.
    2. Only one Armed Ghost-Hawk may be used at a time or:
    In the event the APD lose control of an armed Ghost-Hawk, another may be dispatched to disable the stolen helicopter. A stolen armed Ghost-Hawk will take priority over everything until it is secured. Once the Ghost-Hawk is secured an Actively Seated Captain may issue one officer to pilot the stolen Ghost-Hawk back to an HQ, no other officers may occupy the Ghost-Hawk's gunner seats at that time.
    3. Armed Ghost-Hawks shall only be used if cops are heavily outnumbered and/or are repeatedly responding to federal events with no reprieve.
     
     
  18. DarkKnight liked a post in a topic by Akula in 2024 Asylum Thank You Mega-Giveaway ($2,000+ In-game Rewards)!   
    Edit, It appears the discord bot is killing itself and cant handle the amount of giveaways, so we are changing how to enter, 
    In order to enter the giveaway, please like the original forum post, and make sure you have your player id linked to your forum account.

    To link your PID, go to your forum profile, click edit profile in the top left, then fill in the PID box.




    If you are logged into the forums via steam you do not need to do this.
  19. DarkKnight liked a post in a topic by Akula in 2024 Asylum Thank You Mega-Giveaway ($2,000+ In-game Rewards)!   
    Howdy Everyone!
    We know it's been a wild couple of months here on Asylum.  We've made a lot of changes and are continuing to do so to enhance the Asylum experience.  As we look towards a better Asylum community, we want to thank all of our loyal players for sticking around to make this place what it is.  
    In the last 10+ years we have had a lot of ups and downs, from dealing with the depths of the pandemic, to Turkish lawyers, and rough days at work, this community has always been a place for people to come together to be away from the outside world.  We just want to thank everyone for being a part of this crazy community we call Asylum.
    In honor of this we are going to be running a slate of giveaways to reward all of you, all in all we are giving away $2,000+ of Asylum gold rewards, and $20 mill of in-game content.
    They will be running for the next 2 weeks; you must be an active member of the server to be eligible to receive the rewards.
    Must not be banned at the time of winning Must have been reasonably active on the server within the last 30 days at time of winning In order to enter the giveaway, please like this post, and make sure you have your player id linked to your forum account.
    Asylum Gold Items:
    2 Winners x 6 Months of Asylum Plus  4 Winners x 3 Months of Asylum Plus  15 Winners x 1 month of Asylum Plus  Donor levels (the value of that donor level gets added to your account) 1 Winner x Donor Level 8 1 Winner x Donor level 7 1 Winner x Donor level 6 1 Winner x Donor level 5 1 Winner x Donor level 4 1 Winner x Donor level 3 1 Winner x Donor level 2 1 Winner x Donor level 1 15 Winners x 10 crate keys of your choice 5 Winners x 2200 Asylum Gold 10 Winners x Camo bundle of your choosing 4 Winners x 25,000 Asylum Points
    In Game Items:
    2 Winners x Mar-10 2 Winners x SPMG 1 Winner x M320 LRR + MOS scope 1 Winner x lynx + MOS scope 2 Winners x Cyrus 10 Winners x Ifrit 5 Winners x 750k Cash 10 Winners x 100k Blood Money 3 Winners x Ghosthawk, civ, cop, or medic (rank doesn’t matter) 5 Winners x 1 next token of their choice 5 Winners x 50,000 prestige on cop 5 Winners x 25,000 honor 5 Winners x 25,000 Infamy Thank you all for being a part of this community, and good luck! 
    -Asylum Staff
  20. Sandwich liked a post in a topic by DarkKnight in Community Roadmap - Suggestions are Welcome   
    I'm on board with this. I appreciate the help. We can set up a meeting to talk over details. 👍
  21. Arcangel liked a post in a topic by DarkKnight in Announcements and an Apology   
    Thank you! I appreciate it! 👍
  22. DarkKnight liked a post in a topic by 王 rando 王 in Changelog April   
    weapon ballistics
    .338 and 9.3 suppressors have an velocity multiplier of 1.1
    every other suppressor has a velocity multiplier of 1.05
    so for example the Spar-16 has a muzzle velocity of 869, with a suppressor it would be 869*1.05 = 912.45
    then for comparison an MK-1 has an a muzzle velocity of 820, the suppressed spar-16 now being much greater. however muzzle velocity isn't the only factor that determines penetration. penetration is calculated by the remaining projectile speed on impact, then that projectile slowing through whatever it his, IE: ifrit glass. bullet caliber plays a part in the slowing process of penetration.
    So ultimately a suppressed spar-16 isn't going to match an MK-1 for breaking ifrit glass but it may be more on par with an MX.
    however since the MXM can also be suppressed it may be closer to an MK-1's penetration
  23. DarkKnight liked a post in a topic by 王 rando 王 in Changelog April   
    because arma is actually semi realistic. suppressors actually add velocity in real life due to increased barrel length, which for video games would mean higher damage yes.
    I used to have a chart of the bullet velocity of every gun, both with and without suppressors. If I can find it again I’ll put it here.
  24. DarkKnight liked a post in a topic by Akula in New Support Team Members!   
    Please join us and welcome our newest support members! 
    @Fried Rice
    @GravL
    @Mr. Chow
    @Samperino
    @Scruggs
    @Silver-Spy
    Congratulations. Feel free to reach out to them for any assistance you require.
  25. Silver-Spy liked a post in a topic by DarkKnight in Changelog April   
    I hope everyone is enjoying the content we added in this patch. If anyone has any ideas or concerns feel free to message me on Discord. 😎👍
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