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Maaqs

AFD EMR
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  1. Maaqs liked a post in a topic by cHIP oTLE in "Drunk Squad" Server 4   
    Back to BDO!!  I can handle this...
    @J9HUNNA go ahead and take care of this applicant...
  2. Maaqs liked a post in a topic by LITTLE HANOI in Change Log 8.4.0   
    stop all your whining and crying, little boy 
  3. ZIM2233 liked a post in a topic by Maaqs in Talents / Prestige / Infamy   
    @Jesse
    -Current number of talents required to be a BH: 8.
    -Current number of talents require to be a rebel: 2.  (Rebel + Marksman). The rest of the rebel talents are optional (ghillie suits, sui vests) where I would say the BH ones are pretty much mandatory. Limiting yourself to 2 bounties / 50k/100k cap is too restrictive.
    It just feels awful having to sink 8 out of 29 talents to be a BH along with certain other talents being mandatory (6 medical, mechanic/grease monkey to spawn vehicles with repair kits, 2 to see group/gang members on map, potentially 4 if you run drugs, and then the numerous vehicle ones to use the Hatch Sport (unrestricted), box truck + (commercial), and private/commercial pilot if you want to fly. These just seem too excessive IMO and way too specific eating away talent points. I feel very limited in "spare talents" compared to when I go Rebel.
    Don't allow a "re-gear" option for rebels or BHs. Rebel is meant  to be a dangerous area for rebels to gear up.  The care-bear level would be over 9000 if I could just click a button at rebel and not have to worry about getting shot with 25-30k on me.  Also, the assassin tree in Infamy seems wasted. It was a thing for maybe a week or two when it came out, but nowadays I never see contracts or hear about them. I don't think a single person in DS has put points into it.
  4. Maaqs liked a post in a topic by Gen. Henry Arnold in Change Log 8.4.0   
    Hotfix #2:
    Added all deer stands back to the Fed. Removed global tracker from evidence lockup HEMTT. Removed ability to slingload evidence lockup HEMTT. Tweaked evidence lockup HEMTT to spawn locked, requiring lock picking. Fixed bug where individual wanted listed charges would disappear. Fixed the downing bug again.
  5. Maaqs liked a post in a topic by Virrx in Jayshawn4Owner   
  6. Maaqs liked a post in a topic by Samperino in ****APD Policy Update 4/18/2019****   
    Effective Immediately
    Vehicle Seizing Policy (Lieutenants)
    Lieutenants may no longer repair any illegal vehicle and drive to the closest headquarters for seizing.
    This policy may come back in another form in the future, but for now it is being removed.

    All officers must follow the proper vehicle seizure policy.
    An area must be deemed "all clear" by the highest ranking officer on scene before any vehicles can be impounded or seized. Vehicles may be seized in combat if at an HQ. You may search/seize contraband from a player or vehicle at any time or place, even if in combat. You may only seize a vehicle which has over $5,000 worth of contraband in it if the suspect is aggressive and/or evasive. If the suspect is compliant, does not shoot back, and cooperates fully with APD officers, you are not allowed to seize their vehicle. Seizing and impounding can occur before or after a ticket has been issued. If there are no nearby police vehicles to put a civilian's contraband in, officers are allowed to drive the civilian's vehicle to the nearest HQ, checkpoint, or garage. Officers may then pull out a police vehicle, seize the contraband, and then continue to impound/seize the civilian's vehicle as normal. This does not apply to illegal vehicles, which should never be driven by an officer. Cartels
    Cartel raids have been removed completely.
    Officers may only enter an uncontested cartel if tracking a warrant or in active visual pursuit. If a cartel is contested, officers may only enter if in active visual pursuit.
    Uncontested Cartel
    Officers may only enter an uncontested cartel under these circumstances:
    Active Visual Pursuit APB or Warrant Tracking Contested Cartel
    Officers may only enter a contested cartel under these circumstances:
    Active Visual Pursuit If an officer has a warrant or APB tracker near or in a cartel (contested or uncontested), the officer may get just close enough to update their warrant and must leave the area once the warrant is updated. If the warrant remains in the area, officers may set up a perimeter around the area within a minimum of a 1km radius of the cartel to wait for the suspect if they wish.
    Federal Reserve
    During an active Federal Reserve robbery, officers may not seize gold bars out of a vehicle unless there is a 1 minute all clear.
    If the vehicle with gold bars manages to escape the Federal Reserve and is stopped en route to a rebel outpost, officers must now wait for a 1 minute all clear to seize the contents out of the vehicle.
    Officers, under no circumstance, may enter a vehicle with gold bars in it to drive back to the nearest HQ for seizure.
    Illegal Areas (two life rule)
    When entering any illegal area, officers now have a two life rule.
    Officers may only patrol illegal areas once every 20 minutes if no suspicious activity is observed that requires their attention.
    Officers are allowed to return to illegal areas before the 20 minute timer is up under the following circumstances:
    If a 911 text is sent within the illegal area. If a fugitive pings from inside of the illegal area. If a vehicle with a tracker enters the illegal area. If nearby traffic enters the illegal area. Active visual pursuit into the illegal area. If an officer needs to update a warrant or APB. If an officer dies within an illegal area, they may return one more time per engagement.
    Rebel Air Drops
    APD officers may not freely patrol rebel air drops.
    Officers may only enter a rebel air drop area under these circumstances:
    During Active Visual Pursuit APB or Warrant Tracking Temporary Policy
    There is currently bug where a suspect's individual charges may not be displayed in some circumstances.
    If a suspect's individual charges are not able to be displayed, officers are not required to read off individual charges to the suspect, but may use their current bounty price as their "current charges."
    For example, if a suspect's individual charges are not currently showing up, you may use any variation of this line to "read the suspect their charges."
    "You are currently wanted by the State of Altis for $75,000. Can you tell me what happened?"
  7. Maaqs liked a post in a topic by Clint Beastwood in Claiming Vehicles   
    Congrats on the Orca.
  8. Maaqs liked a post in a topic by Nicolas March in Tier 3 Thanks!   
    Still waiting for skiptracer medic!
  9. Maaqs liked a post in a topic by Big Fred in Spawning at turfs   
    Go away Maaqs!
    We want to zerg that fucking flag for the entire 15 minutes and there's nothing you can suggest that will change our mind.

    *shakes fist and leaves for work*
  10. Maaqs liked a post in a topic by Walt in Spawning at turfs   
    +1 good solution
    Thanks for the Reference
  11. Maaqs liked a post in a topic by Ron Johnson in Spawning at turfs   
    +1
    good job nerd
  12. Ron Johnson liked a post in a topic by Maaqs in Spawning at turfs   
    I've made this suggestion before, as a way to please those who wish to own turf houses but also to give others a fighting chance.
    Example:
    Rodopoli Pops. Walt owns a house on the outskirts of town, but inside the circle. Walt, however, is running scotch. Walt has 2 choices: Walt runs to his house, stores his scotch, his kit, and suicides. Respawns in his Rodi house. His Rodi house is now put on a 15min cooldown. He has chosen to spend his "1 respawn" to get to Rodi immediately. If he dies at any point during the 15min period Rodo is up for grabs, he will NOT be able to spawn in the house.  Walt runs to his house, stores his scotch, and then decides to drive from DP5 to Rodi. He makes his way into Rodi, hops on the flag, and gets killed by someone who is already setup defending the flag. Walt can now spend his "1 respawn" to get back into the fight immediately. However, his house is now put on a 15min cooldown. I think a system like this could work. the APD already have a similar cooldown thing with spawning at HQs, so I would hope it'd be doable for civ side with houses. Once the turf pops red, any houses within the turf circle allow the owner 1 respawn to use (including gang houses, 1 total respawn, not 1 respawn per player). That player can choose to stop what they're doing immediately, suicide to turf, gear up in their house, and fight. Or, that player can drive to turf, "yolo the flag" to see if anyone is nearby, (let's say the person gets killed on flag), they can now spend their 1 respawn to get back into the fight immediately.
    This will allow turf houses to become wanted again, but won't be game-breaking either. It will allow people the opportunity to be tactical with how they want to fight turfs.
    Would this be code-able @Gen. Henry Arnold @Jesse ?
    @Mitch (IFRIT) could this be a potential solution to turf houses?
  13. Walt liked a post in a topic by Maaqs in Spawning at turfs   
    I've made this suggestion before, as a way to please those who wish to own turf houses but also to give others a fighting chance.
    Example:
    Rodopoli Pops. Walt owns a house on the outskirts of town, but inside the circle. Walt, however, is running scotch. Walt has 2 choices: Walt runs to his house, stores his scotch, his kit, and suicides. Respawns in his Rodi house. His Rodi house is now put on a 15min cooldown. He has chosen to spend his "1 respawn" to get to Rodi immediately. If he dies at any point during the 15min period Rodo is up for grabs, he will NOT be able to spawn in the house.  Walt runs to his house, stores his scotch, and then decides to drive from DP5 to Rodi. He makes his way into Rodi, hops on the flag, and gets killed by someone who is already setup defending the flag. Walt can now spend his "1 respawn" to get back into the fight immediately. However, his house is now put on a 15min cooldown. I think a system like this could work. the APD already have a similar cooldown thing with spawning at HQs, so I would hope it'd be doable for civ side with houses. Once the turf pops red, any houses within the turf circle allow the owner 1 respawn to use (including gang houses, 1 total respawn, not 1 respawn per player). That player can choose to stop what they're doing immediately, suicide to turf, gear up in their house, and fight. Or, that player can drive to turf, "yolo the flag" to see if anyone is nearby, (let's say the person gets killed on flag), they can now spend their 1 respawn to get back into the fight immediately.
    This will allow turf houses to become wanted again, but won't be game-breaking either. It will allow people the opportunity to be tactical with how they want to fight turfs.
    Would this be code-able @Gen. Henry Arnold @Jesse ?
    @Mitch (IFRIT) could this be a potential solution to turf houses?
  14. Maaqs liked a post in a topic by Mitch (IFRIT) in Tier 3 Thanks!   
    Thanks for you're help Google. It was the middle of the night. 
  15. Maaqs liked a post in a topic by Bag Of Funyuns in Federal Reserve Deer Stands Poll   
    don't know why im voting because I don't do feds! 
  16. Maaqs liked a post in a topic by Seán That Irish Guy in Change Log 8.4.0   
    @BaDaBiNg_10-8 @Gen. Henry Arnold @Clint Beastwood
    People where asking about moving one of the black markets to somewhere over near Sofia so i found a location and used 2 objects. Perfect spot for it. Open enough for it not to be too safe and out of the way of legal shit. Just need to add a vendor sign and atm and boom, done.



    Edit: Added some small things to make it look about more "the part" so in total, 8 objects. Also spawn locations.
     



  17. Maaqs liked a post in a topic by LITTLE HANOI in Spawning at turfs   
    yeah, guys shooting from inside the safety of a locked house and wave assaulting you with gear from their crates and basically whoever has the best houses in the turf will have the advantage in a fight always. So if you are a lazy fuck who can't just drive or fly to the turf to fight for it then this is for you and I remember one new enemy had all the best houses and how they would own Rodo most of the time and talked so much trash wave assaulting you and then when they took the spawns away one new enemy didn't talk so much anymore because their advantage was gone and they started losing the turf a lot more. 
  18. Maaqs liked a post in a topic by Ron Johnson in MERCH STORE CLOSING MAY 1ST   
    TWO NEW DESIGNS ADDED TO THE SHOP -- GET YOUR MERCH BEFORE MAY 1ST!


  19. Maaqs liked a post in a topic by Gen. Henry Arnold in Change Log 8.4.0   
    Hotfix #1
    Tweaked stopping the Evidence Lockup robbery to require APD to clear inside of rebels. Tweaked balance of Evidence Lockup robbery to make it easier for rebels to succeed. Added a check to prevent placement of checkpoint props inside the Evidence Lockup. Added a APD garage inside the Evidence Lockup, accessible only during elevated security, to allow cops to take rebels and evidence back to HQ. Added a check to prevent the Federal Reserve from being robbed during a Evidence Lockup robbery. Added a car garage at the government building in Pyrgos. Removed Drug Field rotation. All Drug Fields will be in their original locations prior to the system being implemented. Removed 2019 promotional skins unlocking. The rewards will be permanently unlocked to those who took advantage of the promotion. Thanks to those who played! Fixed an exploit where the airdrop could be opened prematurely. Fixed a bug with getting up immediately after being downed. Fixed a bug where the cleanup script would not work. Fixed a bug where buying items would not charge your account.
  20. Maaqs liked a post in a topic by Shepurd in Rotating Drug Field Poll   
    Literally no one cooks meth or runs heroin when they're in their shit locations. Like, those 2 locations are actually horrible. How about instead of moving drug fields out there, we just come up with NEW content to put out there? Anyone who votes yes on this is officially on my list(list of confirmed retards).
  21. Maaqs liked a post in a topic by cHIP oTLE in Rotating Drug Field Poll   
    If drug field rotations come to an end, if heroin stays at its original location around dp14, could be relocate a black market to that region???
  22. Maaqs liked a post in a topic by BaDaBiNg_10-8 in Rotating Drug Field Poll   
    That's the plan. 
  23. Maaqs liked a post in a topic by TRYHARD in Rotating Drug Field Poll   
    If coke pro can be moved somewhere thats not on a main road thatd be great. Got to worry about the kids coming from rebel iching to kill someone and the cops that drive up from a populated city. 
     
    edit. Even moving the processor to the other side of town would be better than having it along side the road
  24. Maaqs liked a post in a topic by Seán That Irish Guy in Rotating Drug Field Poll   
    Bring Coke back to its OG spot, leave Heroin at its OG spot near Sofia and maybe add another new illegal drug up in the empty area north of Kavala so that it bring some population to that area.
    @BaDaBiNg_10-8 @Clint Beastwood @Gen. Henry Arnold
  25. Maaqs liked a post in a topic by Leady in Evidence Locker Tweak   
    I get it is supposed to be end game but the tracker is overkill imo. Its already a hard fight for rebels. And if the cops lose track of a hemmt well that's on them. @Gen. Henry Arnold Down with the tracker!
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