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Steve

Retired Staff
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Posts posted by Steve

  1. Personal thoughts and opinions of the current state of Asylum.

    Cops have more utility to win a fight against civs then ever before. When they have numbers to match it, it is insanely difficult. However when they don't have numbers, and/or the leadership available to help them they fold like a piece of cardboard.

    I suggest drawing back on the utility that police have, while also encouraging them to be more active. As I said, the balancing aspects of what the police have now manifests as a negative when they have more then 10-12 on. When there is 5 cops on, it's irrelevant. Cops will always lack in skill and coordination relative to most gangs as the always have as gangs play together more, but what they have a leg up on is getting back faster and cheaper gear.

    To go into specifics on what I am referring too, mostly Ifrit usage. Fighting endless waves of Striders and Hunters is one thing, Ifrits are another. I might also add that fighting a gang with 8-10 ifrits is far different than fighting cops with 8-10 ifrits because they can't return nearly as quick. I am of course aware that it's locked behind a higher ups ability to pull them, even still it poses what I would objectively say based on my tenure in the server is a net-negative. I encourage limiting the number of ifrits that police can have out at a time in someway. Police have overall been given more and more other things to use since the inception of Asylum. For instance before, a fed used to be some Deerstands, 4 gates, you had to watch out for parachuters, a heli hot landing Alamo or in the north eastern part and cops nitroing in. Now it is all of that, plus the jump spots, usable by vans, the ifrits (which I explained above) and occasionally even the Marid. Then when you leave, cops can spike you now from their own car, and every gate has spikes on it until you cut the gate open.

    Now lets take a look at what rebels have acquired over that time. The Mk1 is still overall the best gun all things considered. The biggest change I would say is that they have RPGs and tbh, if we took a really close look at dumbing down the cop utility the RPGs can go. Next up you have the armed quilin, and with free vehicle reloads, that and/or a .50 cal can be a pretty gnarly combo however whenever its being used it is incredibly vulnerable due to the gunner being exposed. We have had some other things like the engine kill switch and so forth, which doesn't really provide any utility for fighting cops in a fed, or really at any federal event. Additionally, we have gotten a different assortment of guns, but for most with the exception of my self people overwhelmingly prefer the Mk1 or the Mk18. You will see a mk200 here and there and even rarely a zafir.

    Fed payouts seem to be balanced over all. I like most of the cartel caps as well. The quest system is pretty cool although I haven't used it that much to be honest. I also think the infamy system is pretty cool, it's a slow grind where you see the rewards and benefits over the course of a long period of time and I have been enjoying it.

  2. I think night is a great way the game gets mixed up, same with the occasional light rain. Obviously night time and/or rain inconveniences you, as it does me as well. It provides more a challenge to the game and forces you to play slightly differently. It effects everyone equally really so, I don't see why it gets so much hate tbh. Arma needs variety in my opinion, the game is too stale. I'm sure always having day time would be fun as fuck at first, but ultimately I think it would contribute to the game feeling more stale as time passed. Regarding having fullscreen NVG's I don't see a problem with it, however personally I would appreciate it being applied to all NVG's or at least giving us the option to pick between the two.

    Kawaii, GravL, Gagss and 1 other like this
  3. 8 hours ago, Defragments said:

    Fair enough. I wasn't thinking about the events that spawn them. It doesn't mean it's not ass when you rpg someone and nothing happens.

    9724c24deaa31dd141f98e6a9dbc5ac7.gif

    Don't forget that for years Asylum didn't have RPG's at all, and armor across the board was much tougher against 7.62 (or anything weaker than 7.62) in that time period. In reality the RPG's a mere addon to the ways you are able to kill someone. However, I agree that the ifrit meta is dogshit and the game was better when gangs pushed with 2-3 ifrits strategically.

    Defragments, william, Donald and 1 other like this
  4. 14 hours ago, skimancole said:

    Lol I'd love to hear how

    in my time being an admin, I don't think I ever saw someone get removed for disciplinary reasons wrongfully. Admins get removed pretty regularly for being inactive, so unless it's that I'm inclined to believe you made a pretty big mistake. Granted, I only know small portions of the situation on one side so I can't really make up my mind on it until I do.

    Fried Rice, Vortex, GravL and 1 other like this
  5. I appreciate the work done over the past few years, but this update is truly amazing and better then what I was expecting early on. It's a great start with all the recent changes. Great job devs and whoever else in staff helped out with it.

    Ken and Witz like this
  6. The idea of having craftable mar 10's is a fine idea ASSUMING the resources required to make it match the utility of the weapon. Hypothetically if it was in the server it should cost a 2 mil+ to craft and something sort of super rare drop from a evidence lock up or something a long with a bunch of other items to make it hurt real bad whenever even the most rich players lose one.

    I must say the rebel talent tree was one of the best additions to the game for rebels, however most of its rewards were totally ridiculous.

    Fried Rice likes this
  7. The oil rig cap is extremely easy to defend, the only way to really attack is by heli and if it is anything more then 1-2 guys its nearly impossible to take on. Additionally, it's rather buggy as the heli pad will sometimes eat your heli and make it blow up when just sitting on it landed. If we wanna keep it in the game and only allow the oil cartel to be there I think that's fine, as that is an isolated cartel that is far less sought after.

    GravL, Innate, Fried Rice and 4 others like this
  8. On 10/20/2022 at 9:01 PM, KrazyKnight said:

    Gang fort as is, no. You can save money with the 15% benefits for owning it, making your rebel kits cheaper and faster response to events/cartels at the moment. 

    i dont see much of an issue with this addition personally. would have to be feeled out in someway.

  9. On 10/8/2022 at 4:03 PM, Zurph said:

    typically more then 2 gangs are fighting gang fort at first but after the first few pushes gangs start to realize they dont have a chance so they stop coming. if we have that second base, there is another spot to fight and the gang of 8 guys with hardly 1k hours does not have to fight the gang that has guys with 5-10k hours. Its kind of a morale thing, guys that have no chance might not even attempt gang base again but if they can dodge the good players and still possibly get rewarded by attempting that second base they might keep coming back. You bringing up one base having more amenities actually sounds like a good idea.

     gang forts are something i really haven't even participated in at all. Would there be a financial gain to be had here with the economy in its current state?

  10. 56 minutes ago, IFRIT MITCH LOVES ME said:

    i dont think people would keep playing on a fivem server that let their players make millions in a day or two. and even if its fun and interactive 90% of the players will not keep making money when they have more than enough in a few days. 

     

    that's a fact

    it depends on the server you play. The main point I'm driving with 3k hours in FiveM is that the money making on a good server is going to be interactive and fun. It has that important replay-ability to make it fun for a long time.

  11. 4 hours ago, IFRIT MITCH LOVES ME said:

     

    What you may not be aware of or you may be forgetting is that in a good FiveM server, many of the illegal money making methods are actually fun. This is no fault of Asylum as Arma is far more limited in terms of what they can do for content with that kinda shit. Arma money making in a server with no mods is basically gather > process > sell. You could argue that there is a lot of that in FiveM too but its typically much more interactive while also not being boring. I should be clear in saying that interactive does not at all mean fun inherently. When a money making method is fun AND interactive it has a lot more longevity in terms of how long people enjoy it.

    bum41 likes this
  12. 13 hours ago, Canna said:

    So what I learned today is every time rebel loses a small edge they cry. What I don't get is some of you are cops and know the lopsidedness that it is trying to push any of the fed events.

    Would be amazing if we could pull data on feds such as # vs #, Gun types used, which side wins more, etc. Then we could use hard facts to support arguments.

    The only time things feel remotely fair is when we get swat, but that's one life, and back to 6.5!  I will say its been fun poking your heads at bank with the 7.65 from 800m+!

    If you want to see what unfair is. Try doing a bank with 6.5 then we can talk about fairness. See how well you rip everyone out of hunters and strides with dog water ammo. Not to mention 90% of the time we push one at a time like "real gamers" 😛

    In any case. Adapt and overcome, no different then what we experience when people use new tactics or we get new events or things are modified such as new prisons or relocations.

    NOPE!
    emergency volvo GIF
    WE COMING TO YOUR FRONT DOOR!

    The reasons cops have been losing federal events is the same as its always been. Everyone knows cops have a disadvantage in terms of guns(mainly), skill, and more recently then anything their numbers. Beforehand what made winning a fed was that you had 10 rebels vs. 15-20+ cops consistently.  With endless waves it provided a much bigger challenge then it does now.

    As of now, you mainly see 4-8 cops on, and on the weekends or when a LT+ is on you might see 12. Bare in mind 12 is not the norm. I'd like to emphasize on the skill portion of it which frankly few cops have a problem accepting. Additionally, I'd like to add that PD has always had a pretty bad leadership problem. Higher ups either don't play (or maybe there isn't enough of them I can't say for certain) and I say that because the last 40-50 hours I've played have consistently shown that. Within that leadership problem, there has been a longstanding issue with cops not using good strategy. There has been a group of people that played rebel in the recent past, and the moment they log onto cop they dominate the other rebels.

    Sikorsky and Witz like this
  13. It can't be that hard to blow up the hemmt or spawn camp it. I would say as long as a cop dies at the mobile hq and he can't spawn there for 3~ minutes or whatever it is afterwards it should be fine. Honestly, I think cops having vans to use at the fed and prison is far more of an advantage.

    Gagss likes this
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