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Steve liked a post in a topic by Haych in "hot" drops
This is the reason I would like to see the Rotor Script removed, and Orca's made cheaper, for the APD at least.
I think the Devs are still under the impression that Orca's still behave like they did pre 6.0. Even though you will get shot out 8/10 times attempting hot drops at Cartels, it will be a nice change from the Ifrit smoke meta.
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Donald liked a post in a topic by Steve in Bounty hunter left over honor
Perhaps extra cash if you are maxed out?
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Reformed Katheeri liked a post in a topic by Steve in Bounty hunter left over honor
Perhaps extra cash if you are maxed out?
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FudgeR liked a post in a topic by Steve in Bounty hunter left over honor
Perhaps extra cash if you are maxed out?
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Steve liked a post in a topic by henky in Bounty hunter left over honor
Hello
Me as a bountyhunter already have all the 15 talents as honor in use. I'm curious is there anyway we could do something with our left over honor that we receiving.
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Steve liked a post in a topic by Boris in Hello fellow RPers of Arma 3
Good to see someone interested in roleplay.
It still exists here, you just have to create it yourself.
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Steve liked a post in a topic by Gatorade in My almost completed AR
O i see.
Rebel Department
Is the best
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Steve liked a post in a topic by RexProcer in My almost completed AR
Almost done boys :). http://imgur.com/BA8zXGO
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Steve liked a post in a topic by Legit in Change log 7.9.2
Could an option be added as a bounty hunter to exit your vehicle without unlocking it or allow the option to pull players out from a locked vehicle that you own the keys to. It is a real pain in the ass when they start to get back in after being pulled out, as I found out today that few seconds of delay is plenty enough for one of their friends to lethal them.
Other then that the feature to get in/out works great, haven't experienced any problems with it.
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Steve liked a post in a topic by Ruiz in Asylum Montage 3
I just wanted to post my montage ¯\_(ツ)_/¯
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bunni liked a post in a topic by Steve in Montage 8
where the fuck is the minecraft montage I was promised
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Steve liked a post in a topic by Midamaru in Change log 7.9.2
Alright thanks for the clarification, it seems like we'll have some pre-6.0 community meth runs coming back
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Steve liked a post in a topic by bamf in Change log 7.9.2
$1365 I think (~17%). Also, when someone process meth and it goes to the cartel you get tons of money. You guys should be pushing people to run drugs if you want that drug cartel to fill up really fast...
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Steve liked a post in a topic by Norwegianviking in Change log 7.9.2
Fuck rain and fog, both are cancer
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Steve liked a post in a topic by Gareth in тenacity | Recruitment | S4 | Limited
Leaders
Gareth, Tye, AndrewFam
Lieutenants
Juice, Ruiz, Jay, viraL
Senior Members
Mint, Bentz, Corgi, House, Cali
Senior Coon
Leslie
Active Members
Connor, SwisherZ, Payout, Redmer, Cole, Monkeysz, Sharky, Ron Jeadman
Kieran, Hawky, Leslie, House, Renegade, Lorax, Fudger, Oskarr, Jwilly
Inactives and Trials not listed
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Steve liked a post in a topic by ABDUWALI TKUMBE in COMP 20K OR BAN
jk.
Just want to say that I've been really happy with Asylum's servers. The attitude seems way different than other servers where you deal with elite rules lawyers who will pin you to the wall for shooting them 3 feet out of a red zone.
Hopefully that continues, cause its definitely more relaxed
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Steve liked a post in a topic by Gatorade in Texting EMTs Dead
You do realize that half the people that request that are just looking for a defib from a gangmate or teamate and a medic wont bother. If a medic was texted he would most likely respond in all those situations he wouldn't.
This also isn't critical gaming , so keep your hardcore roleplay in your Yugioh Box bud
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Steve liked a post in a topic by Haych in Let's talk about the BE kicks
Its not really a huge exaggeration. Elysium, Insanity, Nv, Tenacity. Most players from the largest gangs all went over the play on Olympus for a short while, the rest who didn't just took a break. The Memory leak on Olympus was only for a few clients caused by looking at Police textures, but no one fought cops because there was Cartels all the time.
There was a very rough time in Asylum where the servers where literally unplayable above 70 pop, Gang Wars was a prime example of that.
You've heard this a lot in the past, numbers from Unique Users means fuck all. If Asylum didn't have such a rough couple of months, it would of had the player base to keep 6 Altis life servers up comfortable. New players don't stick around when they can't finish 1 run without being kicked.
All this graph shows us in the last year is that Unique ID's increased after Free Weekend and Sales, and increased again at Christmas and other Holidays which is normal. Probably not possible, but if you showed us a graph of average play time or average server pop through out the years, that would mean a lot more and gives us a better understanding of how well the servers are doing compared to previous months.
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Steve liked a post in a topic by .Sean in Let's talk about the BE kicks
Or just keep it pre 6.0 forever
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Steve liked a post in a topic by Vanilla Coke in Mask Hiding Names
Possibly make it so masks don't hide friendly gang members name's? It's annoying to check map for names rather than tilde mid fight.
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Steve liked a post in a topic by Midamaru in Which storage do you prefer?
I like 3 big crates for storage
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Steve liked a post in a topic by TheRealLethal in Non-lethals vs armor
rubbers actually down before the target gets to 0 health, it has to be that way or lag would cause tracers to kill alot more often. Tracers used to be 10x more op.
Sauce
if ((((getDammage _unit) + _damage) >= 0.90) || (_damage >= 0.95)) then { _damage = 0; [_source] spawn life_fnc_handleDowned;