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Steve

Retired Staff
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  1. Steve liked a post in a topic by Gosu in Why are gangs disbanding   
    Cops zerg and dont value their life
  2. Steve liked a post in a topic by Pieter in Change Log 6.7.0   
    fuck you gnash deleting my post
  3. Steve liked a post in a topic by Chapo in Selling Orca -1000$?   
    basically someone thought it would be good to add a dynamic market and it ended up being a horrible idea, it will probably never be fixed. 
     
  4. Steve liked a post in a topic by Sean // Fitty Bread in Change Log 6.6.6   
    ur all high tier
  5. Steve liked a post in a topic by Midamaru in Looking to buy a new rig   
    You'll want: 
    SSD for Windows + ARMA
    Intel i5 6600k
    8GB RAM
    GTX 960+
    Enough power (Good Power supply)
    Watercooling for your CPU
  6. Steve liked a post in a topic by Goldberg Attorney at Law in Looking to buy a new rig   
    Do not buy a rig from cyberpower, alien, etc.  Unless you don't care about spending a premium for not having to put it together.  Even then I would advise against it.  They charge a sizable premium over putting the parts together yourself.
    Start here: http://www.build-gaming-computers.com/
    http://pcpartpicker.com/
    If you can put together legos and follow the instructions in the above link you will save a good chunk of money.  My first build took me about 2 hours to go from parts in boxes to windows installed and ready to rock.
  7. Steve liked a post in a topic by rngr in Looking to buy a new rig   
    No.
     
    You are looking to build a new rig.  Start there.
  8. Steve liked a post in a topic by Google™ in Why i want to join   
    My god you need help.
  9. Steve liked a post in a topic by Distinct in Why i want to join   
    kavala pistol banger makes gangs feared and can hit 2000m shots... seems legit
  10. Steve liked a post in a topic by Reformed epTic in Strengthen Orcas Again   
    >calls someone retard
    >doesn't know difference between clip and magazine 
  11. Steve liked a post in a topic by kryptonthegamer in Strengthen Orcas Again   
    Cops shouldn't be able to easily shoot you out of a 100k+ vehicle. Nor should cops have to pay 100k For an orca of their own.
  12. Steve liked a post in a topic by kryptonthegamer in Strengthen Orcas Again   
    I mean, 6.5mm vs a Tactical Vest or carrier light has always been 3-4 hits randomly...they are similar. What other armor do we get? The fact that they work together as a team should not be an argument about the base features of something.
  13. Steve liked a post in a topic by Demonic in Fix The Y inventory Drop when killed/executed   
    No no, bad idea.
  14. Steve liked a post in a topic by kryptonthegamer in Fix The Y inventory Drop when killed/executed   
    Ok. You think im dumb. +1 
  15. Steve liked a post in a topic by rngr in Montages   
    I always stood by the if you cheated and get banned, then good, fuck you.  I stood by the admins when they banned someone, it always seemed like it took so much for them to actually ban a player.  Then Nickis happened, and they haven't talked to him or showed him the evidence.  Even then, the community thought he hacked, and what did I know...
    But right now, I'm sitting here removed from my rank as Lieutenant and was told "we won't tell you why", but you're removed.  So I sympathize with the frustration of not being provided evidence.
  16. Steve liked a post in a topic by Quenton in Put a time limit on police restraints   
    maybe they should make it a talent where after 20 minutes your police cuffs fall off
  17. Steve liked a post in a topic by Mike Stmria in Much needed Bank/Fed changes   
    An other important point here about the tac comms and having a huege APD recruitment is the money problem. Half (at least) of the people that are constables are just in the APD for the money, that means that they only play cop when they are in need of money or they are really broke to even pull out his car. So you only see them 2 or 3 times a month. While there are also some career cops, most of them do not attend to trainnings. Plus you have this Career cops that just dont like some gangs or the combat situations so they answer to banks etc and get killed so they can go back on normal patrol. There are a lot of facts in the APD that needs some changes.
  18. Steve liked a post in a topic by kryptonthegamer in The ultimate Guide to tower Defense   
    Well I mean you torrented my guide anyways so I have your ip Now to give to the FBI. Peace
  19. Steve liked a post in a topic by Buckwalter in The ultimate Guide to tower Defense   
    I want my money back. This guide wasn't a guide at all. It was just you shooting people. 
    I demand satisfaction, also 4 minutes of my life back. 
    However I'm willing to overlook this fraud since you were on blufor....respect.
  20. Steve liked a post in a topic by DJScias in Much needed Bank/Fed changes   
    Hello there,
    While I don't necessarily agree with everything in here, nor do I disagree with everything.. I do feel like I want to defend epTic at one point.
    Gangs will always have better comms than the APD will have and this is not the APD's fault nor can it be changed. A gang is a group of individuals who actually know each other and play together for amounts of time in (usually) their own teamspeak and such, actual buddies. Recruitment is also done on a more democratic means and most people that get in the bigger gangs have already established friendships and/or skill exchanges with the other members.
    Whilst the police force is composed out of a lot of individuals that are taken in by sergeants/lieutenants if they pass the interviews and such. Even if the most mature group of APD players would play together, just due to the fact that the APD is so big and that most people don't know each other more than just 'a name' will make them less in synergy (not the gang) with each other. You can't change this with having countless of trainings where cops get to know each other and each other's skills, etc, etc.. because due to the amount of cops it rotates so much that you won't always be with the same team as you're used to.
    It's basically like in a MMO. A rebel gang is a pre-made group while a cop group is a PUG.. They're randomly put together, if they're lucky maybe a buddy or two they actually know, and have to try their best to work like that. I envy the cops sometimes to be able to work with so many new faces daily, but then again.. I work with so many new faces as an admin as well.. But regardless, my point's across.
    I'm also surprised epTic is providing quite some decent statements in regards to both Cop and Civ life, keep it up.
    Kind regards,
    DJScias
  21. Steve liked a post in a topic by Haych in Much needed Bank/Fed changes   
    Done the Fed earlier. Took so much time and effort. After getting all the gold bars we only made 150k. rip my life
  22. Steve liked a post in a topic by The Monopoly Man in Much needed Bank/Fed changes   
    Right now as we all know, the bank is a complete shitshow.
    The bank was excessively done continuously by gangs causing the cops to become tired and worn out.
    Instead of paratus changing the bank layout, he decided that nerfing the $$$ payout and make the remaining converted to gold bars. 
    Considering the increased rebel loadout prices, banks are simply hardly worth it anymore in its current state. 
    Changes that need to be made to the bank is revert it to the original payout and change the area itself. 
    As everyone on the cop side knows, the roof of the bank is close to impossible to assault without an orca+.
    These buildings create much unnecessary "sniper" wars between the 2 factions. I suggest removing these buildings and replacing them with the 1 story barracks buildings much like the one at the prison. I figured this would be a little 2 easy for cops since there are little to no positions for rebels to provide covering fire without the office buildings. I suggest adding 1-2 millitary cargo towers or a couple deerstands. 
    Each room would contain a random amount of $$$ that would require to be drilled into with a timer of 5-10 min (Just a time suggestion). No one would want to drill into a room and find 20 k, so make it to where there is a base minimum a room can have which could be 50k while the max per room could be 100k. 
    Make the area work just like the fed, as soon as someone in the building drills a door, everyone in that area gets the bank robbery charge and the alarm will not stop until there are no rebels in the alarm vicinity. 
     
    Now there is only a couple fed changes the whole community would love to see changed.
    Please limit swat leaders to only 1 swat leader. 3 swat ladders is basically three new entrances which is extremely difficult to hold for 10 rebels. 
    Now removing the deerstands was also a huge nerf to rebels, I don't think bringing them all back is the best idea, but just 2 of them. One on the south east entrance, and the one on the west gate. Hasn't the staff noticed by now why feds have been nonexistent the past few months? I cannot remember the last time I was at a fed. 
    Since with the econonmy changes to asylum, feds are chump $$$. You need to either buff the payout of feds or nerf the asylum econonmy. What reason should a rebel do a fed when its extremely hard to defend/make payout when a bank takes 10 minutes and pays out more just by the $$$ factor itself. 
     
    I am glad asylum established a group cap, but a group cap of 10 is WAY to small. I don't play rebel that much the past year, but when I do, It is extremely annoying and difficult to play with a 10 man group cap. I know super gangs became a HUGE asylum issue and I know you guys don't want that returning, but a group cap of 10 is just way to small, 13-15 would make a HUGE difference on the rebel side of things. 
    Constructive feedback pls.
  23. Steve liked a post in a topic by LaGrange in Changing the Gameplay: 3rd Person Crosshair   
    Back when I played console games, people often taped crosshairs to their TV. I can definitely see that happening on Asylum if we were to take out the 3rd person crosshair due to the competitive nature of our server.
  24. Steve liked a post in a topic by Bikstok in LYFCHEAT: Avoiding the money cap   
    Hello!
    I have money cap, 10 mil prestige, 5 houses, 20 orcas, 8 ifrits, 3 50cals I never use, 20 CSAT loadouts in my houses. So now I can bribe cops??
  25. Steve liked a post in a topic by kryptonthegamer in LYFCHEAT: Avoiding the money cap   
    What? Right now new players can't even compete with gang caps at 10 players with 1 mil Each. There was and never will be an easy solution for new players. You have to get good and prove you're a good player...so then punishing the veterans makes sense then? 
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