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Posts posted by Will
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Invest in a mouse that has adjustable weights.
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Welcome but you should change your forum name or expect a lot of spam. xD
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I've never heard of a rule against it. So I see no reason why not but if your fighting cops at a bank for example and you have a medic with you then there's a chance they will be lethaled
As per APD Guidebook....
When engaged with targets, and medics are present, inform them that they are not to revive/assist the rebels in any way, unless requested to by the police.
Medics are allowed on the scene of a battle. They are combat life savers, and it is their job. They are allowed to revive rebels, and assist police at their own risk. After sufficient warning to the medics, and they refuse to leave the area, or stop assisting the rebels, you are within your rights to neutralize them.
Any medic caught assisting rebels after the police have told them not to are sent to jail. They are considered enemies of the state. -
Inb4 lock #Tu-No-Ah
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@Cassettes if you have a look here it is quite cool to see the effects of nuclearms bombs.
Cassettes likes this -
6 minutes ago, Cassettes said:
really depends on the size of the nuke, Altis is what 270 square miles? A nukes range isn't that large it could def take out the cities in Altis like Kavala and Pygros np, but the entire map? Def not.
From the table you can see that the only absolute destruction is the area of impact, this is also a diagram of an atomic bomb, modern nukes have a bigger impact radius but not by much the main difference now is that they use hydrogen bombs which are much more destructive as they use fission instead of fusion and higher grade uranium(plutonium)
The image you've linked the type of destruction caused by the Nukes used on Hiroshima and Nagasaki these were 16 - 22 Kt nukes. The largest nuke testing was 50,000 Kt trust me if that goes off you will be fucked far further than 2km
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11 minutes ago, Cassettes said:
One nuke in reality wouldn't be able to kill everyone on an island like Altis, maybe Stratis.. so that's a bit too OP, and buildings wouldn't survive a blast if it's close enough. I'd say something like; everyone and everything within 2 km radius gets killed no matter in a building or not, anyone within a 4 km raidus that isn't in a building dies, anyone inside a building has a 50% chance of dying. Everyone within a 6km radius that isn't in a building gets seriously injured and has a 50% chance of dying if they're in the building.
But yea no -1 on the nuke. Nothing says roleplay like blowing up an entire city, what are you gonna say? "Hands up or I'll nuke you"?
In reality a nuke would decimate an island like Altis. Just saying
But yeah naa would rather not have it featured doesn't really feel like it would "fit" with asylum.
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Some in game pictures would be great just link them with gyazo I've always wanted to do a bit of an interactive doc. So like you can see what the cops store looks like etc before even getting in game that's my 2 cents.
BioHazard likes this -
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I like it +1
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If you find any of the values to be incorrect let me know I probably screwed up with the formulas that calculate the required shots lol. I tested around 75% of them in the training server so most of them should be good and that was at around 50-100m
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Quick Guide/Spreadsheet of how many shots it takes to disable some of the most common Vehicles on Asylum. Added this to the Links documents I done as well so it can be accessed there.
https://docs.google.com/spreadsheets/d/1eCvgmfFhOdPgomQVQHiYQ5YqkNMMxVg6lfoM3vgwnlM/edit?usp=sharing
Regards
Edit: As FozzyBear said these numbers are not taking into effect the air friction multiplayer, coefGravity Multiplyer etc. Therefore the further away you are the less reliable these number are. Also this increases your chance of deflection etc and brings a whole new host of mathematics and damage modelling. But If you interested in it these links are a good read.
https://resources.bisimulations.com/w/index.php?title=Damage_Modeling:_Simulation
https://resources.bisimulations.com/w/index.php?title=Damage
https://resources.bisimulations.com/w/index.php?title=Damage_Modeling:_Objects
BioHazard and RomanRunsCA like this -
#official Asylum artist lol
Kelly likes this -
I am not 100% sure as i couldnt find the thread but to my knowlege Prestige is currently bugged admins are aware. It may not show but it is there this has been brought up before in another post. @Zoex
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Done Sergio again if you dont message me on the forums or find me in TS I can't give you access.
Regards -
Naaa the Best bit was @Durga
CADET: " I didn't Realise you were undercover "
Durga : " I am wearing a fucking shemag "
Litrally cant stop laughing great job @Justin Sider
Justin Sider likes this -
I Like It
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+1 like it . Would be nice if you could go there as well and have the option to replenish food and water without the fatigue when you over eat just as an added little feature to have another reasons to go there.
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Thanks @BioHazard_ Same topic but unfortunately a different area
BioHazard likes this -
I made this for myself just to organize all my bookmarked links from 50 to 1, and then just edited for other ranks. Feel free if you want to use them just either request access or pm me. I'll post them on the main Police forums later just wanted to see general response from you guys. All the links except for the Constable/Corporal/Cadet require you to request access. So if you want to take a quick look first of the layout check that one out.
Sergeant/Training Officer Links || https://docs.google.com/spreadsheets/d/1wUgIZ7XjnaKCat6dVF-KmjtXla2ml9XSM134CcbYOrI/edit#gid=0
50 Documents/Links
Sergeant Links || https://docs.google.com/spreadsheets/d/1MPKRADKDidsqwYZ3OJF54zidlDmuE3Gr_C_yUX_kmfk/edit#gid=0
42 Documents/Links
Corporal/Training Officer Links || https://docs.google.com/spreadsheets/d/1e9uZ9kiEYcNL0YcP09m4z9xz1g-DJS2MtrWZNrE3egI/edit#gid=0
32 Documents/Links
Corporal/Constable MockRA Links || https://docs.google.com/spreadsheets/d/1QR9ddRWrQHVYC_p_nBrQnOt05HDt6Fr66itLww5-P7o/edit#gid=0
24 Documents/Links
Constable/Corporal/Cadet Links || https://docs.google.com/spreadsheets/d/1IJFeIEmX9Y3fio4btlXno3ABfGrXgfvzo6wGo8S_6ls/edit?usp=sharing
21 Documents/Links
I haven't included a link to the corporal responses I am not sure if that can be shared cross precincts so left that blank for now. All documents are credit apologies if I missed one. And if anyone can find another useful links they want added that I might of missed let me know.
*Edit added Police Age Reviewing Guide by Norwegianviking to SGT+ Links and changed the formatting a bit to make it easier on the eyes. You can also see The Rig too to be added to the documents. If your TO you will still need to come see me. Regards
DarkKnight, woody, Jaylen Sarrett and 1 other like this -
Even Google couldn't help. Trying to read through my work books its got to be in here.
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If any of you loverly lot might know anything about Mech Principles relating to Dynamics of Rotating Systems . Would you be so kind to send us a quick PM It would be much appreciated If I could ask you for some help with something.
Kind Regards
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I was watching Nathans stream while he was testing the MP5 looks like a cool cop weapon to have. I don't know if that will be added to Tanoa
The FED
in Altis Life Discussion
Posted
I miss the old Fed days yes they maybe a little in balanced but at least the Fed was done and isn't just a useless line of code in the game at the moment.
What I think needs doing.
1) Reduce the timer back to how it used to be.
2) The dome doors can only be cracked when 4 or more rebels are inside the Federal Reserve area and are in a gang. immediately stops quick feds whilst still not Nerfing the shit.
3) Add in the code that gold bars will only spawn in the domes at the point at which the dome is cracked.
4) Depending on how many people are robbing the Fed and home many cops are online will denote how many bars will spawn.
e.g if you have 10 rebels vs 8 cops you will have a higher gold bar spawn than you would I'd you were 4 rebels and 6 cops. Same like 10 rebels vs 4 cops you would get less bars spawn than 4 rebels vs 10 cops. Etc
5) Some Towers at the federal reserve should be re-implemented. However they should be classed as unreachable as downing someone in a a tower at the fed realistically we probably are not going to get to you to.
This idea just came to me whilst writing this so havent thought it through that well yet so not sure how well this will work or what other people think.
6) With abit of redesigning around the skiptracer base e.g removing some towers etc this should now be changed to the Bank of Altis and the skiptracer tracer base should be relocated to the bank of altis current location.
Let me know what you guys think good ideas? bad ideas? or any other suggestions.