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Dpatt711

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Everything posted by Dpatt711

  1. Night vision still disappearing after revive.
  2. How bad of an idea would it be to give cops Type 115s with .50 beowulfs, but instead of doing damage they just reduce the amount of fuel in the vehicle.
  3. Well pre-installed tracker could be the same as the pre-installed alarm. You pay extra when you buy the car (Even more than just buying the alarm). I also kind of like the idea of 3 level security systems. Level 1: Alarm Level 2: Alarm + Tracker Level 3: Alarm + Tracker + Kill Switch or other form to disable the vehicle (Could make it only last a few seconds to balance.) If that's over-powered you could simply make the cost per garage pull or require a talent.
  4. I know it works for Alarms, but at least for me, it only places a stationary mark. I was thinking people should be able to buy cars with trackers pre-equipped as well. Then if a cop has sentry, and the car getting stolen has GPS tracker, the cop will see the car on his map, and be able to track it real-time.
  5. Sentry alerts when a alarmed car gets lockpicked. It does not track it. My suggestion is that cars can be purchased with alarms AND trackers. And vehicles with trackers could be reported stolen and thus subsequently show up on police maps.
  6. The system message that indicates a car is being lockpicked has been removed (use a car alarm). A system should be added where a car with an alarm can be "Reported Stolen" and cops will be able to track it.
  7. Some of us bought under the pretense that we'd be able to sell off duplicates, but we still have no ETA on when we will be able to do so. Are Devs actively working on this, or are they just going to ignore it?
  8. Get rid of side-chat message, add Lo-Jack item so all cops can see stolen vehicles on map if driver reports it stolen.
  9. Night vision still disappearing on revive.
  10. I can change quotes too.
  11. Maybe it's not a "basic quality of life change" but we really do need a decent vehicle with FFV positions. It would also add more decision making to cops that could influence a chase or battle.
  12. Lol, if you think this is a big update for cops you are seriously retarded.
  13. this better not be the big police update paratus was talking about...
  14. There is an end, and government and order wins. Also a Tsunami is much more likely than a 6.5 earthquake having it's epicenter in Lemnos.
  15. Pretty good, I got to test out my new Mock Ride Along questions. Don't know what it has to do with anything though.
  16. Arma 2 Life existed before Altis Life. Guess you haven't been playing Arma long enough to know that though.
  17. National pride takes over, and police forces double. Rebels are being hunted by vigilantes. Tanks get seized by customs (Seriously, you can't fit a tank in a standard shipping container, how are you going to sneak a tank in?)
  18. I'd show you my Arma 2 hours, but I had it before it even came to steam #hipster.
  19. Probably been playing Arma life longer than you.
  20. Okay, and we'll put 20-30 cops in all the cities, 5-10 cops in all the towns, and 2-3 cops in all the villages. We'll also have a national guard with armed and armored vehicles and full blown military gear. If you make the argument that realism will help rebels, you are delusional, the cops will always end up on top.
  21. If the original buff is bigger than the subsequent nerf, is it still a nerf? Everybody who told me 75,000k is ridiculous for a rebel load out actually proves my point. Rebels get cheap guns, but can be taken away after they've been captured by police. We all agree that this is a fair balance, and if anything, favors the rebels. As they get cheaper guns and the nerf only applies when they are fighting cops. Does anyone disagree with that? If so I'll set up a SP Altis Life scenario where you can get any gun you want for free, be invincible, and kill AIs dressed up as rival gangs and cops, because apparently that's what you really want. Hopefully you'll get lost in your selfishness and never pollute these forums again.
  22. Actually my only argument was that lowering the max cap was a nerf. Which it is. Pretty objective statement.
  23. Okay, then stop complaining about combat seizing. You need to realize that every thing gets balanced. Not a complicated concept.
  24. Anybody who thinks combat seizing isn't fair balance for reduced pricing obviously is completely delusional. You talk about RP and then complain about combat seizing. Like real cops would just let the people keep their guns until the situation is all clear. Also fun fact: If we just lethal someone, we don't combat seize them. So maybe if combat seizing gets removed we should just lethal people more? We captured them, so we seize their weapons. What's not fair about that? I bet you're one of those cops that struggles to maintain 50/50, because you know for a fact rebel is better than cop.
  25. I play enough rebel to know that the gear is pretty damn cheap, and that I've never had a situation where someone was combat seized, that I later had a chance to break out of cuffs. Maybe the problem is less about prices, and more about you not being in a good enough gang. A night of working with rebel gear in a group of 3-5 makes me about 300k. A night of fucking around as rebel I rarely lose more than $75k.
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