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Ammar

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Everything posted by Ammar

  1. @Blue said in [SUGGESTION] TURF WAR: Ye sure, lets get back to using only CS / M4 with any possible bug / animation bug As if 90% of the players aren't already creating desync with buggy animations by switching back and forth to sniper and abusing the crouch bug. Back to the main post, I agree on limiting sniper headshot to a certain portion of the turfs, so both those who like and dislike headshots can enjoy turf wars equally.
  2. @Witti @KarMen Denied. Re-apply in 1 week if still interested.
  3. This is a manual post. TXN ID: 099011284U033160B Donation Amount: 20.00GBP Requested Awards: Please edit this topic with your requested rewards. For vehicles please follow the format below Vehicle Type: News Chopper Vehicle Colour: Default Specify any upgrades: None Username to lock: ammar1 Where you want it placed: https://i.imgur.com/FBLzDoh.png Vehicle Type: Stuntplane Vehicle Colour: #000000 Specify any upgrades: None Username to lock: ammar1 Where you want it placed: https://i.imgur.com/LBTvc9U.png @Brophy, please confirm.
  4. @Immortal Accepted. @JukyPlatinium Pending. @Firas5TEARS Denied, apply again in a week if still interested.
  5. No from me, current SR structure gives criminals decent fighting chance against cops. Bringing back HR is a horrible idea now with all the overpowered features cops currently have (beefy water tanks, vending machines). Imagine 3 water tanks raiding an on ground HR, people will start complaining just a week after its added wanting it to be reversed. Everyone here is voting to have it back for nostalgic reasons rather than logical ones, forgetting how horrible HRs were back in the day compared to the current SR.
  6. Address: Domins Motel Room #2 Account name: grenage Last seen: 18th May 2020 Screenshots: https://i.imgur.com/Yoj2ZdS.png
  7. @Scorpyo https://archive.saesrpg.uk/community/topic/92282-store-robberies/?do=findComment&comment=1728409
  8. Does it have proper dynamic range? I don't want to hear it at full volume when I'm like 500 meters away since it seems a bit loud
  9. ::: @Freezoom said in Gang Level requirements: Hell no, cops side have 6 squad but criminal side have 20 gangs and are you still making topic for buff criminal side? @Maxyou12 said in Gang Level requirements: If you do that then cop side will die forever I mean cop side like 50 and criminals are 200+, So i can't agree ::: The fix for the cop side being dead is not in punishing the criminal side. SAES management has tried easing everything for the cop side in the past year but it still did not become as active as they had hoped. It's time to try a new approach in the form of introducing new interesting game play features for the cop side.
  10. The requirements were increased to adjust to the criminals:cops ratio back when the server had 250+ players on peak times, and now when the server barely gets 180 players peak they did not lower the requirements. I feel like the GMs right now are using their position as a tool to choke the official gangs in hope of somehow turning them into the cop side. This will never happen, and the GMs should not mess with such topics. Such a switch from a player would take something like the development team actually adding something interesting to the cop side gameplay on the server. If you end up choking a gang until it gives up, the players in this gang will either simply move onto the next gang or leave the server, resulting in the opposite of the intended result. There's also another topic that I hoped not to touch into in fear of backlash, but I felt like it must be discussed. That is; CLO. Yes, CLO heavily influences the gang choice for a major segment of the players. I'm not gonna name gangs, but everyone knows that there are 3 gangs who offer the highest chance of joining CLO if you join them and get comfy with their CLO members. I feel like this somehow needs to be broken down because those gangs are getting an unfair advantage of boosted activity over other gangs because of their status as CLO feeders. And lastly, I want to discuss the GM team and their requirements. Right now, it feels the current system is designed by bots who just count media archive posts and player numbers. Back in the old system, the GMs actually played the game and observed how active the gang was ingame. For example, UE had a great participation in criminal sides activities in the month of May. We even had a peak of 19 concurrent players at one point, but we still fell short because of the damn numbers. The old GM teams used to evaluate the gang's presence ingame and only demote the very poor/dead gangs at level 5 who did not bother showing up in activities at all. This one though, only cares about numbers.
  11. Address: Camel Sellers Shack Account name: Cido Last seen: May 4th 2020 Screenshots: https://imgur.com/a/0Y9oBzI
  12. Address: Beating The Meat Steakhouse Account name: Cido Last seen: 4th May 2020 Screenshots: https://imgur.com/a/bzIavsj
  13. looks like half of the server will be banned by the time this bug gets fixed
  14. I like headshot in turfs, and I wouldn't want to see it removed. Though with the state of turf system atm is you either 1 trick sniper or you don't stay alive in the turf for more than a minute. I prefer if headshots were restricted to a certain area of the map like before, and leave the rest without the headshot feature to allow for more combat variety.
  15. @Scorpyo Is it possible to add something to differentiate between /assist and /war? Some people might get confused if their gang goes turfing after assisting another gang and not figuring out why they aren't gaining progress. Could be something like this when you have /assist enabled:
  16. I'd be down for it if sniper headshot gets removed/restricted to county turfs, otherwise it'd just be sniper wars in every turf.
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