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kikas

SAES Community Staff
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Everything posted by kikas

  1. Alternatively, instead of allowing rTech HQ to reset the script, put a time limit on how long a race can take. I believe the most common reason why the script bugs is that not everyone can finish the race, and so the race goes on and on without a winner, with no one left to complete it. If there was a time limit of, say, 10 minutes, after which the race ends, there would be no need for resetting. Unless there is something I'm missing about the way race flags get bugged. I only started racing about a month ago, and it's not my main activity on the server. Edit: I was wrong about what bugs the race flags. My suggestion wouldn't solve the problem at all, but it could still be viable in case some of the racers go AFK.
  2. 01.08.2021 Store robbery 02.08.2021 Store robberies ::: ::: 02.08.2021 Store robberies ::: ::: 02.08.2021 Assisting O in BR SF 03.08.2021 Store robbery
  3. IIRC fat cj runs significantly slower than slim cj in the base game. Ripped cj is a bit slower too. I think it would be fair to just remove the weight variations to make it fair for everyone.
  4. @bigmike said in Jail - Community Feedback: If only bringing GIMP back was an option, those were the good days. This could be a good idea as a timed event, perhaps for a day or two. I wouldn't mind seeing how it works with the current meta of everyone having access to aircraft of some sort. Though if that was done, then I guess they'd also have to re-enable global blip visibility, which was fun too.
  5. Like many people said before me, having only 1 main corridor leading into control room, which itself was right next to red door, is the main reason why people prefer the old jail over current one. In the current version there's 2 main corridors + 1 additional passage leading straight into control room, while both red doors are far off to the sides. While, on paper, giving cops more different angles to approach from makes the fight more strategic and gives cops greater chance to stop the outbreak by exploiting any weaknesses in our defense. The main reason people even start those massive jailbreaks usually isn't to help someone escape. We don't do that for money either, since the only criminals making money at JBs are the ones selling guns or drugs, while everyone else is spending. The reason we start jailbreaks is the DM that comes with it. The constant back and forth between the 2 sides. If the activity cannot last for long enough (it used to last for hours), people genuinely start to lose interest. One issue I've noticed, that I think contributes to JBs being shorter is the inability to keep the defenders coordinated and informed. There are 3 different teamchats people use on the defenders side, compared to the cops using radio to communicate. With 25+ defenders (although recently it's been difficult to even reach 15) you can't rely on the party chat due to it's max member limitations. With the old jail, you don't really have to rely on chats as much because of the map layout. You get 1 main corridor + 1 additional passage, both of which can be used by either side. They both merge into one, long corridor before even reaching the turn towards control room. This simplicity in design allows the defenders to focus on just 1 area. And since control room and red door are right on top of each other, the criminals can easily take it back as long as there are still people outside their cells and at least one to open the door. All those things together make the map more about grindy, linear fights than strategic approaches and angles, which generally makes it easier to sustain a good defense, since nobody needs to overthink their positioning at any given moment. It's simply more relaxing. Having said that, I don't believe the current jail can be turned into something that plays out better, because the missing element is the simplicity and the linear design of the old jail. This jail is the opposite of that. The general idea of having 2 main lanes on opposite sides + a mid section between them has been known and used in many competitive games for a very long time, ever since it was first introduced in Counter-Strike's Dust 2. It is a great concept for competitive games, and it might be a decent mapping for Lounge-style 5v5 matches (or 3v3, since the map is a bit small for 5v5). But it isn't suitable for anything larger if you want to keep the activity going for hours, because most people attending JBs don't treat it like a competition. It's never been about winning for us criminals, it's about fighting, and keeping the fight going for as long as possible. And with this design, the fight doesn't last long enough and requires too much attention for us to bother doing it.
  6. 25.07.2021 Disaster's initiation + VIP ::: :::
  7. Disabling steer up and steer down completely would kill all stunting possibilities though, as well as lower mid air control. I don't know if it's possible to remove the speed boost of steer up / down without disabling it completely, but if it isn't, then I think it would take too much functionality out of bikes to make them worth using.
  8. 17.07.2021 SR 17.07.2021 SR + VIP ::: ::: 17.07.2021 Robbing stores ::: ::: 17.07.2021 SR 17.07.2021 SR 23.07.2021 SR 23.07.2021 Store robs ::: ::: 23.07.2021 SR
  9. It would also even out the ground between driving a bike alone vs driving with a passenger, where you can only speed boost by doing a near 90 degree wheelie, which is quite risky and takes some skill. It is also possible (and quite common) to use macros. I never really cared enough to make one just for bikes, and even without one, I could reach insanely high speeds with the right conditions (a long, straight road, like the highway in lv). I'm talking about speeds no other vehicles can reach. So if macros are something you don't want to be used on SAES, then that's another reason to remove the boost and change the handlings or add upgrades. Doing that might make bikes actually viable in races, because as it stands, any sports car can outrun an NRG with ease. Although I'm still not sure if I want to see the speed boost gone, since it's something I'm used to rely on when stunting. Removing that would also lower the skill cap of using bikes. So what I suggest is reducing the effect that up arrow spam has without removing it. Rather than make it unusable, set a hard limit on how fast each bike can go, and (if possible), reduce the effect on acceleration that the spam has, while also adjusting the handlings a bit to make bikes more competitive when taking turns.
  10. 13.07.2021 SR + VIP ::: ::: 13.07.2021 SRs ::: ::: 13.07.2021 SRs ::: ::: 13.07.2021 SR + VIP ::: :::
  11. 04.07.2021 Assisting B~B in BR TR ::: ::: 04.07.2021 Assisting O in BR LV 06.07.2021 SR 07.07.2021 SR ::: :::
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