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Everything posted by MurkTheMerc
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When the optimization will come?
MurkTheMerc replied to PACwoMAN's topic in General Discussion Archive
With the engine upgrade. -
Stuck on the Connecting To District Server loading screen.
MurkTheMerc replied to MurkTheMerc's topic in PC
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Why is this a thread?
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Displayed characters are Enforcers but have access to clothing items belonging to the opposite faction which are not available to purchase for Enforcers on ARMAS Marketplace or by trading. Edit:An update, the third picture shows that Criminals also have access to the Enforcer version as well.
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Title says it all. I'm unable to join servers or play the game at all. This has been ongoing for me since past 2 patches and become worse over time to where now I can't even play the game.
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Change it to a drop off location the item will need to sit at to gain points. The point system is set to the 'Tug of war' points system you see in the TDM missions with the green and red bar. This could also just be separate point pools After a certain amount of points are gained, say the location only gives up to 50 pts shared between the teams to take, the location will change and the objective item will need to be moved. Over time, if the item is not dropped in the currently set location, the team with the bigger piece of the point "rope" will center out, if this is on the separate point pools, both teams will lose points. This should help negate the whole, snatch the objective and run with the mission item problem a bit more. The further the item is from the drop off area, the faster points will be lost. For VIP missions, it goes as this: VIP must goto an objective area and stay there for a set amount of time. The VIP's name tag will be visible when in transit to the location but once they get to the objective area, the name tag will disappear. If the VIP is not in the objective area, a window of time will be shown under the lives counter. This counter will only reset if they step back into the objective area. If the timer hits 0, a VIP live will be lost, the player will not die though. The rule for name tags, applies to this so if you try to run, you will show up on the HUD. For Team Death Matches: Make players fight each other in a set area. Name tags do not appear unless you're outside of the set mission area. If a player leaves the mission area, a window of time will be shown under the lives counter. This counter will only reset if they step back into the objective area. If the timer hits 0, a team life will be lost, the player who caused it, will not die though.
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Then rethink your encounters. I'm not having this issue.
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what do you mean? I'm asking if you're using the gun wrong. It's 5 pts less damage than the N-Tec and you can easily hipfire it, what are you doing to think the gun needs to be changed and why?
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It's not the servers, it's the netcode. Matt Scott has stated this many times before.
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Is the current problem you're having is you're not getting kills during the use of MM?
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Do you run a tracert?
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Dethreating like crazy in EU today.. FIn 4
MurkTheMerc replied to Seedy's topic in General Discussion Archive
Can't wait for District phasing. -
Kids who run with objectives
MurkTheMerc replied to SurvivalDistrict's topic in General Discussion Archive
Not really, if you actually read my post, you wouldn't need something as ridiculous as that. -
Kids who run with objectives
MurkTheMerc replied to SurvivalDistrict's topic in General Discussion Archive
Said it before and I'll say it again: Change it to a drop off location the item will need to sit at to gain points. The point system is set to the 'Tug of war' points system you see in the TDM missions with the green and red bar. This could also just be separate point pools After a certain amount of points are gained, say the location only gives up to 50 pts shared between the teams to take, the location will change and the objective item will need to be moved. Over time, if the item is not dropped in the currently set location, the team with the bigger piece of the point "rope" will center out, if this is on the separate point pools, both teams will lose points. This should help negate the whole, snatch the objective and run with the mission item problem a bit more. The further the item is from the drop off area, the faster points will be lost. For VIP missions, it goes as this: VIP must goto an objective area and stay there for a set amount of time. The VIP's name tag will be visible when in transit to the location but once they get to the objective area, the name tag will disappear. If the VIP is not in the objective area, a window of time will be shown under the lives counter. This counter will only reset if they step back into the objective area. If the timer hits 0, a VIP live will be lost, the player will not die though. The rule for name tags, applies to this so if you try to run, you will show up on the HUD. -
That's why it's a suggestion. Can't put it down till ACTUAL staff says anything, like wither or not it would hurt the servers, so I'm not really sure where you're getting these numbers.
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It was the ability to paint the guns that got washed. What I'm looking for is purely just weapon accessories.
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I understand what you're saying and agree. Though it's never binded to anything from the start, we do have a Walk key, which I use sometimes on corners, that can be used to toggle the speed of the crouch walk.
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okay then just make it so if a player is tagged by a pistol then the hvr does zero damage What
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Some people are all about how they look when they shoot or how they shoot their guns, I'm one of them. Under your weapon roles would show a drop menu for the weapons you currently own under that type. Each weapon has its own record of kills. These would still count towards the overall role. For certain kill milestones for that specific weapon, you could unlock accessories such as sights, stocks, rail covers, horizontal/vertical grips and magazines. These are PURELY COSMETIC. These can be unlocked in game only or include a pack of sorts on ARMAS. If there is a pack on ARMAS, I suggest there be some cosmetics you can only earn from reaching a kill milestone for said gun. There could also be certain cosmetics only obtainable by purchasing the pack, this move is dependent on the devs. Silenced weapons will still be separate weapons or to make a weapon library smaller and specific for simply a gun such as the ATAC 424, it will earn its kills as the ATAC 424, not as a ATAC 424 'BodyGuard' but a ATAC 424 'BodyGuard' will still contribute to the ATAC 424's role. So in this case, silencers can be the only purchasable cosmetic that does effect how the gun works, but will be specific to that weapon system so if there is an overhaul, people right now, if they own a silenced model of that weapon that is not a preset but has vacant mod slots, that weapon will be removed from their inventory and they will be given a silencer mod for that weapon in its place. If the weapon is a preset model, you will retain that weapon as it is unmodifiable. If you buy a preset version of a weapon, the accessories on the weapon will become available for you to customize your weapons cosmetics. Wither or not a player will get the Silencer mod from a preset, again is a choice by the devs since it, on some weapon types, have differences, such as the Assault Rifle silencer's only downside is less hard damage and it has no recoil buffs, it simply removes the tracer and reduces its sound where as the Sniper Rifle silencers, reduce vertical recoil but reduce its damage drop off by 7m. Picture below is to be used as a reference for accessories to be used on the weapon systems available to give people a better idea of what they will be able to play with.
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This is only a suggestion, not "This needs to be done first."
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Would do we need to sprint faster?
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What does realism have to do with APB? We have car surfing, no headshots and flak can tank a osmaw rocket. The point of the feature being is to pull HVR out of the CQC zone.
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Why double sprint speed?