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  [Buff] Ghost Zone
Posted by: big mike - 10-20-2019, 06:16 PM - Forum: Buffs, Nerfs, and changes. - Replies (1)

All ghost zone does is makes you into a cloud of smoke where you can walk into people and give them your second hand smoke with minimal tick damage. You barely get a mobility boost and you're still very visible, but you can't shoot back.

Some ways I suggest to buff it are

- Boost mobility while active.
- Make it so you can shoot in ghost zone.
- Make it so you're less visible.
- Give damage reduction

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  Buff Jihads
Posted by: Terran - 10-20-2019, 02:33 AM - Forum: Suggestions - Replies (10)

My reasoning is that we have so many mobility boosting, dashing, fast moving etc items that jihads seem really really worthless. You should get a big (maybe 50%) movement speed increase when holding one or something similar. Just so that you can run people down.

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  Goodnight FRG 9/366
Posted by: zephy - 10-20-2019, 02:18 AM - Forum: Shit Posting - No Replies

Image

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  siris leaving
Posted by: nice_the_bear - 10-19-2019, 10:59 PM - Forum: Departures - Replies (7)

siris leave now many sad
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  [Feature] Soulcatcher
Posted by: Major Mon - 10-19-2019, 06:55 PM - Forum: Suggestions - Replies (2)

Allow for the soulcatcher to act as a tether

-The soul catcher would be a melee
-Lures do not do anything when socketed in TTT nor Events
-The soulcatcher can tether players and items
-The user is able to reel in players or items
-If a tethered player resists the Soulcatcher User is pulled, but if both players are pulling against each other the player with -more mobility is given priority
-Soulcatcher gives +20% mobility
-Right click or E reels in, whilst left click (+attack) casts the rod.

(Possible addition the soulcatcher can be used as a grapple, but the hook at the end of it can latch onto walls; not like the grapple hook currently available as a T weapon, this item would be slower and has a lot of drop off instead of attaching to the other side of the world like the TTT grapplehook)

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  Goodnight FRG 8/366
Posted by: zephy - 10-19-2019, 07:15 AM - Forum: Shit Posting - Replies (1)

Image

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  Selling quite a few {not so good?} things
Posted by: XxMsEvilxX - 10-19-2019, 04:42 AM - Forum: Trading - Replies (1)

Okay so basically I'm gonna be lazy and make this post instead of advertising, here we go!
I am selling/looking at offers on: 2 glaedr's, one is a 9.4 chance for dragon's fury, and the other is 10.8 for dragon's fury, a Soulcatcher, Shurikens, a Tathenen with a 9.5 chance to prompt ghostly teleport and a 12.3 chance to shoot a ghostly wail, a railgun, a valignatir with a 11.9 chance to prompt a solar flare attack and rightful headshot kill refills ammo clip, a tartarus with 10.3 chance to shoot a beam of destruction, a serelaphs bow, an extinct candy cane deagle aligned with pisces with a 2.1 chance for final bullet, 8 chance for freeze, and a djinn crystal. Post your offer here, or trade me while I'm online to offer!  Heart

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  Drop Ban Appeal
Posted by: big mike - 10-19-2019, 02:49 AM - Forum: Unbanned - Replies (8)

Steam Name (Current):
requis the skullfucker

Steam Name (During incident):
requis the skullfucker

Steam ID:
STEAM_0:1:181744601

Steam Profile Link:
https://steamcommunity.com/profiles/76561198323754931/

Name of staff you were banned by:
Beebee

Length of the ban:
5 days

Would you like your ban shortened or repealed?:
either or

Reason for ban:
"Event Griefing"

Did you commit the actions stated in the ban reason?:
I don't think atleast

What really happened?:
So I just joined a random group on the board and used a survive ticket, (i had done this plenty of times beforehand and never received any sort of punishment or warning). Later when I was in discord with some friends they had told me that someone dropbanned me. Beebee acted with lack of evidence https://cdn.discordapp.com/attachments/557668163563683870/634939833105776650/unknown.png That could've been anyone who had started survive, and I could've just left with displeasure when I saw survive start. Also I think 5 days is a bit overkill for an event that no one even joined.
Additional details:
This may just be stupid, but I really don't understand how using a survive ticket is event greifing. I could understand if they actually !ejoin'd, but no one did.

I think this should be put into actual written rules, or atleast warn the person. If I had known that it was against the rules then I wouldn't have done it.
Also this delayed you like 5 fucking minutes, you should learn patience. Also beware, all of the people in that party are obviously going to be biased against me, and I'm sure I would be biased in that situation too.
This can also be easily preventable if you just make it so only party leaders can use tickets, like in every other normal event.
This is undoubtably going to be denied but why not give it a shot

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  [Changes to All Mingames] to make them more fun
Posted by: Major Mon - 10-18-2019, 11:17 PM - Forum: Suggestions - No Replies

Note: These suggestions are to spice up the monotonous gameplay of the minigames because atm they are too boring to play and all events share a lack of good loot on top of monotony. Yes, I realize some suggestions seem a bit wack, but it is the wackiness in ttt that brings fun moments.


Orbital Beam Cannon

Criticisms:
1. The minigame seems too slow and takes an awkward amount of time.
2. Running away from an OBC seems to be ineffective sometimes and you just randomly get hit by a beam that just so happens to spawn closer to you than the rest did.
3. Loot from the OBC rounds seems to be lacking anything interesting other than the extremely rare chance for the OBC pet.
1. OBC should be chaotic with explosions going off running from giant beams coming from the sky, not slow monotonous walking in circles.

Changes:
1. Increase speed of players a hell of a lot, like +50% speed (Gets rid of the boring walking in circles and feels like you can actually run away)
2. Increase the rate at which OBC spawns on every player (Keep the increasing as the round progresses)
3. Slightly Increased Jump Height for all players so they can jump on top of tall/ hard to reach areas.
4. Everyone Starts with Swap blasters (Microboss's idea)



Bouncy Mayhem:

Criticisms:
1. Slow feel to the gameplay, but finishes too fast
2. Hard to find people at times
3. (the criticisms for Bouncing Mayhem tend to be vague describing it as "boring")
4. Seems to lack complexity/ is too simple

Changes:
1. Increase the speed of players
2. Increase health of all players to 300hp
3. Increase Throw Speed of Bouncy Balls
4. Bouncy Balls do 25 damage a hit
5. When a player dies to a bouncy ball their corpse has a lot of knockback (like get hit hard by a prop)
6. Enable the ability for all players to warrior dash
7. After 2 minutes of gameplay, players are given melon launchers that shoot Cement Bricks to either 1 shot or do a variable amount of damage (cause prop damage is unpredictable; the addition of prop launchers spices up the minigame if it takes too long)
8. Scoreboard is determined by Time alive and players hit OR killed (kills count more than hits).
9. Make the Ball itself larger to see visually
10. Make the ball bounce more
11. Increase quality and amount of loot dropped (the minigame is a rare enough occurrence deserving better drop chances/quality; for example increase the drop chance of a bouncy OR
12. Give all players Radar after 1 minute


Sword Fight : (I cannot recall its actual name)

Criticisms:
1. Slow
2. Attacking other players is awkward and SEEMINGLY does not register properly
3. Sometimes the damage dealt changes/is variable and you will deal a 3 hit
4. Sometimes difficult to find other players




Changes:
1. Someone suggested the addition of beam sabers instead of swords (They suggested a separate event for this, but I think altering this minigame is a better option) OR GIVE THE SWORDS THE ABILITY TO LONG JUMP
2. Keep the lessened gravity, especially with the addition of beam swords
3. Increase mobility
4. Keep the ability to block
5. Keep the Health restoration on a kill (Change to +75/+100 hp on a kill; full restoration so that the variable damage complaints are mitigated)
6. Change the damage dealt to 25 damage a hit (Max HP of 100: Normal amount)
7. Give the players Radar, so we can find each other


Rollermines:

Changes:
1. Significant Mobility Boost
2. Increased Loot Quality and Amount
3. The longer you live the better loot you get needs to be changed because the quality/amount is not worth it.



(These Are the things I believe will make these minigames more exciting to play to remove the monotony of the gameplay and as you have noticed every minigame should have an increased mobility change because mobility is probably the one feature that makes doing nothing else fun. Just jumping around with mobility is fun in general, hence why people like to bhop. Yes I realize some changes seem a bit over the top, but at the current state the minigame is in, to the community over the top is what would probably make the minigame fun)

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  [New Minigame] Capture the Flag
Posted by: Major Mon - 10-18-2019, 09:55 PM - Forum: Suggestions - No Replies

Minigame: Capture the Flag

-Only on select maps

How the players work:
-gives crates and possibly has a unique godlike and runes of easing (gives 2 runes of easing to the winning team and the losing team does not receive runes and receives reduced crate count)
-All players on a team receive the same loot enabling all players to work effectively to win with incentive(the godlike or primordial items would be given randomly a winning team player)
-All players are given crowbars, beam swords, fist of the djinn (beam swords would make it more interesting I think) to tag other players
-all players are given either speed boosts or the mobility from the melee itself may be enough
-getting hit once by a melee sends you to a jail site opposite or located far enough from the flag
-Bunny , Jump, and Gravity Crystals are disabled
-A player with the flag will hold it out, just like how warbanner is held out
-If an odd number of players are present, one team will have one more member
-If a player happens to die either from the map or other means, the player must wait 15 seconds to respawn and will respawn in a jail.
-A player with the flag cannot use the melee item and can only hold the flag out
-When the flag is captured the player holding the flag has reduced mobility(-10% mobility from original mobility IE: if the default speed is 30% the player with the flag has 20%)


How the game/map works:
-The first team to 3-5 captures wins
-On a symmetrical map, the map will be split in half bounding it to two territories.
-There will be blue team and red team (half the server is split into teams)
-A re-colored/re-purposed War-banner model (A bright blue and red or different colors) could be used as the flag and an enemy player would have to walk up and either melee, click e or walk through it to pick it up
- The server must be above a specific player count (12 or 16)
- An indicator will appear above the flag location and jail-like a plasma shield that players can walkthrough.



Maps that would apply:
Some maps would have verticallity where an enemy flag is on a floor higher than the enemy
gm_construct
gm_headlong
gm_bobomb_battlefield_a3
gm_lasertag_arena
-gm_lego_backlot
-halo_ascension_fix23
-ttt_arctic_complex
-ttt_bikinibottom_v1b
-ttt_blockcity_dd_a5
-ttt_canyon
-ttt_cloverfield
-ttt_crummycradle
-ttt_doom
-ttt_frg_kakarikovillage
-ttt_frg_kuriosity_1_2
-ttt_frg_leviathan_final
-ttt_frg_street_v2_2
-ttt_rooftops_2016_v1
-ttt_rooftops_a2
-ttt_roy_the_ship
-ttt_sands
-ttt_scarisland
-ttt_sens
-ttt_simple
-ttt_sunday_street_b2fix
-ttt_templar_b2_d
-ttt_terrorception
-ttt_terrortrain2018_final
-ttt_untextured_mme
-ttt_vessel
-ttt_waterworld_remastered
-ttt_westwood
-ttt_whitehouse_v9
-ttt_wintermansion
-ttt_xmas_nipperhouse
-tttfrg_vhoxelsmotel_v1_1
-zm_countrytrain_b4
-zs_abandoned_mall_v6b

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