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  Eat
Posted by: Kurt Medici - 12-28-2018, 06:09 AM - Forum: Shit Posting - Replies (1)

This restaurant is simply amazing. We ended up ending here twice. First of all the view is incredible with the Charles Bridge in the background and all the boats going up and down the river. Very peaceful and very relaxing. The wait staff was outstanding and could not have been more accommodating and attentive. I had the asparagus soup….WOW!“

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  Goodnight FRG 84/365
Posted by: pickle - 12-28-2018, 06:08 AM - Forum: Shit Posting - No Replies

forum
Image

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  Game Suggestions
Posted by: Minehuis - 12-28-2018, 02:22 AM - Forum: Off Topic - Replies (2)

Im looking to play some new games any suggestions?

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  Infecting - Primordial
Posted by: Terran - 12-27-2018, 11:30 PM - Forum: Suggestions - No Replies

Weapon Type: Any
Name: Infecting
Rarity: Primordial
Stats:
Firerate: +5% to +12%
Stability: +10% to +20%
Accuracy: +5% to +15%
Damage: -15% to -5%
Mobility: -5%
Suffix: 1 in X* chance to inflict Contagion when damaging or being damaged by someone.

*The chance should be slightly better than normal Infectious tiers/standard contagion. The gun focuses on the status effect, more than being a "good" gun.

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  [CHANGE] Jolly Crystal
Posted by: Aleth - 12-27-2018, 10:22 PM - Forum: Buffs, Nerfs, and changes. - Replies (22)

I have never been more upset over a crystal.
Vitality was fine.
Djinn Crystal is fine.
Everything else is fine.
But when you take the nexus' trait and just slap it on a crystal, its not cool. You literally get punished super hard just from shooting people.
Just shooting someone in the back can take a lot of your HP away from you.

I think that the Jolly Crystal needs to be changed entirely. Not nerfed. Changed to something entirely different. It's dumb just to have the nexus repeater's trait on a crystal.
I propose that either:
A: Change it to a 30-ish% chance for every x amount of damage dealt to you to ice the attacker. This gives the crystal an actual Christmas type theme.
B: Change it to where instead of reflecting damage to the attacker, it has a chance to reflect any suffixes/traits to the attacker instead of you.
C: Change it to a x chance to proc snowstorm on your attacker for x amount of time.

Those are just a few ideas I have for it right now, feel free to post any others ideas for it.

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  Snowman Ice = Malicious and Kosable, but Neg Sag isnt?
Posted by: Tango(SCRUB) - 12-27-2018, 08:43 PM - Forum: General - Replies (2)

I have a Ext. CCD myself, I'm making this for a reason, if you use Ext. CCD to Snowman slow someone, its kosable, because its "Malicious" while on the other hand, distorting someones ACC is not kosable w/neg sag, from my own experience people tend to hate this and considering you can bug neg sag to perm. stay on someone when you put it on them then swap weps, its really infuriating for others to deal with.

Basically if Snowman from CCD is kosable, Neg sag should follow the same rules should it not?

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  Goodnight FRG 83/365
Posted by: zephy - 12-27-2018, 05:49 AM - Forum: Shit Posting - Replies (2)

Goodnight Forums
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  Shut the Box
Posted by: Mex 4 Member - 12-27-2018, 05:28 AM - Forum: Suggestions - Replies (4)

Description of Game
Shut the Box is a game of dice for one or more players, commonly played in a group of two to four for stakes. Traditionally, a counting box is used with tiles numbered 1 to 9 where each can be covered with a hinged or sliding mechanism, though the game can be played with only a pair of dice, pen, and paper. Variations exist where the box has 10 or 12 tiles.

Rules

At the start of the game all levers or tiles are "open" (cleared, up), showing the numerals 1 to 9. During the game, each player plays in turn. A player begins his or her turn by throwing or rolling the die or dice into the box. If the sum of the remaining tile(s) is 6 or lower, the player may roll only one die. Otherwise, the player must roll both dice. After throwing, the player adds up the pips (dots) on the dice and then "shuts" (closes, covers) one of any combination of open numbers that equals the total number of dots showing on the dice. For example, if the total number of dots is 8, the player may choose any of the following sets of numbers (as long as all of the numbers in the set are available to be covered):

8
7, 1
6, 2
5, 3
5, 2, 1
4, 3, 1
The player then rolls the dice again, aiming to shut more numbers. The player continues throwing the dice and shutting numbers until reaching a point at which, given the results produced by the dice, the player cannot shut any more numbers. At that point, the player scores the sum of the numbers that are still uncovered. For example, if the numbers 2, 3, and 5 are still open when the player throws a one, the player's score is 10 (2 + 3 + 5 = 10). Play then passes to the next player.

For further clarification, if 2, 3, and 5 are the only numbers open, and the player throws a 4, their turn ends, since 4 requires either 4 or the pair 1, 3 to be open. With 2, 3, and 5 being the only open numbers, the only throws that would not end the player's turn are 2, 3, 5, 7, 8, and 10.

After every player has taken a turn, the player with the lowest score wins. If a player succeeds in closing all of the numbers, he or she is said to have "Shut the Box" – the player wins immediately and the game is over.

tl;dr - fun game to be more fun than 50/50 and spin2win

Hopefully this gets added because I really enjoyed playing this.

Image of the game:

Image

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  Goodnight FRG 83/365
Posted by: pickle - 12-27-2018, 05:20 AM - Forum: Shit Posting - No Replies

nighty forum
Image

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  Some godlike weapon or cool ideas
Posted by: Soulshardcore - 12-27-2018, 04:19 AM - Forum: Suggestions - Replies (4)

Fortuna: Shotgun

Uses the shotgun model from BioShock 1

Cannot aim down sights, as right click is used for switching ammo types. There are 3 ammo types. Every time you switch ammo types, the gun must be reloaded completely.

Ammo type 1: Normal shotgun pellets, with a faster fire rate and higher damage than if the other two types that can be loaded into the shotgun
*Typical shotgun, only better. Really, the best for catch all situations, but those seeking a little flavor for their shotguns are more looking for the other two ammo types. Also, I don't want another First Prayer situation, so don't make it so that it can one shot at medium distance consistently. I think that's a bit much, even though it is possible to be countered.

Ammo type 2: Fire pellets, with significantly decreased damage, but have a stacking mechanic of each pellet hitting adding a fire damage timer stack.
*I would say this should be used as a desperation move, using it to try to guarantee a kill after death. Of course, it all depends on the pellets that hit, and if used for long range should deal almost no damage, as the fire damage should be negligible if only one pellet hits. Also, the gun is unable to be found with the Phoenix or Firewalk traits.

Ammo type 3: Shock pellets, which depending on how many pellets hit, reduce speed for a short time. If most pellets hit, then speed should be reduced by 75%, for a second. If a couple hit, speed should be reduced by 15 - 35%, for ~.25 - .5 seconds.
*This is for mobile targets, or making sure you can make a second shotgun shot count. Unless you're shoving this down someone's throat, it should not 1 shot.
This makes it good for subduing targets that are running away, or are trying to use warrior dash to get to or away from you, as well as someone with mobi boost or christmas orb.



I know some people will hate this just because its another godlike shotgun, but I really like BioShock and shotguns so whatever.



Unknown Name (IDGAF): Unknown Gun Type

This gun will be levelable, with it gaining special abilities depending on what stats get maxed. Not all stats will be on the gun, I just put them all so that if they are put on the gun, there is some idea of what to do with it. Also, a maximum of two stats should be maxable, with some traits being mutually exclusive from being maxed.

Some examples include:
Max Mobi: 40% mobility on kill. Another option is a stackable bonus mobility on kill, so about 10% per kill, up to 50 - 60%. Every kill would refresh the short mobility timer (about 2-5 seconds) as well as add its bonus.

Max Reload: Reloads have a chance of causing you to not deplete ammo for a short time. Scales with how many bullets were left in the magazine, Example: one bullet missing from clip = about .2 seconds of free bullets. All bullets missing from clip = 3 seconds of free bullets

Max Stability: Every successful hit on an enemy has a chance to decrease their stability by 10-25%. Stackable up to 2 times.

Max Deploy Speed: Switching to another weapon has increased speed of about 1/4 the speed of the stat on this gun.

Max Accuracy: High chance of Tracking being placed on a hit enemy. 25 - 35% should be about the chance.
Another idea would be a bleed chance whose timer is dependent on where the person was shot, either being anatomically accurate to major arteries or being based on damage multipliers for where you are shot, such as very high for headshots or almost no time for being shot in the foot.

Max Clip: Whiffed bullets have a high tendency (80%) to be added back to your ammo reserves. Good for maps people would usually use dimension crystal on.

Max Damage: Your excess damage on a kill gets overflowed into an aoe around the recently killed person. Aoe damage capped at 30.

Max Firerate: Has a chance to cause the target to have the wind knocked out of them, making them fire 5% slower and move 10% slower. Stacks up to 2 times. Each proc refreshes the short timer of 3-5 seconds.





And now, for other ideas.

Shadow Realm proc: When activated, an enemy hit with this proc will be sent to the shadow realm where they will continuously take damage, be unable to be hurt by players, able to move with -10 - 20% speed, and be unable to heal themselves. Other people will see wisps of smoke as the person, and be able to heal them only with orb of christmas, as christmas spirit is the only thing stronger than the darkness. Should probably go for next halloween crate




Illusionist: A new Random Class! For both det and traitor

-10-25% mobility. Up to whoever implements it(if they do)
Gain 3 or 4 teleport devices. Also gains an item which teleports to one of the teleport devices. Teleport devices can be destroyed, but the destroyed devices can be picked up by the owner to add it back to their amount of teleport devices. When the item to teleport is used, it goes in sequence from first teleporter placed to last teleporter placed, looping back to first. Like the normal teleporter, it takes a little time to use, but is faster than the normal teleporter by 25% or so.



Lure Synergizer: Use two lures at the same time! Cannot use the same lures twice nor kraken lure at all. Causes the lures to deteriorate faster.

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