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D boi jenkins purp rdming...
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IDEA dump - all of the FR...
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Rework Extinct system
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TTT Killcard Art Submissi...
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Monthlies / Bimonthlies
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Gilded reward chest givea...
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Dominator _k2022 - Member...
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Pal TTT unban request
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Crouch jumping/jump spam. |
Posted by: Brassx - 07-16-2016, 01:02 AM - Forum: General
- Replies (24)
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I know this is a pretty annoying issue in GMOD, mainly because the way GMOD handles crouching is pretty stupid and just messes things up.
So here we may decide if something is done on my end to help combat the issue, and make it less rewarding to do these strategies, vote on a solution or post your own idea.
Jump spam cooldown. The more you jump, the lower you will jump until ultimately you are unable to jump for a short time.
This is not the most elegant solution, but other games have implemented it to stop super quick jump spam.
Crouch cooldown when doing too many jumps in succession. As it seems crouch jumping is more gamebreaking than just jump spamming, due to what it does to the hitboxes/player model location.
Basically, we already have a crouching cooldown, but this would work like this:
Say you jump 3 times in a row fairly quick, on the third jump you will no longer be able to crouch until you have been on the ground for at least x seconds.
Weapon inaccuracy when jumping. Pretty straightforward, just make all weapons have worse accuracy when you're jumping. Making jump battles much more impractical. However, crouch jumping could still be used as an 'escape' to run away. I'm not much of a fan of any of these solutions, but they seem to be the only things I can really do about it.
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Railgun trait Idea |
Posted by: D3F4ULT - 07-15-2016, 10:39 PM - Forum: Suggestions
- Replies (7)
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Just a Idea for regular rounds for Rail gun (Red Charge that doesnt blow up) they should have the ability to Ricochet off the walls twice but every time it ricochets it loses dmg
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Water Balloons |
Posted by: Kuro - 07-15-2016, 08:35 AM - Forum: Suggestions
- Replies (6)
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It's Summer so temporarily replace bouncy ball rounds with water balloon fights
Water Balloons would explode on contact with any surface and do splash damage
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Clombs123 ban appeal #4 |
Posted by: Clombs123 - 07-15-2016, 05:29 AM - Forum: Ban Upheld
- Replies (10)
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Steam Name (Current): Clombs123
Steam Name (During incident): Clombs123
Steam ID: STEAM_0:1:48133050
Steam Profile Link:http://steamcommunity.com/profiles/76561198056531829/
Name of staff you were banned by: McNuggie
Length of the ban: perma
Would you like your ban shortened or repealed?: repealed
Reason for ban: "Im tired of your constant problem causing/rdming. you have received too many chances" i was banned for propkilling and general douchebaggery
Did you commit the actions stated in the ban reason?: yes
im honestly suprised ive had to make this many appeals, its kind of getting redundant at this point. with this appeal i would like to ask to have an other admin other than mcnuggie to overview this report. i believe his decisions are based on a bias, its unfair how i have to have my appeal decided my a man thats decision has already been made before he even opens the appeal. i have been talking to people and learned that mcnuggie barely goes on the server anymore, his opinion should be invalid. i believe that i should have another shot. as a side note you can put aside what i have done, and see that i have changed and it wont happen again.
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Patchnotes 7/15/2016 |
Posted by: Brassx - 07-15-2016, 02:45 AM - Forum: Server Patchnotes
- Replies (3)
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Additions
•Most suffixes will apply an outline to the weapon icon now, to help visually display if an item has a suffix or not.
This isn't the best looking yet, but I'm still working on making it look better/cooler. (Thanks to Unpoke and others for the general idea)
•Added 'proc markers'. This works alongside hitmarkers and will show up when certain traits/suffixes proc. Suffixes will have a colored version of this, and normal traits will be white.
Fixes
•Fixed the flaregun doing more damage than it should.
•Fixed the deathbringer suffix sometimes not applying damage(hopefully).
•Fixed decimal points in stack amounts.
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New Event Idea (4 players) |
Posted by: Anthony - 07-14-2016, 08:27 AM - Forum: Suggestions
- Replies (11)
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Getting the Quest:
This event will be located in the hangar. There will be a plane and a NPC named Jack Strongwind. You will talk to Jack and he will ask you to collect 80 Wind Spirits for him, but you must be at least level 20. These wind spirits will be found on TTT innocent rounds and will look similar to the souls, but they will be white. Once you complete his quest you will be taken to an island (which actually has 3 islands).
Starting the Event (First Island):
When you arrive at the first island players will be given an element (either fire, wind, water, or earth). You will see a bell and will need to ring the bell in order to fight the first wave. The first wave will contain tribal members and you will need to fight them. After beating the first wave a trident will appear in the middle of the island. You must use the trident which will summon the water boss. The player that has the water elemental will do 2x damage to the water boss. After this boss is defeated another bell will appear. Once this bell is rung a platform will appear that will allow the players access to another island.
Second Island:
This second island will contain a third bell. This bell will once again start another wave of enemies to fight. However, these enemies will have their own elements all attacking at the same time. The player with the fire elemental will do more damage to the fire enemies, the player with the wind elemental will do more damage to the wind enemies, and so on and so forth. After this wave is completed 4 platforms in pairs will appear. In between the first pair of platforms is a torch and in between the second pair of platforms is a large boulder. The players will stand on the platforms and the players will be separated into the pairs. Each pair of players will have to fight their own boss which is either the fire boss or the ground boss who will have their own special abilities. If a pair of players dies then the event will end and the players will have lost. However, if you kill these bosses a white bell will appear. Once this bell is rung a third platform will appear and it will be extremely foggy.
Third Island:
Once all players make it to the third island they will fight the final boss which is the wind boss. There are details for the abilities of each boss and what they will do. The wind boss will be the hardest to beat. However, if Brassx does like the idea it seems like a spoiler if we were to tell the other ideas we had for the event including the abilities of each boss and the loot acquired from the event.
Cooldown: There will be a 24 hour cooldown if failed and a 48 hour cooldown if completed.
*Notes*:
-Collect 80 Wind Spirits (Glowing White Orbs)
-You need to be level 20 to do this event.
-Four players are needed for this.
-Loot will drop after every boss.
-Each player gets their own element.
-When you spawn you get your elements.
-You do increased damage to enemies that correspond to your element (2x damage).
-Event is located in the hangar next to a plane.
-Talk to Jack Strongwind to obtain and return the quest.
-You will be give two health orbs on this island (much lesser healing than the other event).
Idea by: Tango and Axe
THERE IS SOME INFORMATION LEFT OUT INTENTIONALLY MAINLY THE ATTACKS AND LOOT BUT SOME OTHER THINGS AS WELL!!!!!
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hockeyfn exploiting |
Posted by: Link the beast - 07-13-2016, 11:53 PM - Forum: Resolved
- Replies (17)
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Steam ID of Offending Player(s):hockeyfn
Map the event happened on: sunday street
Date of event: july 13 2016
What Happened? o I was playing regular ttt until I saw hockey prop surf his way on to a building that no one could get up to and then jumped out of the map after a lot of people saw what he did they tried to do it aswell but couldn't
Witnesses:http://steamcommunity.com/sharedfiles/filedetails/?id=724037591
Evidence:http://steamcommunity.com/sharedfiles/filedetails/?id=724037546
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