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| Demonic Bow & Fist of the Djiin Projectiles |
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Posted by: Tango(SCRUB) - 07-17-2016, 12:58 AM - Forum: General
- Replies (15)
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Ok theres been problems where people just randomly place Djiin landmines and The Demonic Bows AOE Special, Idk if shooting these should be considered karma bait or t-bait due to the fact that they cut of important areas of the map or that it can stop people from entering certain buildings, I've seen people just shoot djiin projectiles and stack shots to block of entrances of buildings and camp there and anyone who trys to enters dies instantly from stacked fist of the djiin shots (which seems like an exploit) and samething with the demonic bow making it impossible to enter single entrance buildings. Idk how this should be handled, but I think placing Djiin shots and Demonic Bows Power shot should be Traiter Bait/Karma Bait. Im not trying to make anyone angry but this seems to be a common problem I've noticed and it tends to creates agruments.
I just want to see your opinions
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| Time for me to ump on the bandwagon |
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Posted by: A2 - 07-16-2016, 09:08 PM - Forum: Suggestions
- Replies (3)
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We need more umps!
These puns are all shit btw and are subject to change
UMPassable
Model: Ump45
Rarity: Primordial
Accuracy: -15% to -20%
Clip: -5
Damage: 20%
Firerate: 10% (this is low b/c ump fires pretty fast)
Mobility: 5%
Stability: -25%
*has a 1 in X (x being 10-15) to place "cal-traps" at a players feet for Y secs (Id say 5-10 secs) doing 5 damage (subject to change) per step, however it allows the player to jump without taking damage. Stacks
Desc: Nobody moves and noone gets hurt
CopyCat
Model: Ump45
Rarity: Primordial
Accuracy: -20%
Clip: -5
Damage: 10%
Firerate: 15%
Mobility: 10%
Stability: -25%
*Has a 1 in 3 (might be too low) chance to absorb a bullet; the player still takes full damage, however the bullet is "added" into their clip. I.e. If I survive an awp shot and the trait procs the next bullet I shoot will do the same damage an awp shot does, while still being affected by the stats of the gun. (Probably a coding nightmare and far too op, but by far my favorite idea)
Desc: I'm rubber you're glue...
P-Ump it
Model: Ump45
Rarity: Legendary
Accuracy: 10%
Damage: 15%
Firerate: 10%
Mobility: 5
Stability: -27%
*Has a 1 in 5 to jerk the player in a random direction, (not the camera) But has a 1 in 8 to backfire moving you instead. (A trait geared towards being annoying, not necessarily good)
Desc: Just holding this weapon makes you want to move
While we're messing with umps... buff the banshee's trait. 5 dmg is horrible, at least make it a fraction of the damage they did to you.
Please scream at me about how bad these are
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| The J-UMP |
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Posted by: HeisenBurger - 07-16-2016, 05:41 PM - Forum: Suggestions
- Replies (4)
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Model: UMP-45
Name: J-UMP
Rarity: Godlike
Damage: +10%
Firerate: +15%
Stability: -30% (CUS IT JUMPS KAPPA)
Accuracy: +25%
Mobility: +5
Clip: +5
Reload Speed: -20%
Drawspeed: -50%
Suffix: 1 in 10-15 chance to cause the person hit to jump unreasonably high into the air enough to take 25 - 50 damage
we need more UMP puns
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| Rebalance/Change certain traits |
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Posted by: 2bias - 07-16-2016, 04:51 PM - Forum: Suggestions
- Replies (15)
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Traits that should be rebalanced/changed:
There are a few issues with this suffix.
1. The sound of the thunder when it procs is global, meaning anyone can hear it from any part of the map, so whenever you hear it you know someone with a Thrakos is trying to kill people. Can this be changed to emit from the target instead?
2. The suffix takes way too long to actually proc, and damage the target. There is about a 3 second delay between it procing and playing the thunder sound, and then actually doing the attack that causes damage. Can it be changed so that the suffix does damage in 1-2 seconds instead of 3? By the time you proc it on them and it does the actual attack, they're already dead/
This suffix has way too high of a chance for something that does absolutely nothing useful.
1. The chance should be lowered to maybe 10-15, not 20-25
2. Maybe make it like the Candy Cane Deagle, where their voice is localized while it's proc'd on them.
If you guys have any other traits that should be changed/modified post them here.
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| The UMP-Bee |
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Posted by: Terran - 07-16-2016, 01:22 AM - Forum: Suggestions
- Replies (12)
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(Umpty? UMP-Bee? HAHAHAHA.)
Model: UMP-45
Name: UMP-Bee
Rarity: Primordial
Damage: +5%
Firerate: +25%
Stability: -15%
Accuracy: +25%
Mobility: +15%
Clip: +10
Reload Speed: -15%
Drawspeed: -25%
Suffix: 1 in 3 chance to shoot a homing "Bee" projectile at whoever you targeted. It flies very fast, but cannot go through obstacles. If it hits, it does 10% more damage than a normal bullet, and applies Corrosion for (2-5) seconds, with (2-4) damage every second.
Edit: Also, modelling an actual bee for it would be dumb, so just make it an orange sliver of light or glow or something.
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| Crouch jumping/jump spam. |
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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 |
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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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