Suggestion Increase Civil Protection sprint speed

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Simman102

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Suggestion: Increase sprint speed of the Civil Protection faction. Either hardcode it into the faction, or simply set the default Stamina attribute for CPs to 30/30.
Why it would be worth adding:
In spirit of the current balancing approach, I do not ask for any purely numerical buffs. I am not interested in seeing cops statcheck anyone the way rebels statcheck them or OTA do the rebels, but prefer to look at solutions which allow for more skill expression (such as the tactical opportunities grapple provides).

The reason I ask for a buff is because the rebel powercreep seems to continue further and further - on the 12th we recovered around 7 AKs of various kind, and today I firsthand saw 3 AS VALs being used. Here is just what I recovered myself, naturally there's more recovered by others nor can we possibly recover everything with a 100% success rate:
image.png

image.png
On top of the gear superiority (don't forget the 130 armour blacksuits have!), engagements tend to have this ratio:
image.png

image.png

image.png
Which also does not include Vortigaunts. There are usually 2-4 on, and they 1tap CPs.
A faster movement speed would allow for more effective gap closing and would potentially create more viable flanking opportunities, which I believe a noticeable but not egregious buff.
Necessary content: N/A
double jump is next
 
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Deleted member 4609

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kinda nice just thematically, maybe I'm wrong in this opinion but I've always seen CPs as like a soviet union style throw numbers and raw speed and surprise at the problem until it goes away in terms of how they'd likely handle insurgency or unrest
 
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Simman102

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kinda nice just thematically, maybe I'm wrong in this opinion but I've always seen CPs as like a soviet union style throw numbers and raw speed and surprise at the problem until it goes away in terms of how they'd likely handle insurgency or unrest
I don't disagree, which is why I never ask for armour buffs or better guns.
Also, right now OTA run faster despite having heavier equipment. Speeding CPs up would reinforce their identity as a 100/100 MP7 rush force.
 
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STUCK IN A CAKE

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I don't disagree, which is why I never ask for armour buffs or better guns.
Also, right now OTA run faster despite having heavier equipment. Speeding CPs up would reinforce their identity as a 100/100 MP7 rush force.
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Simman102

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blacksuits and reinforced trenchcoats are, once again, not the same thing.
I call them blacksuits because:
a) they're black,
b) back on asheville there were people wearing them who got their models set to normal blacksuit despite it being the trenchcoat,
c) they're so common I've seen an instance of a rebel dropping it somewhere on the map together with a filter and a pistol and a random shotcopper finding and stealing it. The rebel then proceeded to complain only about the pistol being stolen.
The distinction doesn't matter to me anymore, not at the pace these things are produced. I was also told, ages ago, they are "dime a dozen" by an SA.
 

surra

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but the MP7 is better than the AKM in so many ways, the only AK worth mentioning is the 103 if you were to compare your gear to ours.

Another point that I really don't like about how ratios are sorted:
Not all rebels S2K when a fight is ongoing
All cops/OTA do, which makes things seem a lot more unbalanced, but I can guarantee you as a person who was in a lot of those 'ratio' screenshots, our team was equal to your fighting force, so it's not like the entirety of the resistance came over to gape 6 cops.

On another note, the same is applied to cops, you'll see 10 players and think that you can do a raid, but then realize that out of those 10 only like...4, 5 are willing to fight? It's almost impossible to find out if somebody is willing to engage a sweep or not because trust me, when the numbers are desperate and we need people, some of them will stay and passive instead, and that's fine, it's entirely their choice, but it needs to be noted by the people overseeing these things.

In my personal opinion a buff is not needed, you guys are already mobile as is, clearly shown by the apartments fights that we've had and how you can jump up from one floor to another, and your capability of being in literal cubby holes underneath the bridge that nobody can access and you can just hide in forever, cops are fine as is. You are sometimes a more formidable force than OTA sometimes, I don't see why you need any more.


You make up for your stats by being a lot more organized than the entirety of the resistance, you have a radio channel that everybody will listen to, and you're used to the people that fight with you unlike how rebels can have somebody new everyday, or people who are straight up just not listening because of superiority complex

E1: Besides, since you managed to gather up all those guns, can't you start using them against us? I thought that's the point of you picking up guns now instead of gathering SC

E2: Not to forget the fact that you guys have a lot more utility than we do, you have mortars, you have gunships, you have choppers, you have manhacks, you have mines(although I heard those are being restricted a bit now), and you have OTA to back you up, you guys should be playing the team game here, no? Every rebel fends for themselves, and we are a lot more fragmented than you guys.
 
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Subeh

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may also be worth pointing out (from what im hearing) that most of these fights, the combine side is the offensive team and its usually the case that defending in s2k is a fuckton easier than attacking isnt it

that said i feel like cops do have it shit right now at least to some extent, u get totally overshadowed by ota; from what im hearing cops go in purely to fucking die so that ota have a reason to go in lol

i agree there might be a need for some sort of rebalancing so cops arent totally redundant, but at the same time making cops more powerful could then fuck the balance for rebels because we also have to contend with ota (and gunships and choppers and apcs and striders and apparently whatever else is pilotable in the q menu)

it sounds more like ur just experiencing what happens when ur at the bottom rung of a system that's designed to have tiers of responses and u cant really change that without royally fucking us over

also dont cops have infinite vendors right now lol
 
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'77 East

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also dont cops have infinite vendors right now lol
yes

E1: Besides, since you managed to gather up all those guns, can't you start using them against us? I thought that's the point of you picking up guns now instead of gathering SC
bold to assume they don't hoard all the weaponry in the RL contraband vendor (they can make ammunition, if they aren't requesting it for captured weaponry that's on them)
 

Pyromaniac

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that said i feel like cops do have it shit right now at least to some extent, u get totally overshadowed by ota; from what im hearing cops go in purely to fucking die so that ota have a reason to go in lol
Just on this in-case you are serious in the assumption, that is not the case. Sometimes our deployments are triggered by a large amount of cop deaths but usually the response by OTA is to get the surviving cops out alive.

Most common deployments though we work together largely and plan assaults in how to 'optimally' use both forces for whatever plan were doing.

Then again, I am usually only hearing of the plan around these situations and arent involved in making them usually.
 

Simman102

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our team was equal to your fighting force, so it's not like the entirety of the resistance came over to gape 6 cops.
Simply not possible when you look at the amount of deaths during those fights. I'd also argue vorts are worth something like 3 cops each when they play smart.
Just yesterday we got into a fight and, without exaggerating, we had to kill nearly the entire scoreboard - 10/14 players online listed under the Citizen faction came to fight us.
E1: Besides, since you managed to gather up all those guns, can't you start using them against us? I thought that's the point of you picking up guns now instead of gathering SC

Weapon-of-the-Enemy.png

100/100 MP7 or bust. I personally refuse to use anything better, there are maybe 2-3 cops total that do use those guns and it's under specific circumstances.
you have mortars, you have gunships, you have choppers
None of these can be used by a cop, neither me nor the average faction member.
you have manhacks
The script manhacks are a meme.
you have mines(although I heard those are being restricted a bit now)
Not only are those limited, rebels also seem to have some access to those. Been seeing them lately.
making cops more powerful
I feel like "powerful" is a bit of a severe word here. All I'm asking for is to run quicker, something already attainable in-game, just through a painful grind.
also dont cops have infinite vendors right now lol
So do the rebels, actually.
 
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Subeh

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So do the rebels, actually.
we have vendors for 4.6 9mil and armour scraps that u can blow up

from what ive heard u can spawn urself guns and a bunch of other shit and from what i understand we also have no way of destroying it like you can ours

even while im banned im still having to actively help out shad (hes runnin my group for me atm) contend with our gun/vest/radio shortages so if u guys are able to spawn urself guns and shit thats kinda ass

i dont see how its fair in the slightest
 
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deathwolf

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Suggestion: Increase sprint speed of the Civil Protection faction. Either hardcode it into the faction, or simply set the default Stamina attribute for CPs to 30/30.
Why it would be worth adding:
In spirit of the current balancing approach, I do not ask for any purely numerical buffs. I am not interested in seeing cops statcheck anyone the way rebels statcheck them or OTA do the rebels, but prefer to look at solutions which allow for more skill expression (such as the tactical opportunities grapple provides).

The reason I ask for a buff is because the rebel powercreep seems to continue further and further - on the 12th we recovered around 7 AKs of various kind, and today I firsthand saw 3 AS VALs being used. Here is just what I recovered myself, naturally there's more recovered by others nor can we possibly recover everything with a 100% success rate:
image.png

image.png
On top of the gear superiority (don't forget the 130 armour blacksuits have!), engagements tend to have this ratio:
image.png

image.png

image.png
Which also does not include Vortigaunts. There are usually 2-4 on, and they 1tap CPs.
A faster movement speed would allow for more effective gap closing and would potentially create more viable flanking opportunities, which I believe a noticeable but not egregious buff.
Necessary content: N/A
double jump is next
judging by your inventory you no longer have a gap in equipment aside from 30 armour points (you have grapple and can flag on an OTA after you die)
 
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deathwolf

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b) back on asheville there were people wearing them who got their models set to normal blacksuit despite it being the trenchcoat,
no the opposite was true, people with normal blacksuit were getting the urban model that the reinforced coat uses
 
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