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Posts
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Posts posted by Jouaram
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After testing it incase something somehow broke, the gun is still doing a solid 80 damage on body shot and 170+ damage on headshot with a decent clip size and accuracy. Buffing this would be insane so I'm assuming you tested this wrong or it bugged. Thanks for the suggestion.
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1 hour ago, Pugsley123 said:
Proving my point its value is less than 2 bill 😭
Every new contraband is 2bil, it's a guaranteed way to get a decent gun without having to RNG crates and is given out to test and usually available in the arena manager.
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The gun was not changed and is still very strong, how did you determine its doing 20(?) damage?
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Completed but you are being sentenced to have to keep this name for at least 2 weeks
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52 minutes ago, Zem said:
The nepotism is wild, this is why I and others don't try to report staff. It goes nowhere.
Shit like this is exactly why I and other players stopped playing on Aether years ago. I genuinely do not understand how toxic people keep getting staff on the server, it's fucking wild.You're fabricating non issues into issues, I think you need to stop sweating over trying to get revenge on james/ballsack and just try to play the game and actually read the rules instead of enforcing what you think are the rules.
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Due to the context it's perfectly fine if they bring you and explain it was not RDM, they have provided clips/screenshots of how it was not at all RDM so this is pretty shut and close. Thanks for the report.
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Based on logs it looks like James was going to raid PD before you got taken into a sit, and he does raid PD and bank VERY often. Along with this your rule of 'You cannot raid someone in a sit' is made up so you should definitely re-read the rules to avoid yourself getting frustrated over things that are not rulebreaking, I also heard you enforcing 'no asking for specific hits' on another player but that is also not a rule.
Thanks for the report but I do not see any wrong doing here.
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I think kidnapping is only fun and interactive when people make the bases that are purposefully made for kidnapping people and either holding them or selling them. One person at a time restricts the kidnapping action quite a lot.
The rule about not kidnapping during a raid would be good if it wasn't defeated by the fact that you cannot control kidnaps outside of a raid so people will kidnap right before a raid and then raid, you'd have to make it so people who own a base have to be let free if they get raided whilst kidnapped but that's just awkward to do.
I don't really see a solution here so far.
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Resolved in-game.
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For now I do believe you need to play more to prove issues like this aren't going to be repeated; the responses have stated everything I would say about this ban - feel free to re-appeal in 1-2 weeks from now.
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5 hours ago, Pugsley123 said:
2. You may not use restraints on someone trying to defend their base during a raid. (Example: Someone handcuffing you through a piece of your base to easily let someone raid you.)
People will then just handcuff before the raid no?
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This should have been already enforced as you stated with no movement restrictions but I also agree that the rule should be clarified slightly.
I have added the clarification now, let me know if this doesn't cover your issue. Thanks for the suggestion!
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Updated Building Rules:
Building Rules
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Your base must be a clear and accessible path with no movement restrictions or forced crouching.
- Players should be able to do a full jump in every area that the base owner has control over (rare world exceptions such as doorways, window-ways etc).
- Movement restrictions also include drop, trap and maze bases.
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Your base must be a clear and accessible path with no movement restrictions or forced crouching.
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This should be fixed on restart.
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what the hell.
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Get CSS!
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Banker is currently the top job if actively defending it and taking in a lot of printers (especially when bank printers are active), there was a massive surge of Bankers the past few months but most regular bankers are getting bored of it and not playing it as much, I think changing the job so you don't just AFK is a better solution than making it make even more money than it already does.
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1 hour ago, Ballsack said:
if punishing a player for just leaving in general isn’t going to happen perhaps it’s possible to make there entities stay for a few minutes after they leave that way a raider can still get the goodies they were after to begin with?
Maybe? I can test this today and see.
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2 hours ago, James said:
Yes the rule got changed since it was punishing rage-quitting players. Makes no sense to do so unless you want to increase the chance of them never rejoining or playing again.
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This has been added to the dev board for fixing, thanks for the bug report.
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7 minutes ago, BigBoy said:
I've had this zombie slayer up for a couple of days, and it has still yet to sell for what I would consider less than what I have sold a helselinger for previously. I just don't really see it being the "cheaper alternative" because of how long zombie slayer was in crate for & magic vaporizer is still in crate.
For clarification my statement is about the cost to obtain it at the time of it being added, it didn't get re-adjusted due to lack of people buying it; but I also have no issues buffing it slightly and maybe reducing the explosion range. I will add it to the dev list and see what can be done.
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Completed
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Bloody hell no
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Buff the TF2 Medi-gun
in Suggestions [ACCEPTED]
Posted
Uber charge is not something that's gonna be added, it made gameplay feel very weird and was abusable. Any kind of infinite/god-like states should not be in the game from another weapon like this.
Thanks for the suggestion, medi-gun was heavily buffed and it's in a good spot.