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Xhenoa last won the day on December 22 2020

Xhenoa had the most liked content!

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About Xhenoa

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  • Birthday January 14

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  1. Suggestion Name: KRM-262 Rework Suggestion Type (Rank, Vehicle, Menus, Regiment): Guns Addon Pack (Optional): N/A Addon Pack File Size: N/A Reason (Why would you like this added/removed): So in addition to my Argus Rework proposal, I promised KRM-262 would be next. I've played around the values and here is my proposal for it. Changing the damage from 4x8 (4 per pellet; 32 in total, if all of that 8 actually hits) to 10x7 (10 per pellet; 70 in total, if all of that 7 actually hits) So actually the same as Argus, but there would be a separation later on, like different use case. I find this value very balanced as the pellet count has enough chance hit the target or not hit at the same time at a very modest damage. Since other shotguns deal 11x7. Decreasing the Hip Spread from 80% to 24% This will separate the KRM from the Argus' use case. Since KRM reloads by the shell, it makes more sense that after it reloads you can start shooting immediately rather than taking the time to aim. It could've been 30% but the LAM attachment is disabled for the KRM (I have no idea why). Also this would go up to 30% since Silencer (I think) would be a must for this gun to be viable at all. Increase the Fast Mag Reload Speed from 1.00 to 1.15 Because it doesn't reload any much faster with or without the fast mag attachment equipped, even with 2 shells per reload. So it actually makes sense that it reloads fast enough to get the user back in action. Allowing access to the Flechette (Attachment) Furthermore, I based Argus to be mainly used with a slug, I want KRM to be used with a Flechette as a counterpart and with the values I proposed i think it would hold itself enough to have players base their comparison by preference and use case. So with the Flechette, KRM would be dealing 80 with the Long Barrel attached, but the Clump Spread is enough to kneecap you to not be able to make all the pellets hit the target and if you attached the Silencer it would increase your chance to make all the pellets hit but with a damage penalty, making you deal 72 damage only if it all hits. Without the Flechette it is basically a plain shotgun with or without Silencer attached. If I ever messed up the values it should display the damage as 4x20 with or without a Silencer attached when the Flechette is equipped. If it displays 3x20 = Crap; 5x20 = Overpowered. PS: Argus and KRM-262 could have the same Slugs and Flechette available but like it wouldn't make sense. Changelogs: Corrected Values (14/04/2021) Corrected Values (16/04/2021) Screenshots (Optional):
  2. y u gotta do dis You will be missed :-((((((( EDIT: Voice reveal when again?
  3. Never +1-ed so fast Like bruh, this guy could really produce good events and even above qualified for what he's applying for rn. The fact that he's applying for a position that involves daily direct interaction with the players shows how much he wants contribute and help the server out in any way, like fr.
  4. Suggestion Name: Rework Argus Suggestion Type (Rank, Vehicle, Menus, Regiment): Guns Addon Pack (Optional): N/A Addon Pack File Size: N/A Reason (Why would you like this added/removed): So Argus, the gun that scammed players thinking it was good and players who bought gun for the meme. I made this suggestion for the Prestige 11+ shotguns to be taken seriously (meaning there will be a suggestion for KRM-262 [Soon]) Let's start crunching the numbers! Changing the damage from 4x11 (4 per pellet; 44 in total, if all of that 11 actually hits) to 9x8 (9 per pellet; 72 in total, if all of that 8 actually hits) So "Why?", as much as I don't want to compare it to the other shotguns, this and the other higher prestige shotgun are the only ones that deals damage lower than 50 and all the other guns below Argus' prestige deals 70+ damage in total. This actually makes sense as a higher prestige count gun, the lower pellet count increases the chances of the players shots hitting the target since there is no distance damage scaling. Increasing the Hip Spread from 50% to 100% There will be several benefits to nerfing the Hip Spread, this will prevent the viability of hip firing (of course) since the gun is magazine based, will give access to the Slugs Attachment, will counter the lower pellet count, and will add extra time before the user could shoot as they need to aim first. Decreasing the Spread per Shot from 50% to 10% Lowering the Spread per Shot value to 10% will make the gun viable for aiming but twitchy enough that it doesn't overshadow the other bullet-based weapons and can't compete at longer range due to being twitchy. Increase the Aim Accuracy from 50% to 87% This will cement the purpose of Argus to have aiming as a viable means to deliver the shots to the enemy, rather than not hitting any shots at all. Allowing access to the Slugs (Attachment) Since the slugs in the server only boasts a 500% damage boost, this makes the slugs accessible now without the risk of being overpowered at all. It will have a 50 damage per slug, but since the user is kneecapped by the 87% Aim Accuracy, the user will be forced to equip the Silencer, lowering the damage output to 45 per slug. "What contributes to the forcing of the silencer while using slugs?" The low ammo count and the low firerate, this puts the user in the situation is to use the slugs, the user has to make every shot count or the user will be reloading more than killing or worse, being killed due to inaccuracy. "Why didn't you suggest that the Flechette be accessed aswell?" The Clump Spread is low enough that the Flechette will be a better slug than the Slug itself. Max Spread and Recoil shouldn't be touched as those are the counter balances for the suggested changes. So let me know what you think, and I'll be happy to discuss stuffs. Changelogs: Fixed values (02/03/2021) Reduced Values (03/13/2021) Screenshots (Optional):
  5. +1 It's a trial anyways, and I could see a big potential with this. There will no longer be constant CrowRP and US will be encouraged to go out and capture points w/o the fear of being killed halfway through. Like what Asatru said, it will drive the fights to the warzones instead of the checkpoints. Lastly, it will limit the constant camping of Talibans that prevents US from moving out. What I don't want to see is Talibans chiefs or US officers defaulting to enemy status everytime.
  6. It's a simple as it gets, if you've read thoroughly the only management you need is for the Kevlar and Helmet weight, to prevent new players from crafting the best stuff. So the penalty was to decrease the movement speed. Anything else was a brief explanation on how things would work and function, like: How will you get materials, What are the benefits for the feature, and etc. There is no micro-management of some sorts, there are only preventive limits to what you could craft so you have to go through the prestiges. So it's basically an arcade version of EFT, not DarkRP, where looting materials are simplified/instant to match CG's fast-paced environment. I could see that it can be good in some cases like recrafting armors. But for weapons, I think it's gonna be different as the required materials will go up and players would need to match that. Second goal was to give back to others the materials when they need it anyways. Probably an expiry should only apply to Kevlars and Helmets, but not weapons, so long-time players will have more than what they need to recraft armors can give back and not turn full greed since weapons expires, forcing them to keep every materials that they could get.
  7. Suggestion Name: Revised Crafting (Successor of "Weapon Crafting" + Shifting Tides 2/x) Suggestion Type (Rank, Vehicle, Menus, Regiment): Gameplay Addon Pack (Optional): Customizable Looting System Addon Pack File Size: 0.006 MB Reason (Why would you like this added/removed): So this is a more revised version of the "Weapon Crafting" suggestion as I've taken more time to think about the viability of crafting and how will it work within the server. This suggestion will be almost similar, but wider than the last one as it will dabble with the armor aswell and some other stuffs. So without further ado, let's get this thing started. Player Activity , Map Exploration Improvement , and Time Commitment What I mean by this is there are more things to do within the homemap and the server overall other than doing the repetative thing over and over again. This will drive players to go out explore and do more other than staying in-base and reward players who are going out and just exploring the different corners of the homemap. That being said, this will equate to drive players to take the time to grow within the server. More time, the better. The Mechanics This section will dabble on how will this revised crafting be applied and what aspects within the game will be affected. Materials As I've said from the past suggestion, to make the primary crafting materials to a minimum, like 5 primary materials minimum to 8 primary materials maximum (just an example). So there will be aspects wherein RNG is involved, for example: 2 Commons, 2 Uncommons, and 1 Rare primary material, totaling to 5. I won't go down to the miniscule details, but this is somehow the general idea. Getting the materials: There will be several methods of "looting" generally, the following includes: Killing Players (except Allies), Capturing Points, Defending Points, Looting Crates, Killing NPCs, and a Faction + Ally-wide reward for Capturing Intel. When you succeed the following stuffs mentioned, the materials will be instantly transferred to your materials inventory. This will prevent the spawning of props/materials and degrading the performance of the server. A simple ,"You have received X 1x" will do. Armor This will be controversial, but I propose of getting rid of the default given armor and be replaced with the crafted armor instead How will this work? So there will be two types of equipment for the armor, a Kevlar and Helmet. That simple, wherein those two just gives AP; and as you gradually progress via level/prestige, you will be unlocking better Kevlar and Helmet until you reach 100 AP overall "What will happen to UN's Armor kit?" UN's Armor kit will now only give you AP depending on the Kevlar and Helmet you have equipped. Weapons The same as usual, the crafted weapons will be in a separate section of the F4 Menu, but will function along side the shop. Meaning that the crafted weapons are permanent. The weapons in this section are the unused guns within the server. "This will make the shop obsolete" Not at all, since you could lock the crafting section until the player has reaced a certain threshold, like starting from prestige 1 (this does't include armors) or something and in-game cash. So it will be more viable for new players to prioritize the Shop guns before Crafted guns. Additional benefits: This will make content delivery of new guns easier as not all could access the guns at the same time, aswell you could adjust the crafting requirements and adjust the gun before most of the people gain access. Weight Mechanics (For Armors Only) "Why armors only?" Because if you add weight on the weapons, it will apply to the Shop weapons aswell, and I don't wanna do that. Plus, I'm pretty sure that you don't want to do it too. Weight management should be a thing so players that thinks they could craft the best piece of Kevlar and Helmet would make them untouchable would be penalized by movement speed as they can't carry that much equipment yet with their prestige rank. Let's say by prestige 0 you have a weight limit of 10, but you've equipped an armor with the weight of 11, this will result in a movement speed penalty of -15 per extra point and you will increase your weight limit as you prestige. This will prevent skipping and will encourage players to progress for better equipments. Economy and RP Potential I've said this before and I want to say this again, this would greatly benefit RP and create Economy + Camaraderie between players. You could just ask for materials for the release of a Hostage, Bribe MPs, Bail, and just give to whoever needs materials via Trading. This will eliminate asking for temporary stuff, like vehicles or helicopters and will incentivize more on permanent stuffs. Monetary Gains (To support the development budget of CG) I want to make this the last point since you could either choose to or not to monetize the odds of getting additional good stuff along with the actual loot or the % of getting a loot from someone you killed. But what I'm saying is that there is a big opportunity with monetizing the crafting in multiple ways. So to end this, I know that there are some stuffs not mentioned again within this revised crafting topic and I'd be glad to converse with you within this topic. "Shifting Tides is an initiative wherein it will focus on the expansion of interactions within the homemap with progressive features that could keep a player entertained for a long time and overhaul some of the longest features with up-to-date/game changing stuffs." All the respect and love of progression, Xhenoa Screenshots (Optional):
  8. The freak you saying bruh, every thing that you've mentioned was already dumbed down or takes skill and time to be used. Let me enumerate: VSS Nerfed due to US outcry of ISIS and the bois being too good at using it in the early WW3 Update To be real, it's a stupid gun. The dumbass recoil and choice of attachments was the thing that was barring normies from using it MP153 This was the replacement from the basic XLR-5 (I think) Gun needs actual skill to pop heads within 2-3 shots w/ slug attachment, due to high spread per shot% So I don't really get that you want items to be removed/changed when those are just considered as ease of life to not spending. To add, don't be that guy that puts things to the table and complain about it because you want to buff something within the regiment you belong to. You could've just said, "could X be buffed because Y gets this and that and I think it should be equal." -1 Don't put others down just to get what you want. Just straight-up ask for it next time and a viable reason
  9. oof, sad to see another homie saying his goodbye without another crouch jump warn. 🥲 @Megu "Haha, tang ina mo din gago."
  10. The thing is, that there will be a map rotation in place. From what I've been told there would be a day and night cycle between the maps instead of using an addon. Edit: If it is gonna be used for weather, then it's a +1 for me I guess. But if it drops frames, it would be an instant -1
  11. from the words of someone in the management, "they like the mystery of you either getting a good/bad gun with the money you saved up."
  12. I want to see my actual ping and frames per second: net_graph "1" But the I want to move it around net_graphpos "1/2/3" I want killfeeds, because the server doesn't wanna bring it back: con_filter_enable "2" con_filter_text "killed" developer "1" I want to enable my custom crosshair that I've subscribe from the workshop: hud_draw_fixed_reticle "1" I want to change firemodes by pressing one key only: alias "+firemode" "+use; +reload" alias "-firemode" "-use; -reload" bind "key" "+firemode" I want to bash someone by pressing one key only: alias "+bash" "+use; +attack" alias "-bash" "-use; -attack" bind "key" "+bash" I want Xhenoa's Minecraft Graphics (Use at your own risk; Set everything to low before doing this, and never touch anything): cl_threaded_bone_setup 1 mat_bloom_scalefactor_scalar 0 R_3dsky 0 mat_bloomscale 0 snd_mix_async 1 cl_smooth 0 cl_detaildist 0 cl_detailfade 0 cl_ejectbrass 0 cl_show_splashes 0 mat_clipz 0 mat_filterlightmaps 0 mat_filtertextures 0 mat_mipmaptextures 0 mat_specular 0 mat_parallaxmap 0 r_threaded_particles 1 r_threaded_renderables 1 r_decal_cullsize 1 r_drawflecks 0 r_drawmodeldecals 0 r_dynamic 0 r_lod 0 r_WaterDrawReflection 0 r_WaterDrawRefraction 0 r_waterforceexpensive 0 r_cheapwaterend 1 dsp_enhance_stereo 0 muzzleflash_light 0 Add this to your launch options -high -gl +mat_queue_mode 2 +exec autoexec.cfg +mat_antialias 0 +mat_trilinear 0 -novid -useforcedmparms -noforcemaccel -noforcemspd +gmod_mcore_test 1 Now, I wanna do the funny in events: alias +DJUMP "+jump; +duck" alias -DJUMP "-jump; -duck" bind "key" "+DJUMP" These are mostly to be put at your autoexec.cfg
  13. Yo, Like most of everything in this section, it's a bit too late for me to make this kind of crap. But it's my 1 year today in CG, so I might aswell make a proper introduction. Hey it's me Xhenoa (pronounced as Se-no-ah, but idrc how you pronounce my name), an enthusiast in progression and grinds in every crap that I touch. I'm not gonna say much but I wanna thank much of the people that I've played with in the server: SISI bois Amin for taking me as an Intern and forgetting that I was an Intern; and the Rest of the Old and Current SISI USMC bois The old AUS lineup The bois that won the last ops by a landslide The current Al-Qaeda that I've built; and the current Prophets (Asatru and Steve) that helped to nurture Al-Qaeda even more (despite the shit loadout [yes, I'm saying it here aswell]) Retired Players Staffs that were a vibe The old EMs and maybe a few new ones The Rest of Taliban (never the ones that wasn't a vibe) Y'all like made my time at CG hella worth and worth going back to. Even through hell and back Cbf to mention every name, but I get the feeling that you already know who you are and I wanna let you know that I appreciate y'all hanging. Here's to a year of 0.33 of suggestions accepted (the Al-Qaeda suggestion), and hopefully another year of gameplay changing suggestions that are a 0.1% to being accepted.
  14. Suggestion Name: Reworking Rifles Suggestion Type (Rank, Vehicle, Menus, Regiment): Guns Addon Pack (Optional): N/A Addon Pack File Size: N/A Reason (Why would you like this added/removed): So the reason why I've made this is because almost all of the Rifles from Prestige 10 and below are almost the same. "What do I mean by this?" If you looked almost all of the guns have the same Firerate, Max Spread, Hip Spread, Spread per Shot, and the things that only made the guns different is the Damage (27-30), Recoil (21%-33% [with Grip]) "What would you like to happen?" I'd like to have the guns be imitated to their real life counterparts or to a certain game that actually tries to make their guns realistic as much as possible (Like base it off MWR) "How would it be balanced?" So I've stated that the imitation was the first step (So probably the firerates will be higher and the recoils will be lower to some guns) We can adjust the Damage now after. You shouldn't fear having a high damage and high firerate combo, but it should still adhear to the standard 5-bullet TTK (Body shot) The things would be tweaked are the Aim Accuracy and Spread per Shot with Max Spread (Why?) This is where the gun's range would be actually be decided (The best example of this is the HG-40 in-game) So the Spread per Shot would actually matter if the gun would be twitchy or stable and the Aim Accuracy would decide if you can laser someone across the visible range. Hip Spread should be decided after the earlier things is are adjusted. The sad thing about this is we cannot put Damage Fall to the equation Next part are the Attachments You can now make attachments that are not available, be mostly available to most of the guns Like especially the muzzle attachments of the Warface Guns Match Ammo aswell. The last one is Playtesting and Player feedback Take a sample of casual players to test the guns and take notes of their feedback to all the changed guns, then steadily tweak it Take note if the gun is too accurate because that would equate to the effective range. Adjust by range, so it doesn't ruin the overall feel of the gun. I cannot exaggerate this enough. Damage should be the last thing you should change when adjusting a gun. So ths would equate to a whole new feel to every new gun that you use as not all the guns are made the same, since we aim for almost realism to the server. This would actually put value to each guns. In terms of the Golden Guns, you probably would add the Aim Accuracy, Spread per Shot, and Max Spread to the equation as the gun should feel more stable as it is "Golden" but still have the same unique realistic feel and not the generic one. This should probably apply to ICR-1 and KN-44, and the Regiment Guns aswell. and probably the fallout of this would be a straight-up a whole new gameplay in events and a lot of players complaining, but I actually don't care. My almost 1 year time here, I think it's time to introduce a new fresh type of gunplay and gameplay overall. Changelogs: Screenshots (Optional):
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