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BananaPeelz

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Posts posted by BananaPeelz


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    I like it honestly it will raise warden whoring but also lowering Un-punished free kills, so sounds good and people who are complaining are all CTs so we need more T opinions.

    Jesus fucking Christ you're retarded.

  2. lmfao just your common sense rayne. After the mockumentary aired on animal planet there was such a huge reaction and people took it so seriously the government issued that statement. Also the NOAA didn't "downright deny it", it said that as far as we know they don't exist. And just think about it for a second, how the fuck would a human and fish breed and produce fertile and healthy offspring. Most fish have external fertilization compared to internal fertilization like us. Also a common definition of a species is the ability for a group of organisms to interbreed and produce fertile offspring. Obviously two completely different species (humans and fish) wouldn't be able to fuck, let alone create a healthy baby. This is just completely ignoring the several other completely obvious reasons that mermaids can't exist.


  3. />

    I see what you mean with OG being dominate, but their ranking system is disabled because their host shut their sql server down due to over use(since Christmas). Leaving their player base disappointed. We also have a store plugin where on their server most of their skins are only for paidmins.Skill surf and rpg surf DM may be similar but they are a very different. The population from surf dm would rage quit on stage one.

    If that suggestion to your tastes then why not a csgo b-hop server there isn't a US B-hop server to my knoweldge most of them are in Europe(source b-hoppers wouldn't migrate they have no reason to). Maybe even a free for all death match server there is only one in the US with a player base which is always maxed out (16/16) and they don't run any custom maps and I would recommend nerfing paid admin on this server as well as Skill surf and/or bhop. The easiest to populate and set up out of all of these would be FFA DM.

    Their raffles work off a goal system where people have to donate at most 200 dollars, while they have a larger user count we could do monthly raffles to compensate for that(buy knife off market for 100-150 dollars net 50+ dollars depending on the money donated at the end of the month.

    I think bhop and dm would be cool ideas (dm would be much easier to set up and populate though). I like the idea of an sG skill surf server, it's just that market is filled right now so it would be much harder to populate (and we have a good surf RPG population that wouldnt make the switch to skill surf). Also if we did dm it would be nice if it had a relatively small player cap like 16 since all the huge ones with 40 people have awful reg. The thing with a raffle is I don't know how many people would actually participate on a monthly basis, so the buy in would have to be rather substantial for sG to raffle off a decent knife and still make a profit.

  4. />/>

    1 Everything should be left alone if ranks are perserved but we should persuade new comers who pop on after the ips are changed with some sort of exp/credit boost lasting for about 2 weeks. We could also do the same by seeing what the server peak times are and create a plugin that changes exp/credit multipliers during those times If. I hate Gameme's system I'd like it if we copied the layout from esea for stats and such. Forum accounts can be linked to steam ids already so a personal stat page on profiles and a leader board(k/d, clutches,assists, weapon specific) on the the portal.

    2. From what I've seen expanding is tricky mostly because a good percentage of sG loses interest within the first week-month its up.

    GO servers and ideas I'd suggest: Skill Surf and the seasonal tournaments

    3. alot of streamers make knife raffles from the some of the funds collected from the raffle is put towards keys.

    Either it'd work like 1 key $2.49 is 1 ticket or $1 is 1 ticket.

    If we decided to do the youtube channel we could get a view base by covering updates, game mechanics and gliches then post videos explaining the servers we run and events we're doing.

    Note: If I went over something someone already covered I haven't read the whole thread and this laptop is laggy as fuck.

    While I would really like a skill surf server I don't think we'd be able to get a populated one. Other servers pretty much have that player base locked down (OG has like 10 servers that are constantly full) and we'd be killing the surf population that we do already have. Also the streamers that make a lot off of raffles have a huge viewer base like m0etv and tweeday.

  5. STICKERS
    • Added Sticker Capsules. Each capsule contains one sticker out of a series of sticker designs.
    • Sticker Capsules can be received as drops at the end of matches, and are opened using a Sticker Capsule Key.
    • A sticker can be applied to any gun, and each gun can hold multiple stickers.
    MISC
    • Several adjustments to improve performance for a range of hardware configurations.
    • Ended Operation Bravo.
    • Overpass and Cobblestone maps are now available to everyone.
    • Removed the following items from the store:
      • Season's Gifts. They are still marketable on the Community Marketplace and remain fully functional.
      • Operation Bravo Passes. They are still marketable on the Community Marketplace and can be redeemed for an Operation Bravo Coin.
    • Doing an ent_create now orients the created entity opposite the player's orientation so it's facing the player.
    • Added a new material type called 'Lightmapped_4WayBlend' that can be used on displacements. Documentation can be found here: https://developer.valvesoftware.com/wiki/Lightmapped_4WayBlend
    • Added more diagnostic information for buffer overflows in network channel.
    UI
    • Removed rouge [sic] pixel on mode map selection UI.
    • Added player teammate colors in Competitive Mode that displays a unique color per teammate in the radar, playercount panel, scoreboard and the arrow over their head (can be toggled offline with cl_cmm_showteamplayercolors).
    • Reduced translucency of avatars in playercount panel and did some minor visual updates.
    • Enemies icons on radar are now a different shape than teammates.
    • Hostages on radar now have an H in the dot and never rotate.
    • Added sort method 'Equipped' to the Inventory.
    • Added a setting to Game Options that allows hiding Team Tags in death notices.
    • Team tags now scale to fit in the scoreboard and no longer overlap ping or get get cut off.
    • Fixed an issue where sometimes no live games could be found in the Watch panel for the first minute after game launch.
    GAMEPLAY
    • All grenades now have a secondary fire that throws an underhand grenade a short distance in front of the player.

      • Secondary fire can be combined with primary fire to precisely adjust the strength of the throw.
    • Weapon balance has been adjusted:

      • Improved Desert Eagle accuracy recovery
      • Improved Sg553 and AUG rates of fire.
      • Improved Sg553 and AUG scoped control ( reduced inaccuracy and recoil ).
      • Increased movement inaccuracy on all automatic weapons by 50%.
      • Movement inaccuracy when walking is now calculated differently, resulting in better walking accuracy across the board.
    • sv_airaccelerate has been slightly increased.

    MAPS
    • Mirage

      • Fixed a bug where you could peek over a crate at CT stairs.
      • Added a peek position in Bombsite A connector, towards Palace exit.
      • Clipped benches inside palace.
      • Fixed some boost/exploit spots (Thanks F3RO!).
      • Breakable metal panels can no longer be shot through without triggering break effect.
      • Made it easier to get into hole leading to CT sniper window.
      • Made it easier to move over cart leading to B route from CT spawn.
      • Reworked cover in Bombsite A.
      • Reworked cover in Bombsite B.
    • Overpass

      • Changed cover in playground.
      • Fixed smoke sorting on water.
      • Made players easier to see in park connector stairs.
      • Raised upper park divider to prevent peeking over it.
      • Increased ambient lighting.
      • Made bridge near Bombsite B twice as wide.
      • Made it easier to spot players in T side of canal.
      • Simplified the layout of Bombsite B slightly.
      • Removed small tree at CT side of upper park.
      • Blocked visibility through truck in Bombsite A.
      • Tweaked soundscape.
      • General optimizations.
    • Inferno

      • Fixed a bug where players could get stuck in ceilingfans.
      • Fixed some areas where thrown C4 could get stuck.
      • Increased brightness slightly in hallway leading to balcony in Bombsite A.
      • Fixed gaps that players could see through in Bombsite B.
      • Made wall penetration in construction more consistent (Thanks Pawlesslol!).
      • Nerfed the refire rate on the churchbells (changed from infinite dings per second to 1 ding per second).
      • General optimizations.
    • Dust 2

      • Removed dark texture near tunnel stairs.
      • Removed sky collision over building near T spawn.
      • Covered up shadow that looked like a player near CT spawn.
      • Fixed invisible ledges on curved corners.
    • Assault

      • Fixed various graphical bugs.
      • Fixed bugs related to prop_physics_multiplayer.
      • Added a CT van to CT spawn.
      • Fixed an exploit where players could get out of the map

    This is a pretty dece update, deagle buff and increased air acceleration, and a nerf to p90 run and gunners. The new grenade underhand toss looks like it can be pretty interesting as well.

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