Jump to content

Leaderboard


Popular Content

Showing content with the highest reputation on 10/01/17 in Posts

  1. 4 points
    Wasteland Stratis Version 3.0.0 UPDATE In the event of any catastrophic errors or problems on initial release, we may revert back to the previous version. Today we are are making our long awaited return to Stratis along with a host of other assorted balance changes to reduce anti-fun strategies and improve the general experience. You should also notice a moderate to large performance increase compared to both Malden and our previous Stratis build At a personal level i would like to apologize for the delay since last update, I have been very busy of late with real life commitments/university work, however moving forward I am hoping to be able to make small/progressive updates every week or two to improve the server instead of big updates with longer in between. From the entire wasteland staff: We hope you enjoy the update and the server Development N.B. This list of changes is not everything, it’s just what I felt were the most significant changes General Changes - Added -STRATIS Added -Guaranteed AA vehicle for all money shipments medium and above Added -All variants of the van/ambulance added to the vehicle store Added -Demining drone, carrier drone (transfer items) and medic drone to the vehicle store under helicopters (for 10k, 2k, 2k respectively) Added -Added console logging of more in game events to assist administrators Added -Added significantly more items to general stores Added -Roadblock missions Added -A large number of back end optimizations which should hopefully both reduce load on the server and the client (Will hopefully improve FPS for everyone) Tweak - Adjusted damage model for jets to make them more susceptible to ground based armaments Tweak -Adjusted ammo and cost of Falcon UAV to reduce long range spam potential Tweak -Price changes on various other assorted vehicles Tweak -Reduced time between completing 1 mission and the next of the same category spawning (now only 2 mins between for all types vs 5,10,5) Tweak -Increased AI difficulty slightly Tweak -Increased number of vehicles in every level of money shipments (to make them more difficult) Tweak -Increased Rewards for all levels of money shipment (now 25k,50k,75k,100k for small/med/large/huge respectively) Tweak -Various map/Performance Optimizations (removed many performance heavy props that served minimal purpose) Tweak -Adjusted Weather Effect probabilities Tweak - Reduced back end load of server antihack to assist server performance Tweak -Misc Main configuration changes Tweak -Added more AI to side and main missions (Now 5,10,15 from 4,7,12) Tweak - Updated staff list on load in panel as well as WL mod app status to OPEN Tweak - Fixed listed server restart times in the notification popup (in AEST) Tweak - Removed all references to the supporter system Tweak - Changed supporter button to "cosmetics" button Tweak - Moved Aircraft Carrier Tweak - Adjusted admin menu options slightly Tweak - Cleanup of vehicle wreckages now occur slightly more often Tweak - Assorted Bugfixes Deleted - Several Capture areas Deleted - Malden Finding any Issues or bugs? Report your findings to our wasteland staff. Feedback/Suggestions are welcome
  2. 2 points
    1/10/17 Changes: Added Uniform and Insignia saving. Fixed and improved loadout saving/restore. Fixed overlapping join message for pilots/UAV op. Added ROE message when entering CAS/artillery. Added join message for Ironside and FSG. Added a way to counteract ramming at base (wip). Updated restart time messages and reminders for dst. Couple other small changes.
  3. 1 point
    Heya all been thinking that it would be sweet to see what everyone has got in the way of ship designs for KSP (Kerbal Space Program) Imma kick things off, just completed 1 of 3 geo-synced quantum power relays to provide almost endless supply of power to any kerbal space craft... soon hopefully ill be able to establish a relay point between minmus so i can start to farm the rarest of materials... exotic matter Current mods that im running are: - KSP Interstellar Extended - BDArmory - Airplane Plus - Mechjeb - FlexoDocking - KerbnetController - PlanetShine - PlanetaryBaseINC - ScanSat - Scatterer - Science Relay - SpaceY - Universal Storage - WarpDrive - Tweak Scale - NearFuture Construction/Props/Propulsion - CrossFeedEnabler - CommunityResourcePack/TechTree/CatagoryKit - Dmagic Orbital Science - Dmagic Utilities - EVATransfer/Fuel Switch - X Science and several more that couldnt be bothered to list @Rogmantosh @InfamousNova @=S.N.A.F.U.= @Kaboose @Lzybum @Pat @nclem
  4. 1 point
    //PENDING The Discipline Appeals Team will review your appeal.
  5. 1 point
    I will be sure to get you some clips.
  6. 1 point
    lmao yea i suggested this couple of weeks ago. dont remember what the consensus was but i am all for this. light cas could work. or could be a rotation of the light cas to blackfoot or kajman.
  7. 1 point
    Could I maybe make a suggestion? I know there are a few people who will agree with me that the main problem here isn't who calls CAS in. The root problem is when CAS isn't needing to be called in, it destroys everything; and when it needs to be called in, it is either doing nothing or destroying everything. My suggestion, and I know of a few voices who will back me up, is to remove the fixed-wing CAS all together. Now I'm not saying we should remove fixed wing AA, we can have two of them instead of one and allow more enemy aircraft to appear more often. To compensate for the lost fixed-wing CAS, I believe it will be more effective to replace it with a Littlebird/Hellcat/Orca light CAS. This then removes the trouble of CAS destroying everything before tanks can get there, it allows the AAA in missions to be a threat that pilots have to be weary of, adding a little more challenge; and gives the tanks a proper position in the server, to destroy the other tanks. I'll leave it up to the admins if they want to remove the rules for calling it in or not, but I believe having the light CAS be given free reign to engage (so long as it's not friendlies) will allow it to support the infantry effectively and swiftly. However, this will need to be watched, and players that TK too often in the CAS helos will probably have to be temporarily blacklisted from that role (or just a general TK ban, whatever is easier). I'm interested to hear your thoughts on this.
  8. 1 point
    @d0nk I've had a chat to the EMS command team about this issue. It's been said to them that they need to start cracking down on EMS officers who fail to listen to the other parties, whether they decide not to leave or revive anyway. I will allow them the chance to try and fix this issue within the confines of procedure and their punishment system. If after a period of time this does not have any results. A modification to the rules allowing the killing of EMS in this situation will be made.
  9. 1 point
    I'd like a Altis life server but with a new police force ! Other 1 would be a king of the hill server dunno if that's even possible but id play it
  10. 1 point
    We basically got stomped. 9 cops and around 10 SP we had 4 people who couldn't even get armor past level 1 or 2. I will point out some things I liked though. Do this please. This will add so many different elements. Remove everything above a 9.3 (including the navid) and I feel like this would be enough by itself. Having rebels in the best armor from head to toe is bad enough and the fact a lot of the times they external making it even harder to have gun fights with them and making them ghosts in the huge town of buildings. Even worse is they have a strider with the smallest doors and best armor. It makes rebels almost like they have god mode. Exposing everyone to open fire at any point is a great way to make tactics valid and make a great balancing point. Even if MGs weren't removed I still feel this would be enough due to the fact that nobody can be shielded by heavy armor and avoid damage. These 2 are perfect together. You think in real life the rebels or criminals want to risk their life to get some more kills? No they want to run away with the bags of loot they get they only wall stopping them is the police further chasing. In reality officers in game just want to cease the bank and return to normal GD. You want to kill people for fun go play some KOTH or Battle Royale... Too abuse able. I wouldn't want it. Just give us the ability to relog... Also my own little suggestion is that we add a kit system. The ability to create a specific kit and purchase it with the right amount of money would make for easy gearing for GD and banks and feds.
  11. 1 point
    @Vitale , at that westpack before you rushed when no other cops were around ,what do you think would happen, SP ain't all that bad at the game. After you died all the other cops showed up , all the other cops had LVL5 vests (even the Pubslots) 2 cops had LMGs, 2 SP had LMGs, we had a couple 7.62s and our teller had a pistol. It aint an unfair fight , cops just get KILL HUNGRY AND GET THAT THING YOU CALL TUNNEL VISION AND YOU COPS JUST NEED NEW TACTICS, THATS ALL, EVERY BANK ITS JUST RUSH AND GET KILLED
  12. 1 point
    an example could be last night if server didn't crash
  13. 0 points
    This would be fun but at the moment i think it would be best to fix all the issues in the current servers. Then bring this out the next day!
×