i do not understand why certain really big issues have not been taken into consideration but i will give the benefit of the doubt that such problems have not been brought up. keep in mind im genuinely not being rebel biased at all i am simply describing the issues at hand that i have witnessed and inconvenienced me and others alike, these are serious issues and having a lot of experience in something shows you more about such issues
- storage items disappearing for absolutely no reason from storage chests, leaving many with missing items
- hit registration being EXTREMELY broken for so long leading to so many issues especially in combat, ESPECIALLY with the spas
- Combine NLR being constantly broken and they come back every 30 seconds, causing an infinite wave of manpower against Rebels that only have 1 life, 1 kit, and limited resources/ammo/manpower. it makes absolutely no sense why they still dont have a hardcoded NLR ban on characters for 3 minutes.
- rebel timer being increased? the melee reduction should not justify adding an additional 5-7 seconds to the equip timer, rebels rarely get into melee conflicts because combine do not use melee asides from stunsticks which barely happens.. the already big issue of powertrip and paranoia within MPF and random searching results to extremely inconvenient moments and loss of hard worked items and the timer being this absurdly wrong drives people to play rebel far less, it has personally done the same to me recently (with video proof). this is semi-serious and fast paced arcade, not serious RP
- OTA being way too tanky and dropping no good loot sometimes. it makes absolutely no sense OTA can take a full mag of SMG ammo to the head, an OSR headshot to the head leaving them at 85 hp 80 SPS, all of such effort just for them to drop bad loot and come back after 30 seconds without NLR hardcoded restrictment. OTA were already hard enough with the SPS the dmg reduction did not have to be added, even then atleast drop really good loot. i can only understand KINGs being this tanky.
- ranger OSR having 3 bullets, being semi-automatic, and one shot to the head? thats genuinely insanely OP and unbalanced it should be 1 bullet if its gonna be one shot meanwhile the SAKO doesnt one shot OTA to the head. also tested recently the OSR headshot to OTA leaves them at 85 hp 80 SPS as mentioned before. the ar2 is also way too OP doing 17 DMG headshot with helmet, 26 without helmet, the ar2 being an automatic weapon 30 bullets SHREDS ANYONE while OTA being still extremely tanky. makes absolutely no sense
- the recent nerfs are also another really problematic thing, why did the mp7 and many other rebel weapons have to be nerfed so much, they were already light to a point where killing OTA was genuinely hard enough and could tank so many shots and they had to get NERFED EVEN MORE? i also noticed the ar2 did NOT get nerfed during this...
- EMP fails way too many times aswell, far more than what i know from impulse and other impulse based servers
these issues are genuinely crucial and must have had such priority ESPECIALLY the hitreg, storage disappearing, ota being tanky, etc. as for the guns balancing i dont understand why that was even necessary as the current guns seemed find other than the OSR being too OP.
this is my final ditch effort to fixing such solutions hence i myself and others i know of will not be playing further if continuation of these problems persist. with too much inconvenience, rebels will leave from too many bad experiences, combine will have nothing to deal with, without nothing to deal with comes boredom, with that comes more leaves and no dedicated playerbase. Rebels are nerfed too much and combine are way too buffed. i am a rebel main and i have experienced these issues at hand and recognize these problems, i do not know of what issues the combine faces as that is for the combine mains to make their own reasonable suggestions about. we just want BALANCE not ONE SIDEDNESS, we're not asking for buffs, literally just asking for BOTH FACTIONS to be BALANCED Thank you
^------- REBEL TIMER INCONVENIENCE EXAMPLE
^------- HIT REG EXAMPLE (it should NOT take that many shows to kill an officer)
https://medal.tv/games/garrys-mod/clips/lNKygyrT9n8KSwxpJ?invite=cr-MSxGdmIsMzI2MjA0Mzcy&v=20 <-------- AR2 being OP example



- storage items disappearing for absolutely no reason from storage chests, leaving many with missing items
- hit registration being EXTREMELY broken for so long leading to so many issues especially in combat, ESPECIALLY with the spas
- Combine NLR being constantly broken and they come back every 30 seconds, causing an infinite wave of manpower against Rebels that only have 1 life, 1 kit, and limited resources/ammo/manpower. it makes absolutely no sense why they still dont have a hardcoded NLR ban on characters for 3 minutes.
- rebel timer being increased? the melee reduction should not justify adding an additional 5-7 seconds to the equip timer, rebels rarely get into melee conflicts because combine do not use melee asides from stunsticks which barely happens.. the already big issue of powertrip and paranoia within MPF and random searching results to extremely inconvenient moments and loss of hard worked items and the timer being this absurdly wrong drives people to play rebel far less, it has personally done the same to me recently (with video proof). this is semi-serious and fast paced arcade, not serious RP
- OTA being way too tanky and dropping no good loot sometimes. it makes absolutely no sense OTA can take a full mag of SMG ammo to the head, an OSR headshot to the head leaving them at 85 hp 80 SPS, all of such effort just for them to drop bad loot and come back after 30 seconds without NLR hardcoded restrictment. OTA were already hard enough with the SPS the dmg reduction did not have to be added, even then atleast drop really good loot. i can only understand KINGs being this tanky.
- ranger OSR having 3 bullets, being semi-automatic, and one shot to the head? thats genuinely insanely OP and unbalanced it should be 1 bullet if its gonna be one shot meanwhile the SAKO doesnt one shot OTA to the head. also tested recently the OSR headshot to OTA leaves them at 85 hp 80 SPS as mentioned before. the ar2 is also way too OP doing 17 DMG headshot with helmet, 26 without helmet, the ar2 being an automatic weapon 30 bullets SHREDS ANYONE while OTA being still extremely tanky. makes absolutely no sense
- the recent nerfs are also another really problematic thing, why did the mp7 and many other rebel weapons have to be nerfed so much, they were already light to a point where killing OTA was genuinely hard enough and could tank so many shots and they had to get NERFED EVEN MORE? i also noticed the ar2 did NOT get nerfed during this...
- EMP fails way too many times aswell, far more than what i know from impulse and other impulse based servers
these issues are genuinely crucial and must have had such priority ESPECIALLY the hitreg, storage disappearing, ota being tanky, etc. as for the guns balancing i dont understand why that was even necessary as the current guns seemed find other than the OSR being too OP.
this is my final ditch effort to fixing such solutions hence i myself and others i know of will not be playing further if continuation of these problems persist. with too much inconvenience, rebels will leave from too many bad experiences, combine will have nothing to deal with, without nothing to deal with comes boredom, with that comes more leaves and no dedicated playerbase. Rebels are nerfed too much and combine are way too buffed. i am a rebel main and i have experienced these issues at hand and recognize these problems, i do not know of what issues the combine faces as that is for the combine mains to make their own reasonable suggestions about. we just want BALANCE not ONE SIDEDNESS, we're not asking for buffs, literally just asking for BOTH FACTIONS to be BALANCED Thank you
https://medal.tv/games/garrys-mod/clips/lNKygyrT9n8KSwxpJ?invite=cr-MSxGdmIsMzI2MjA0Mzcy&v=20 <-------- AR2 being OP example



Last edited: