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Remove CS:S Weapons
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Magnum
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DIABLO258
General Bravo
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Should they be removed?
Re: Remove CS:S Weapons
About Holler's comment on the AWP and stuff:
In the Ghost division we use the Scout for running from place to pace and taking quick shots that will put somebody down but not kill them. The Scout is a lightweight weapon with a fairly fast reload speed and a medium amount of stopping power. But the AWP is a slightly larger weapons and is used for seriously taking people out and letting your shots count. 03's get a Scout that I am aware of, they are not allowed to use the AWP because of how powerful it is, and you cannot use the Combine Sniper until you are EpU+ because it uses pulse technology and you would need pulse training in order to use it.
Now back on topic:
If admins simply didn't spawn the stuff in then there would be no problems.
[Edit:] Yeah, Mahunik, there is a crate in the Ghost base that gives TMP's, USP's, Scouts and AWP's, but there is things that I see admins with that aren't in those crates. Names will not be shared but I have seen some people with deagles and other CS:S weapons that they should NOT be spawning in.
In the Ghost division we use the Scout for running from place to pace and taking quick shots that will put somebody down but not kill them. The Scout is a lightweight weapon with a fairly fast reload speed and a medium amount of stopping power. But the AWP is a slightly larger weapons and is used for seriously taking people out and letting your shots count. 03's get a Scout that I am aware of, they are not allowed to use the AWP because of how powerful it is, and you cannot use the Combine Sniper until you are EpU+ because it uses pulse technology and you would need pulse training in order to use it.
Now back on topic:
If admins simply didn't spawn the stuff in then there would be no problems.
[Edit:] Yeah, Mahunik, there is a crate in the Ghost base that gives TMP's, USP's, Scouts and AWP's, but there is things that I see admins with that aren't in those crates. Names will not be shared but I have seen some people with deagles and other CS:S weapons that they should NOT be spawning in.
Last edited by //DarkPossum\ on Mon Jun 24, 2013 3:20 pm; edited 1 time in total
Unknown- Admin
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Re: Remove CS:S Weapons
The weapons crate contains the IC ghost weapons. I have seen admins giving themselves Deagles, HK's, AWP's, etcMahunik wrote:Admins aren't spawning these weapons. There is a weapons crate in the ghost overlook. Other weapons are spawned and placed places.
[Redacted]- Super Admin
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Re: Remove CS:S Weapons
Maybe we should add in something where you can qualify for these weapons. Maybe at EpU or at 01 a Core unit can request sniper training from the Ghost DvL but it would cost a large amount of tokens.
Mahunik- Super Admin
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Re: Remove CS:S Weapons
Mahunik, this is the best idea ive heard in awileMahunik wrote:Maybe we should add in something where you can qualify for these weapons. Maybe at EpU or at 01 a Core unit can request sniper training from the Ghost DvL but it would cost a large amount of tokens.
Do write a post on it, it would give some RP differentiation
Magnum- Posts : 301
Join date : 2012-08-22
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Location : Inside own phyche
Re: Remove CS:S Weapons
I just think the AWP is too much of a military grade weapon where as the Scout is more of a hunting rifle that is more modern y'know? And I just think it is unfair that you get 03, pretty much right from 04 using a pistol and such maybe going into CORE and just learning how to use a MP7 let alone being trusted with it. And now they can immediately use a Scout seems a bit overkill. IDK caspers will be caspers, Slimers etc//DarkPossum\\ wrote:About Holler's comment on the AWP and stuff:
In the Ghost division we use the Scout for running from place to pace and taking quick shots that will put somebody down but not kill them. The Scout is a lightweight weapon with a fairly fast reload speed and a medium amount of stopping power. But the AWP is a slightly larger weapons and is used for seriously taking people out and letting your shots count. 03's get a Scout that I am aware of, they are not allowed to use the AWP because of how powerful it is, and you cannot use the Combine Sniper until you are EpU+ because it uses pulse technology and you would need pulse training in order to use it.
Now back on topic:
If admins simply didn't spawn the stuff in then there would be no problems.
[Redacted]- Super Admin
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Re: Remove CS:S Weapons
[Non rage alternative post time]
Okai, so the reason for not wanting the CS:S weapons removed = What exactly?
We already have the combine sniper rifle which is actually way cooler than any css sniper. That and we actually put it in so it could be used by ghost in the first place. It was going to be the GHOST sniper rifle for GHOST units.
Sure CS:S weapons are nice and all, but not everyone who buys Gmod has counterstrike, I actually went and had to find a site so that i could get all the materials, textures etc... to not see errors everywhere. It was a major pain trying to find it, [I hate torrents]
I'm guessing the main thing about the TMP and pistol is the ability to get all silenced n shit. While it may be part of a ghosts specialty [Or something] To be all sneaky, do we actually need to have a silenced gun. Its just 2 guns, and the AWP already has a much better combine style replacement, and we don't really need a silenced pistol.
The TMP can shoot bullets, the SMG can shoot grenades and bullets.
Okai, so the reason for not wanting the CS:S weapons removed = What exactly?
We already have the combine sniper rifle which is actually way cooler than any css sniper. That and we actually put it in so it could be used by ghost in the first place. It was going to be the GHOST sniper rifle for GHOST units.
Sure CS:S weapons are nice and all, but not everyone who buys Gmod has counterstrike, I actually went and had to find a site so that i could get all the materials, textures etc... to not see errors everywhere. It was a major pain trying to find it, [I hate torrents]
I'm guessing the main thing about the TMP and pistol is the ability to get all silenced n shit. While it may be part of a ghosts specialty [Or something] To be all sneaky, do we actually need to have a silenced gun. Its just 2 guns, and the AWP already has a much better combine style replacement, and we don't really need a silenced pistol.
The TMP can shoot bullets, the SMG can shoot grenades and bullets.
Jaquecz- Posts : 494
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Re: Remove CS:S Weapons
That's all well and good, but you forget that we have two non-CS:S sniper rifles available and at our disposal. We don't need the Scout and AWP. We already have the Combine Sniper and the Beta Sniper. Hell, even the OICW can be used as a semiautomatic sniper if you fire it carefully enough. And the silenced weapons, first off the "silencing" doesn't really do much(they sound like loud silenced gunshots instead of loud gunshots), and second, WE DO NOT REALLY TRULY NEED THEM. That's a major point here. Are we truly, in ANY way better off with them? Are we so much more better off with them that we simply must keep them?
General Bravo- Super Admin
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Re: Remove CS:S Weapons
The sniper in the HL2 Beta Pack is not a sniper if you havnt noticed. It is an anti-material rifle, it fucks helicopters and tanks, it loads a 50 caliber round and seriously launches it out like a rocket. And the Combine Sniper is a pulse weapon, only EpU+ can use it, therefore we NEED the CS:S snipers. And we need the TMP because it is silenced, I have tried ICly silencing weapons in the past and nope, that don't work. The moment a gunshot is heard 7000000 CCA all run to you and get in a 20 minute long argument about silenced guns. We need the CS:S stuff, there is no purpose at all in removing it completely.
I seriously don't see the point in putting a pole here or arguing about it if there is no reason to remove them AT ALL. Don't remove the guns, remove the admins that spawn the wrong guns, get over it, they should not be removed.
And then onto Holler's thingy:
No, in order to use the snipers and shit you need training from the Ghost DvL or else you cant fire that thing for the life of you, you will just break your sholder or some shit.
I seriously don't see the point in putting a pole here or arguing about it if there is no reason to remove them AT ALL. Don't remove the guns, remove the admins that spawn the wrong guns, get over it, they should not be removed.
And then onto Holler's thingy:
No, in order to use the snipers and shit you need training from the Ghost DvL or else you cant fire that thing for the life of you, you will just break your sholder or some shit.
Unknown- Admin
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Re: Remove CS:S Weapons
I just think we should establish a reason to keep them in. A way for them to work. They barely take up anything. CS:S is something a lot of people have in Gmod because like so many servers require it anyways. TTT being a great example. I think that we could find a way to make them work, we sort of already have with the GHOST division weapons and such. It also adds a cool sort of diversity to the game.General Bravo wrote:That's all well and good, but you forget that we have two non-CS:S sniper rifles available and at our disposal. We don't need the Scout and AWP. We already have the Combine Sniper and the Beta Sniper. Hell, even the OICW can be used as a semiautomatic sniper if you fire it carefully enough. And the silenced weapons, first off the "silencing" doesn't really do much(they sound like loud silenced gunshots instead of loud gunshots), and second, WE DO NOT REALLY TRULY NEED THEM. That's a major point here. Are we truly, in ANY way better off with them? Are we so much more better off with them that we simply must keep them?
[Redacted]- Super Admin
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Re: Remove CS:S Weapons
Lolwut Quickshots? Pulse training? Admin spawning stuff in?//DarkPossum\\ wrote:About Holler's comment on the AWP and stuff:
In the Ghost division we use the Scout for running from place to pace and taking quick shots that will put somebody down but not kill them. you cannot use the Combine Sniper until you are EpU+ because it uses pulse technology and you would need pulse training in order to use it.
Now back on topic:
If admins simply didn't spawn the stuff in then there would be no problems.
You can't simply run and shoot at the same time accurately, ESPECIALLY WITH A SNIPER. A sniper is a gun that requires you to aim carefully, and if your worried about blowing someones leg off, then you shouldn't be using a sniper, you should be using a low caliber gun that can nail someone in the back of the leg, preferably the hamstring.
Pulse training? Since when did we ever need pulse training? Since when did pulse training even exist? You can't use AR2 until OfC, you can use the OICW at 01 and above though.
I'm pretty sure diablo said something about admins not being allowed to spawn themselves weapons.
Jaquecz- Posts : 494
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Re: Remove CS:S Weapons
A pulse rifle is not just another gun, it is an advanced alien weapon that civis have no fucking clue how to fire. And the Scout is more like a hunting rifle, you cannot blow somebody's leg OFF with it, that is what the AWP can do.
Unknown- Admin
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Re: Remove CS:S Weapons
You still cant run around and make damn accurate shots like quake players with a sniper rifle, or any gun for that matter. [Unless it for some reason has homing bullets]//DarkPossum\\ wrote:A pulse rifle is not just another gun, it is an advanced alien weapon that civis have no fucking clue how to fire. And the Scout is more like a hunting rifle, you cannot blow somebody's leg OFF with it, that is what the AWP can do.
Theres a trigger right there, reload is probably automatic.
Ghost sniper rifle isn't that hard to use.
Everyone seems to think that this gun is so complicated everyone doesn't seem to know how to use it at all.
Sure you have to take a stance to counter recoil etc...
But all you have to do with any gun, is point at the target and pull the trigger.
With luck, the target will be dead.
Last edited by Meleepayne on Mon Jun 24, 2013 4:33 pm; edited 1 time in total
Jaquecz- Posts : 494
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Re: Remove CS:S Weapons
I think it is more of a metaphor, they are specially trained to move around, set up and take the shot. It is a tactical division, specialists, the people you don't want to get hunted by. But also you have to keep in mind, this is not intended to be completely realistic. Sometimes you just have to roll with things and not think too much about them unless they stick out like a sore thumb.Meleepayne wrote:You still cant run around and make damn accurate shots like quake players with a sniper rifle, or any gun for that matter. [Unless it for some reason has homing bullets]//DarkPossum\\ wrote:A pulse rifle is not just another gun, it is an advanced alien weapon that civis have no fucking clue how to fire. And the Scout is more like a hunting rifle, you cannot blow somebody's leg OFF with it, that is what the AWP can do.
[Redacted]- Super Admin
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Re: Remove CS:S Weapons
Dem ghosts have gotta be pretty bad-ass to make super sexy accurate shots while moving around. #Skills ?HollerHavoc wrote:I think it is more of a metaphor, they are specially trained to move around, set up and take the shot. It is a tactical division, specialists, the people you don't want to get hunted by. But also you have to keep in mind, this is not intended to be completely realistic. Sometimes you just have to roll with things and not think too much about them unless they stick out like a sore thumb.Meleepayne wrote:You still cant run around and make damn accurate shots like quake players with a sniper rifle, or any gun for that matter. [Unless it for some reason has homing bullets]//DarkPossum\\ wrote:A pulse rifle is not just another gun, it is an advanced alien weapon that civis have no fucking clue how to fire. And the Scout is more like a hunting rifle, you cannot blow somebody's leg OFF with it, that is what the AWP can do.
Seriously though, snipers do have recoil thats pretty jumpy and with the slow as shit fire rate, you gotta make each shot count.
Jaquecz- Posts : 494
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Re: Remove CS:S Weapons
Idk, I think it was Mahunik that sed this, but the pulse rifle cannot be fired by anybody without a DELT key or w/e it was called. If you found a pulse rifle, you cannot shoot it. If you grab one from the armory, you cannot shoot it. If you pull one out of your as, that is pretty cool but you still cant shoot it. You need special training for the energy balls as well, you will blow your arm off if you fire one and don't know how to. Gordan Freeman could do this because he had the HEV suit that makes him like a space marine.
Unknown- Admin
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Re: Remove CS:S Weapons
The H.E.V Does not enhance the wearers physical strength, really the only thing it does that makes it look as if its enhancing the wearers physical strength is when the long jump module is activated, and there was no long jump module [sadly] In Hl2, where he was using the MK V//DarkPossum\\ wrote:Idk, I think it was Mahunik that sed this, but the pulse rifle cannot be fired by anybody without a DELT key or w/e it was called. If you found a pulse rifle, you cannot shoot it. If you grab one from the armory, you cannot shoot it. If you pull one out of your as, that is pretty cool but you still cant shoot it. You need special training for the energy balls as well, you will blow your arm off if you fire one and don't know how to. Gordan Freeman could do this because he had the HEV suit that makes him like a space marine.
Although with the H.E.V You basically are a walking tank, Its got its own on-board medical systems and its armor system allow you to take a rocket and keep going, you get 60 percent damage but your still alive.
Obviously this DELT key is a physical item or something as Gordon can pick one up and fire it if he takes it off a dead dudes body.
As for the pulse ball, like i said earlier the H.E.V doesn't increase your physical strength, it just makes you really, really, really hard to kill.
Pulse rifle's don't have enough recoil to make your arm get violently ripped off, no matter what your shooting. IF that was true then IDK why I've seen some rebels fire a pulse ball without a problem.
Jaquecz- Posts : 494
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Re: Remove CS:S Weapons
The pulse rifle shouldn't have much recoil at all. The energy ball does have more recoil though, but not enough to take off your arm.
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