New Topics

  • 4

    Kill Credit and Fixes

    P1vot · 0 · Posted

    If you shoot someone and they ragdoll which leads to them dying to fall damage or falling to a kill zone it should count as a kill. If you kill someone and then they disconnect you should get credit for a kill.

  • 1

    Bonus XP proportional to the time the round took

    John John · 0 · Posted

    It would be nice if we got extra XP based on how many seconds the round took. Right now there are big maps played, especially modded maps that can take up to 10-15 minutes, and there is super small maps like Cliffside that can take as little as 2-3 minutes, and you get the same amount of XP on both per kill / secure / etc. It would be nice if we got extra XP based on how long the round took (or maybe directly making each kill/capture give more XP) to make the bigger maps more worth playing.

  • 4

    Primary weapon diversification (giving the intruders and guards different primaries, with stats and rationale)

    apathy · 1 · Last reply by Mark Biernacki

    Made this post after a discussion on the Discord with Chor about the potentiality of eventually diversifying intruder and guard primaries. These are a few ideas on how to make each weapon feel unique, play differently, and compliment the theme of each class.

    Intruder’s SMG

    Stats (in comparison to the current stock SMG)

    • 15 rps (+50% rate of fire)
    • Only does 20 balance damage (-25 balance damage)
    • Only does 90 damage on headshot (stock SMG onetaps)

    Flavor text:

    An impressive rate of fire makes the Wasp a superior choice in close-quarters encounters. However, the lower momentum of the rounds means

  • 1

    Intruder map and details on where certain objectives, ziplines and extracts are

    Nayo the devil · 0 · Posted

    Certain maps in community are pretty large and confusing for certain new players perhaps the intruders can have a map of the surrounding area to help find certain points, ziplines, briefcases or extracts to help out. Not a mini map but a physical map players can pull out to try and figure out checkpoints exit points etc. guards can have the same thing but are limited to only a map in the briefing room so they can plan out before moving out.

  • 3

    Giving Intruders a grappling hook and nightvision, and Flashlights (as an attachment) to the Guards

    NaCN_ · 0 · Posted

    Ideas:

    -Grappling hook: Not a futuristic "batman like" grapplehook, the tool is just a throwable that sticks to specific ledges, like windowsills and balconies, and should be like the binoculars, only a certain number per map, and only a few intruders get it;

    -Nightvision: Like the grapplehook, only a few per map, and should be usable with the sniper. I was thinking that maybe the binoculares could have and integrated nightvision (the usage of the binoculars makes the user unable to shoot, that might balance things out);

    -Flashlight: Like the red dot, it should be a weapon attachment.

  • 3

    Optic Color and Opacity

    Amigoose · 0 · Posted

    There's many reticles in the game as of now, we all use the x dot on our smg to get more precise shoots on the distance or to stop looking at the iron sights(you can get use to it but you can't deny it's blocky), so why not implement a new setting that will allow players to change their reticle color and opacity in order to have a more suitable sight for each and everyone of us.

    Image of Rainbow Six siege's reticle color customisation to take as an example/idea

  • 4

    Human Shield

    NinjitTTV · 0 · Posted

    Hey here a quick idea, It would be cool and really fun to grab an enemy as a human shield! BUT you need to knock him down and arrest him first, then you can grab him. Real player hostages could be a plus for the gameplay we have in Intruder.

  • 1

    Player Notes Feature

    P1vot · 0 · Posted

    A feature where you can click the info button on a players profile and there is a spot to leave notes. Maybe how they play or why you downvoted them. Personal notes that only you can see.

  • 1

    New SMG (MP5) and current SMG tweaks

    P1vot · 1 · Last reply by Mark Biernacki

    Add a new SMG under the guidelines of it having less damage, maybe lower mag capacity, lower fire rate, but more accurate and with better iron sights. The best fitting weapon I found that would fit the style of the game is the MP5. In turn to make this SMG more desirable make the current SMG have more recoil.

  • 1

    Allow Room owners to customize what equipment each team has access to

    Jimmy Fiddle · 0 · Posted

    I don't believe it is current possible to change what equipment each team has access to by default 

  • 1

    Change the default slot of the Bloon Cam

    cloudperson · 1 · Last reply by ryguytheguy

    Change the default slot to slot 0 or slot extra. By default, the Bloon Cam takes up slot 2. This means if you pick up a sniper, shotgun, or riot shield, you will have to manually change both the slot number of the special weapon, and the slot number of the Bloon Cam, which can quite often get you killed.

  • 6

    Binds for hats

    S7H5 · 0 · Posted

    Some nice UI to bind hats on buttons, so you can turn them on/off by tapping 1 button. Or just simple command line binds (ex. "/bind j say "/alert 1"")

  • 3

    NVG, flashlights and flares

    Clear · 0 · Posted

    there should be added NVGs for intruders and flashlights for the guards, and maybe flares aswell, so if an intruder is using NVGs, a guard can throw a flare infront of him and completely blind him until he takes off his NVGs or the flare dies out.

  • 1

    Team Limits (aka Autobalance) isnt working just after map is loaded

    S7H5 · 0 · Posted

    Just after server loaded a map, Team Limits cant handle amount of requests to join teams.

    (ex. 8 people can join Intruders and 0 Guards)

  • 3

    additional Autobalance settings idea

    S7H5 · 1 · Last reply by Amigoose

    Add additional setting in "Create room" window: 1. Autobalance teams after practice round 2. Autobalance teams after every round 3. Off

  • 1
  • 1

    tree xray on Moutainside

    GAMER LEL · 0 · Posted

    you can Xray when looking at a tree at a specific angle it works around that specific tree on the left side of my reticle you can see the door inside not sure if this works on other maps or trees 

  • 4

    Suggestion

    DCGamer123 · 0 · Posted

    Add a flashlight to the game so we can see better on night maps

  • 9

    Make Weapon Skin Icons At An Angle

    Unknown Unknown · 1 · Last reply by Scrub Lord

    Make weapon skin icons at an angle, so we can see whole weapon. Plus you can see a bit more of the skin! (if your seeing this on discord click the link to see the images).

  • 3

    "Cardboard" decoy Phycics + Interaction

    Ethanrockfire2003 · 0 · Posted

    Allow the ability to pick up cardboard decoys. (because sometimes they are not placed right or want to be reajusted)

    Also, give the decoy physics (fall over) only when shot. (not player colloison)

    (It would react in a way that is more realistic, and simulate balance.) (the way it reacts to being shot depends on where it is shot) (For ex: It will fall more dramtically when shot higher up or shot in the back, opposed to being shot in the front near its supports)