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Hoopajoop last won the day on August 25 2019
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Hoopajoop
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what
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You can just drop a money pot next to the door inside for "totally legit business purposes i promise™" to foil this strategy, but it won't work for all buildings that might deal with this issue. A map update that thickens the walls around doors enough to prevent being able to do this would be dope and possibly worth considering. Barring map changes, maybe even a money-pot-like entity prop that can be fit around doors and double-doors like a shroud could be sorted out. A good few things could be done that don't involve changing the way C4 interacts with the worldspace.
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I've been meaning to make a stink about this. A fairly huge chunk of the bases on the map can be cheesed with this method, some even worse than others depending on which way the door opens.
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Alternatively they could just buff shotguns to a more useful state. Double pump was kinda dumb tbh.
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I think you're in the right here. The rules are pretty cut and dry on having a clear path, and if there indeed was a clear path unblocked by invisible props, you should be clear.
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certainly not but taking the time to author a thread like this kinda is
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The case for Tick's Lobby Dupe (and the future of PD dupes)
Hoopajoop replied to KramARTacus.'s topic in Discussion
oright i forgot that was a thing +1- 3 replies
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The case for Tick's Lobby Dupe (and the future of PD dupes)
Hoopajoop replied to KramARTacus.'s topic in Discussion
so long as there aren't any areas of pd that are completely blocked off, and there's still an entrance that can still allow raider with a lockpick and keypad cracker to access the entirety of it (should they go unopposed) i don't see why it shouldn't be allowed of course a ruling like that could lead to some silly nonsense, like blocking off the front and side doors and declaring the sewer vent entrance to be the one true entrance- 3 replies
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Couple suggestions for broken shit/shit that makes sense
Hoopajoop replied to Smelly's topic in Suggestions
only thing i disagree with is 3 bounty hunter would be boring af if people at least didnt get the opportunity to fight back and the other class that has the server pick a target for you to rdm, spawn of hell, also gives the target a warning, so there's some degree of internal consistency there hitman is a little different in that it's a player-initiated service from start to finish, and there are no prerequisites that need to be met in order to be available to be a target -
( Trigger warning ) basing changes [2017 basing proposal]
Hoopajoop replied to Rubik's topic in Suggestions
that comment was more regarding the assertion that the ping/lag/whatever of the server and connection makes it hard to time a punt in a way where the defender's window of time to react is incredibly small, than anything else -
( Trigger warning ) basing changes [2017 basing proposal]
Hoopajoop replied to Rubik's topic in Suggestions
almost all of that can be accounted for, as far as ping and server lag goes i've gotten precise enough to just launch a timebomb up the pd vault's vent chute to clear out props quickly instead of trisha'ing a path what for mayor assassinating, so dealing with bomb timing really isn't so much of an issue when it comes to accounting for ping or lag also in that quick and dirty clip i slapped together, i didn't cover every single angle with a camera (i could, if you'd really like), but it is quite possible to launch timebombs with impunity from complete safety one could also launch a timebomb at an angle and shoot it along an inside wall to take out layers further back, still behind the cover of a world-generated wall while giving a defender an incredibly short window of time to react, if they even can that said, i think the discussion has shifted more away from rubik's suggestions and more into a discussion of base vs raider balance, which i don't think was the original intention at all i think we can all agree that the defender should have the advantage-- after all, a raider can just come back and try again in twenty minutes i think the original intention of this topic was to figure a way to make raiding more accessible to more players, to maybe cut down on how long and resource-intensive it actually takes to learn the ins and outs of how it's all supposed to work 'cause to me a healthy raiding and basing scene involves loads of people basing and raiding, either to get new stuff or to get old stuff back, going on pretty consistently the system we have now just culminates in the climate we currently have, where newer players are effectively shut out of the process until they get established enough to feel comfortable with blowing a chunk of resources to gamble on a largely uphill (or even entirely doomed, depending on who's basing) battle, leaving fewer participants overall -
so are we gonna discuss the merits of maybe changing what could possibly be an objectively overpowered basing area or are people that use and abuse said possibly objectively overpowered basing area just gonna shit up the topic with git gud and cope?
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( Trigger warning ) basing changes [2017 basing proposal]
Hoopajoop replied to Rubik's topic in Suggestions
we gonna pretend that dropping a smoke grenade and tossing in explosives is any more exciting? not a fan of either method tbh, but we'll never come up with anything more engaging and fun if every discussion on the matter goes the way it tends to on these forums