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Players are voting for you to be removed from the session. Improve your behavior or you will be kicked.


Xbox Prisoner
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294 members have voted

  1. 1. Vote Kicking:



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Keeep. It is necessary because of cheaters.

Are they absolutely cheaters or do they just to things you can't so you call them a "cheater"?

 

People throw around that word way to soon when someone is in fact "better than them" at the game.

 

 

 

http://gtaforums.com/topic/896813-players-are-voting-for-you-to-be-removed-from-the-session-improve-your-behavior-or-you-will-be-kicked/?p=1070072288

 

Like that? Yeah I don't use a mod menu to put players in cage. The topic should just be splitted between consoles and PC, seriously it makes no point to explain to console peoples how cancerous are cheaters on PC. If I'm alone I don't care I change session, if my crewmates are around I votekick.

 

The feature was made also to reward peoples who crew up instead lone wolfing. I mean if you're not happy with this feature, just grief votekickers, does that need a thread? You need some blessing from GTAF.com to grief peoples? I'm for votekicking but at the end of day, it doesn't protect completly, you still have to nuke peoples in order to keep a session clear. Exactly what I couldn't do this time because some tryhards don't mind blatantly using mod menu like that crazyl-AM here.

 

I'm thinking, on console this dude would probably just use a lag switch, to play very dirty, but with mod menu those guys have upgraded themselves.

Edited by Hécate-II
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Me personally, these business are a lost cause. Have been for ages.

 

I find the approach to these businesses a strange one. Before they appeared, public lobbies were simply a big, open waiting room where players just messed around with very little to do whilst they waited to go into one of the missions, or death-matches.

 

Then these jobs and businesses arrived, finally giving some degree of purpose to public lobbies, and giving the players something constructive to do instead of just razzing around aimlessly and since then all hell has broken loose.

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So just cause my k/d is a 5.03 does that mean I'm hostile?

 

I'ts just a correlation. From my personal subjective experience, players with higher K/D do love to fight in a freeroam.

And usually it's Akula / Hunter / Hydra in a passive mode, that's why I'm using the term "tryhard".

 

How did you gain that K/D? Deathmatches? I doubt, it was self defence.

 

or get close to killing me

 

 

That's... ambigious. How do you determine if the person is "going" to kill you?

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Lonely-Martin

 

Me personally, these business are a lost cause. Have been for ages.

I find the approach to these businesses a strange one. Before they appeared, public lobbies were simply a big, open waiting room where players just messed around with very little to do whilst they waited to go into one of the missions, or death-matches.

 

Then these jobs and businesses arrived, finally giving some degree of purpose to public lobbies, and giving the players something constructive to do instead of just razzing around aimlessly and since then all hell has broken loose.

If they were immune from simple destruction, and all available to steal, also removing timers that force people to continue on rather than fight as that timer will still wind down, and the attackers know they can just wait it out too.

 

Challenging, absolutely (and some will still look to avoid that challenge, much like vote kicking from races/DM's before businesses existed - This game has always had those). But very much a proper GTA challenge to me. Simply, freemode isn't a challenge. (Thats before we talk the ease of cheats/exploits).

 

Skill would win out too, IMO, and when it comes down to that pure part of gaming, I'm very game. But as it stands, no matter how fast we drive those trucks or whatever to sell in, a passive/hostile/passive fly-by is as far from that GTA-esque challenge I'm looking for. No skills can really beat it if that situation pops up (aside quit out), all too common at the moment.

 

I agree it has given freeroam reasons to be highly active and thrive. But the freemode events do that too, and the adversarial VIP/MC work too. They could have done more of those and looked to see people compete more than they have, instead of just flying about just destroying the lot.

 

I appreciate how you play this game dude. And I'm absulutely for PvP, we should be encouraged to interact and play in and around others, but so many are dead set on taking all that fun out of it. Again, DDH shows the PvP can be there with even a heist. But as long as it lasts, the heist isn't compromised and players can be free knowing they may lose 10 minutes or so on a failed prep job (that we can immediately re-launch if does fail, no cooldown there). It truly frees me up to enjoy the battles more. I can't lose more when I do lose!. (Though not perfect, far less compromising to one's longer term game).

 

End of the day, all we all want is fun. And PvP is fun, when done right. For me, there's too much effort needed to fix all the little things, including this kick abuse, so as I said to Ninja, kinda saw 'private lobby access' as the easiest fix. Bandwagon time!. But I've always asked for freemode to be more competitive along with it. It was compromised to sell cards, turns out, unneeded, people still buy them when its not compromised, more so, according to R*.

 

Honestly though, I was very unprepared for people to object this hard, lol (In general to private lobbies). I mean, we've not once asked for things to change in public more than just allowing those players, most of which aren't out there anyway, that don't want to be there this option. Fair enough, I'm hoping public gets changes/fixes/balance, but like I said, lost cause for me now. As we've seen, the game doesn't actually require others around us to do these. While it's for some because they tweak their PC's or what not, but the game naturally, regularly does it anyway. So many see the game allows it naturally through the sh*tty P2P pap, it makes us want it more. 5 businesses now, not 1 time have they been able to stop this. Yet the cards sold better and better regardless of this growing and growing. And as shown with DDH, people will buy them, regardless if the DLC is PvP or PvE based. So long as there's stuff that appeals in there, toys and the cannon for fighters, PvE for me, lol.

 

You said I 'beat that drum' lol, to me, its pointing out the obvious really. Not just these businesses, there's a laundry list of crap in this game that we all know wouldn't last a day in others. But so much of it looks like it'd take so much effort that 1 fix could ease so much. Crew session access gets my vote over invite, but I have no objections if it was for invite/lone sessions.

 

I'd certainly take an encouraging public session over going in peace alone in a session, but to each their own.

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The simple solution here is for Rockstar to allow all business activity in private lobbies, but pay out bonuses (better than the ones we get now) for both doing it in a public lobby AND number of players in that lobby. Thrillseekers could run their product in busy public sessions and get paid 50% more, while those who want to just grind peacefully can do so in empty private sessions. There are already AI enemies on nearly every business mission, so it's not like the risk is completely removed.

 

The other thing that should be done is rebalancing the game across the board. No matter how much of a thrillseeker you are, a postal van full of coke vs. a Hydra, Hunter, or whatever is a battle you are going to lose 1,000,000% of the time. But that's a pipe dream. At least the private lobby thing has a tiny chance of actually happening.

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The simple solution here is for Rockstar to allow all business activity in private lobbies, but pay out bonuses (better than the ones we get now) for both doing it in a public lobby AND number of players in that lobby. Thrillseekers could run their product in busy public sessions and get paid 50% more, while those who want to just grind peacefully can do so in empty private sessions. There are already AI enemies on nearly every business mission, so it's not like the risk is completely removed.

 

The other thing that should be done is rebalancing the game across the board. No matter how much of a thrillseeker you are, a postal van full of coke vs. a Hydra, Hunter, or whatever is a battle you are going to lose 1,000,000% of the time. But that's a pipe dream. At least the private lobby thing has a tiny chance of actually happening.

 

I would sooner them redress the balance by giving delivery drivers a load of effective counter measures that you can choose to stock up on in order to do your mission, at a cost e.g.

 

EMC Pulse - when triggered it will deaden controls of all vehicles and aircraft within a set radius, causing planes to fall out of the sky and road vehicles to crash

Chaff and Flares - for delivery drivers to ward off homing missiles

Armour - with armour meter, so you can take explosive rounds and know just how much armour you have left

Flip down windscreen armour plates - you can flip down window plates to prevent being shot at as you pass, but to simulate the idea that these would restrict vision, cause you to lose steering whilst they are down.

Cargo Trailers - that you can back any vehicle up to and hitch them on the back of your personal vehicle. If you decide to tow them at full pelt with your souped up Zentorno, you risk them becoming unhitched.

Air Support - A phone call will scramble two NPC lasers to take on any attacking aircraft

Homer Jamming - a counter measure to disable all homing missile lock-ons for 30 seconds

Remote Sentry - remote mini-gun that you can place by your cargo to take out other players

 

Stuff like this...

Edited by Big Molio
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The simple solution here is for Rockstar to allow all business activity in private lobbies, but pay out bonuses (better than the ones we get now) for both doing it in a public lobby AND number of players in that lobby. Thrillseekers could run their product in busy public sessions and get paid 50% more, while those who want to just grind peacefully can do so in empty private sessions. There are already AI enemies on nearly every business mission, so it's not like the risk is completely removed.

 

The other thing that should be done is rebalancing the game across the board. No matter how much of a thrillseeker you are, a postal van full of coke vs. a Hydra, Hunter, or whatever is a battle you are going to lose 1,000,000% of the time. But that's a pipe dream. At least the private lobby thing has a tiny chance of actually happening.

 

I would sooner them redress the balance by giving delivery drivers a load of effective counter measures that you can choose to stock up on in order to do your mission, at a cost e.g.

 

EMC Pulse - when triggered it will deaden controls of all vehicles and aircraft within a set radius, causing planes to fall out of the sky and road vehicles to crash

Chaff and Flares - for delivery drivers to ward off homing missiles

Armour - with armour meter, so you can take explosive rounds and know just how much armour you have left

Flip down windscreen armour plates - you can flip down window plates to prevent being shot at as you pass, but to simulate the idea that these would restrict vision, cause you to lose steering whilst they are down.

Cargo Trailers - that you can back any vehicle up to and hitch them on the back of your personal vehicle. If you decide to tow them at full pelt with your souped up Zentorno, you risk them becoming unhitched.

Air Support - A phone call will scramble two NPC lasers to take on any attacking aircraft

Homer Jamming - a counter measure to disable all homing missile lock-ons for 30 seconds

Remote Sentry - remote mini-gun that you can place by your cargo to take out other players

 

Stuff like this...

 

 

While some of those sound interesting from a gameplay perspective, I've honestly had my fill of Rockstar finding new ways to nickel-and-dime us all. No thanks.

 

By the way, flares are unnecessary because almost all delivery vehicles can't be locked onto. Which I've always thought was funny. Rockstar obviously understands that flying vehicles with homing rockets are nastily overpowered against regular, unarmed-and-unarmored player vehicles, but rather than do anything about that in general they just turn it off for delivery missions (or most of them). This game must be so damn confusing to anyone who hasn't been playing it for years, constantly wondering why their homing missiles stopped locking on or why their off radar doesn't seem to work (which is another rabbit hole, between the free roam events that completely disable it, the deliveries and VIP missions that let you call for it but then it just doesn't work, and the intermittent bug where all off-radar methods for an entire lobby stop doing anything).

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Solid Scorpion

I say ditch it.

No matter what game it's put in there's always a way to abuse it.

 

Someone joins a lobby you don't like? Just quit and move on to another one.

 

Also closed matchmaking.

Joined a random heist yesterday, host messaged saying "Sorry doing criminal mastermind with friends".

I left and thanked him for actually messaging rather than kicking and giving BS points.

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I'm hoping to find the blackdragon :0!

Well good luck mate.

Better come prepared, I got some heavy weaponry up my sleeves and I know how to use it.

 

hq720.jpg

 

 

The simple solution here is for Rockstar to allow all business activity in private lobbies, but pay out bonuses (better than the ones we get now) for both doing it in a public lobby AND number of players in that lobby. Thrillseekers could run their product in busy public sessions and get paid 50% more, while those who want to just grind peacefully can do so in empty private sessions. There are already AI enemies on nearly every business mission, so it's not like the risk is completely removed.

 

The other thing that should be done is rebalancing the game across the board. No matter how much of a thrillseeker you are, a postal van full of coke vs. a Hydra, Hunter, or whatever is a battle you are going to lose 1,000,000% of the time. But that's a pipe dream. At least the private lobby thing has a tiny chance of actually happening.

The thing about only having to fight AI enemies, is how likely are you to lose everything as a result? Lose a life? Possibly, if you're having an off day, but lose your product? Highly unlikely. The challenge is much higher when selling in a public lobby, on the other hand. Much, much higher in a lobby full of players. You might complete the task unscathed, but you most likely won't. It's a literal gamble. And much like gambling IRL, CEO work was relegated to public lobbies because R* doesn't want players earning "too much". It's set up so that you lose more often than you win. :/ This, I understand, as they don't want us printing money. But giving the biggest assholes in the gaming community invisible choppers with inescapable missiles so that they can obliterate a player that's been forced into an unarmed PostOp van with hundreds of thousands on the line is sadistic. Granted, there are things that you can do to increase your odds substantially, but I don't think sales were ever designed to be that easy. Just manageable. On their absolute best day...

 

I think rebalancing would be ideal. Something akin to the original CEO stuff, where you had designated sale vehicles that you could modify/armor up/fortify for the sole purpose of selling. Much like Molio's suggestion. They've already given every Grand Theft Asshole the power of God with the orbital cannon, I don't think it's too much to ask to give seller's a fighting chance against R*-enabled OP trolls.

Edited by We Are Ninja
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Lonely-Martin

^ I/E had the right idea. Damage costs.

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Black-Dragon96

 

 

 

 

I'm hoping to find the blackdragon :0!

Well good luck mate.

Better come prepared, I got some heavy weaponry up my sleeves and I know how to use it.

hq720.jpg

 

 

 

Like I said, I only kick scriptkids, glitchkids (wallbreach/godmode glitches) and dogz members (scriptkid crew).

I dont use preemptive kicking because I think its a dickmove, just like destroying cargo and retaliation griefing is a dickmove.

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By the way, flares are unnecessary because almost all delivery vehicles can't be locked onto.

 

Quite the opposite.

 

From my experience, the I/E cars can't be locked on.

However, you can lock on ALL the MC delivery vehicles.

 

- deluxos are able to lock on
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Why isn't this f*cking thread locked yet

/sigh/

 

I've tried to read through this and haven't seen a thing new for many, many pages.

 

Has anyone changed their mind, agreed with someone, made a new point or validated anything in the last few weeks?

 

If so please post a link, otherwise why is this thread not locked?

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By the way, flares are unnecessary because almost all delivery vehicles can't be locked onto.

 

Quite the opposite.

 

From my experience, the I/E cars can't be locked on.

However, you can lock on ALL the MC delivery vehicles.

 

- deluxos are able to lock on

 

 

Might be true, I haven't done MC work in quite some time. What about special cargo delivery vehicles, VIP and MC mission vehicles, and air freight vehicles? I know for sure that Gunrunning delivery vehicles can't be locked onto, because I've had people try to attack me and fail very recently, and I also attacked a couple guys in those dune buggies and ended up free-aiming both of them. 100% of my money-making work these days is I/E cars, bunker sales (I buy the supplies so I'm not even doing those resupply missions either), and occasionally a VIP job, so almost everything I'm doing now makes me immune to homing missiles, apparently. If MC deliveries aren't immune to homing missile lock, they should be - they are almost all incredibly vulnerable targets. They should fix that rather than adding flares. But of course if they saw a chance to drain bank accounts, they'd probably charge you 500K per business for access to flares, and then 100K per sale to actually arm them on the delivery vehicles. f*cking Rockstar.

 

Anyway, we see again that their design choices are all over the place, and absolutely confusing to anyone but the most hardcore player who memorizes all this stuff. I'm over level 800 now and still can't keep it all straight (though I've been burned enough to know that you always assume the worst and proceed with maximum caution).

Edited by Nutduster
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....otherwise why is this thread not locked?

Because it is being used to smoke out all those posters who go into threads and say “Why is this thread not locked?”

 

Then you’re all going to get banned, forever lol

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....otherwise why is this thread not locked?

Because it is being used to smoke out all those posters who go into threads and say “Why is this thread not locked?”

 

Then you’re all going to get banned, forever lol

 

lol, it's also not locked because it has no reason to be locked, I would go slightly off topic and compare it to a certain NATO country as to why locking free speech never ends well but that would indeed cause the thread to get locked by going political. But right now.. there's nothing lockable here.

 

 

By the way, flares are unnecessary because almost all delivery vehicles can't be locked onto.

 

Quite the opposite.

 

From my experience, the I/E cars can't be locked on.

However, you can lock on ALL the MC delivery vehicles.

 

- deluxos are able to lock on

 

 

Might be true, I haven't done MC work in quite some time. What about special cargo delivery vehicles, VIP and MC mission vehicles, and air freight vehicles? I know for sure that Gunrunning delivery vehicles can't be locked onto, because I've had people try to attack me and fail very recently, and I also attacked a couple guys in those dune buggies and ended up free-aiming both of them. 100% of my money-making work these days is I/E cars, bunker sales (I buy the supplies so I'm not even doing those resupply missions either), and occasionally a VIP job, so almost everything I'm doing now makes me immune to homing missiles, apparently. If MC deliveries aren't immune to homing missile lock, they should be - they are almost all incredibly vulnerable targets. They should fix that rather than adding flares. But of course if they saw a chance to drain bank accounts, they'd probably charge you 500K per business for access to flares, and then 100K per sale to actually arm them on the delivery vehicles. f*cking Rockstar.

 

Anyway, we see again that their design choices are all over the place, and absolutely confusing to anyone but the most hardcore player who memorizes all this stuff. I'm over level 800 now and still can't keep it all straight (though I've been burned enough to know that you always assume the worst and proceed with maximum caution).

 

 

You can lock onto gun running supplies, I accidentally blew one up not long ago when I was trying to kill the NPCs chasing him.

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I went after a guy delivering a tank to his bunker recently - no lock on. I was using a Buzzard if that matters. (Yes it's pretty entertaining dodging Rhino blasts while free-aiming missiles.)

 

The difference might be if they're driving a mission vehicle or not. Delivering a tank or APC, no lock; driving your own car while carrying a package, lockable.

Edited by Nutduster
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I think rebalancing would be ideal. Something akin to the original CEO stuff, where you had designated sale vehicles that you could modify/armor up/fortify for the sole purpose of selling. Much like Molio's suggestion. They've already given every Grand Theft Asshole the power of God with the orbital cannon, I don't think it's too much to ask to give seller's a fighting chance against R*-enabled OP trolls.

“Unbalanced” seems to be the biggest complaint. So if the gameplay advantage really is skewed towards the player playing as the antagonist to deliveries, then the answer is to redress that and give the tools to not only form a defence, but a deterrent. Attacking players might then have to be a bit more imaginative. Even the few things on my list above would tip the balance the other way I think.

 

It might give a bit more depth to gameplay too. Say you had a Post Office van for example and you were able to choose between fitting it with armour plating that would slow you down but provide enough defence against a number of jet strafes or rockets, or fitting it with a nitrous cylinder and that would allow for a few speed boosts to get you out of trouble.

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Special Cargo and Hangar aircrafts can be locked. Regarding Hangar sale mission-vehicles, they're little buffed as well, but none feature flares/glitters...

 

And the buff is all relative, the Mogul will still be disabled quickly if you shoot Heavy Sniper and Marksman rounds under the effect of BST.

 

I don't want a Mogul able to take 50 Hydra strafes ofc, but for example, R* could stop trolling with the mini helicopters and Ultralight missions(IIRC 6 vehicles or something...+ Howard missions...well, just stop the BS R*)

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Thread relevance: I ended up in a session today with two guys, levels about 100 and 40 respectively. They weren't org'ed up but apparently they were friends, or at least talking to each other. Within a couple minutes of joining I got two "Improve your behavior..." messages - even though I was up at the Altruists camp, and they were in the city; and on top of that I had already started Hostile Takeover and they clearly could see that, as they weren't doing work of any kind (yes I had already picked up the briefcase - in fact the second vote came when I was about a hundred yards from delivering it). My guess is that they saw my much higher rank and decided not to take a chance.

 

As I messaged the higher-level guy later, it was like a self-fulfilling prophecy. I came in intending to make money and leave them alone, and as soon as they voted to kick me, me and my VIP briefcase went and hassled them until they quit the lobby. Which thankfully only took a few minutes so I could get back to making money. Immature? Maybe. But satisfying, definitely.

Edited by Nutduster
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^ Eh. When someone takes a swing at you, you're a wuss if you don't swing back.

Edited by We Are Ninja
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The simple solution here is for Rockstar to allow all business activity in private lobbies, but pay out bonuses (better than the ones we get now) for both doing it in a public lobby AND number of players in that lobby. Thrillseekers could run their product in busy public sessions and get paid 50% more, while those who want to just grind peacefully can do so in empty private sessions. There are already AI enemies on nearly every business mission, so it's not like the risk is completely removed.

 

The other thing that should be done is rebalancing the game across the board. No matter how much of a thrillseeker you are, a postal van full of coke vs. a Hydra, Hunter, or whatever is a battle you are going to lose 1,000,000% of the time. But that's a pipe dream. At least the private lobby thing has a tiny chance of actually happening.

 

I would sooner them redress the balance by giving delivery drivers a load of effective counter measures that you can choose to stock up on in order to do your mission, at a cost e.g.

 

EMC Pulse - when triggered it will deaden controls of all vehicles and aircraft within a set radius, causing planes to fall out of the sky and road vehicles to crash

Chaff and Flares - for delivery drivers to ward off homing missiles

Armour - with armour meter, so you can take explosive rounds and know just how much armour you have left

Flip down windscreen armour plates - you can flip down window plates to prevent being shot at as you pass, but to simulate the idea that these would restrict vision, cause you to lose steering whilst they are down.

Cargo Trailers - that you can back any vehicle up to and hitch them on the back of your personal vehicle. If you decide to tow them at full pelt with your souped up Zentorno, you risk them becoming unhitched.

Air Support - A phone call will scramble two NPC lasers to take on any attacking aircraft

Homer Jamming - a counter measure to disable all homing missile lock-ons for 30 seconds

Remote Sentry - remote mini-gun that you can place by your cargo to take out other players

 

Stuff like this...

 

I believe firing a flare gun (Hand flare gun from ammunation) will take care of homing rockets. Fire it from the windows as you drive along and the rockets will chase the flare. You can even cause players to blow themselves up if you fire a flare at them it will send the homing rocket directly back at them.

Edited by Ice_cold2016
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I believe a firing a flare gun (Hand flare gun from ammunation) will take care of homing rockets. Fire it from the windows as you drive along and the rockets will chase the flare. You can even cause players to blow themselves up if you fire a flare at them it will send the homing rocket directly back at them.

It does. Making players suicide is always funny. Had great fun with a group of 4 vs me and one crewmate a while back, they couldn't understand how we were making their rockets go back to them (the bright pink smoke wasn't a giveaway).

 

 

FYI Lock on, at least on Xbox One, is a little inconsistent. I was locking on to two of four I/E cars the other night, the other two I wasn't locking on to. Generally I haven't locked on to I/E cars which is why it stood out to me. I've also locked on to some supply vehicles, I accidentally destroyed a crewmate's supplies when I first got my Oppressor, which was from a locked on rocket.

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Does anyone have the numbers on how many votes necessary to get someone kicked? The ratio, that is.

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Does anyone have the numbers on how many votes necessary to get someone kicked? The ratio, that is.

Greater than 50% of the lobby population.

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Does anyone have the numbers on how many votes necessary to get someone kicked? The ratio, that is.

Greater than 50% of the lobby population.

The majority of the lobby needs to vote. Which means if the lobby is full, you have to have 16 players vote to kick you.

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Lol I got a vote kicked tonight but the player that was using the under the map glitch and he was just very pissy that I knew about it too and took his ass out.

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Got another one , was in a lobby for maybe 2 minutes and I get a vote kick, WTF is wrong with these people?, there was I think 13 players, and 5 /6 were all on the same crew, me thinks it came from one of them.

 

Its kind of funny, ive gone probably a good year or longer with get any, and then in less than a month , twice it happens.

Edited by gtafan26
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