Jump to content

Matsutake

Members
  • Content Count

    433
  • Joined

  • Last visited

Community Reputation

16 Good

About Matsutake

  • Rank
    Rare Truffle

Recent Profile Visitors

2325 profile views
  1. So the wait continues... My patience is great--whether the shutdown of or a new beginning for this game, I wait for whatever resolve comes of/for it.
  2. I'm not pretending FBW isn't S tier, it's meta for sure, but that doesn't necessarily mean that any other weapon is bad or useless enough for it warranting a buff. The OCA Nano's accuracy feels somewhat like an ATAC's--easy to handle--and if it doesn't kill, then it will stun. That makes it strong against Clotting Agent/Kevlar/Medspray, the most annoying mods. OCA Nano is strong. I think it's good that the OCA Nano's equip time is longer and fires juuust slow enough for the trusty, starter fall-back-weapon to shine it's light. After all, OCA Nano does have a larger frame, magazine, and a suppressor (a suppressor that doesn't subtract a round from the magazine... of a machine-pistol).
  3. Oh-ho-ho, no. The OCA Nano doesn't need a buff. In comparison to the FBW, OCA Nano is easier to handle because it's fully automatic, you need only focus on aiming/tracking, and it doesn't suffer from blooming (spraying is straight-up forgiving). The FBW is semi-auto, which in general, are moderately difficult for CQBs, and you gotta aim/track while only firing when you're sure you've got the shot (or just simply hope to get it, but that goes without saying for a lot of guns and the brain's, sometimes inaccurate, tracking-predictions). Constantly firing the FBW is more detrimental to it's accuracy, unlike the OCA Nano. I'd say the FBW is mildly difficult to use, but can be great for falling back on, if you're confident/skilled enough. A buff for the OCA Nano is unnecessary.
  4. I made an outfit based off of one of the characters, during the "Team react" sessions, from my favorite NFS game, ProStreet! @RCooper
  5. Yeah! Med-spray is the reset button of gunfights and removal of it, at least from mission districts, also is a good option. Really, most situations where someone has med-spray, especially used against newbies and poor- or unlucky-shots, it goes just like that: You're in a gunfight--when you're firing and run out of ammo for your primary, and you switch to your FBW only to miss enough, then they use med-spray, straight-up insulting you for the skill/luck you don't have, resetting the fight... You get killed. It makes that skill development twice as long. Med-spray is the cover people'll use when either they don't have it, their assailant is a poor shot (like me), you're cheeky and like dairy, or the CA/Kevlar surgery was just too frightening for you. Honestly, it's awful. We already have Mobile Cover. That's a layer of cover. Then, there's Med-spray, yet another layer of cover, one that just makes things uninteresting and frustrating. Either it's gonna be reworked like Mobile Cover or removed.
  6. https://docs.google.com/spreadsheets/d/1m7H7Gpt8UKx25KMQGnO4pW3tyaftp-WT0Qo5SZ2c_qQ/edit?usp=sharing Note: There's a Rifle, SMG, and some ARs I've either not owned or used enough. As such, I have not provided a Rating or Suggestion.
  7. Hmm, for primary weapons, I'd say either the OCA, N-TEC, or N-HVR Scout are meta. For secondary weapons, the Obeya FBW or Colby .45 (if you're daring/experienced enough).
  8. Like an undead journalist said: "Fan - tastic!"
  9. This, but 4 per match, or less, without a change in cooldown. I say without a change in cooldown because consumables shouldn't be too limited in its use, otherwise its not really consumable at all and you might as well remove them.
  10. I hated this, back when I played with one of my Crims (I made an alt. character that I would only level up if a Legendary primary and secondary weapon were equipped). There was a time where, only on the weekends & holiday events, could I get the appropriate district to play in. Getting standing was so sluggish. It's bannable, my teammates may report me for the pure mischief and shenanigans I caused for them, and I bet it takes, I dunno, Demerits to get there... it also makes for "good gameplay," which I'm sure was unintended... It's essentially exploitative. Not gonna do it. There sure is a better way to handle this game and LO is proving that. But hey, that's fine with me. As long as you're putting effort into the objective, I'm good. You could roll up with a HMS on an SMG and I wouldn't bat an eye--I'd burst out laughing. I hope they find a fix for this too. In the meantime, don't dethreat with intent. This ruins the Threat system by enabling false-positives on matchmaking. Wow... So you're just gonna, "Well, I'll find another way to exploit the Threat system," and move on? smh Merged. No. Because by the time I drop to Silver, it won't matter--Threat Segregation will be gone... I hope. Huh? Good for me? And all Golds unwilling to exploit the system to experience the core gameplay in Mission Districts? And what're you blabbering about? Really? I thought conflict districts failed because they were marketed as for gathering data to improve matchmaking. Not really inviting or an essential experience of APB. It was really like a holiday/event district: Populated at first, empty at last.
  11. My threat level is preventing me from playing in Mission Districts--these Districts, Silver and Gold instances, are consistently empty in NA-West... and I'd rather not take the chance of playing on Eastside servers. The Lag, especially on APB servers (I don't get why this game isn't even in Guiness World Records yet, for the strangest, lasting server latency spikes and attacks) makes for some... latent interactions. I will not dethreat. My threat level, after not playing actively for years, is preventing me to play in populated Mission Districts. The "Green" and "Bronze" instances, typically, having a lofty population. I will not dethreat. My threat level is a false representation of my recent matches, and it seems to be unhindered by those losses. Took some hefty L's. I haven't played actively for years--makes me wonder why time spent logged-off isn't a factor... I will not dethreat. My threat level intimidates and surprises players--BEFORE the match has lasted for 20 seconds and BEFORE any attack/engagement happens, players say and /whisper things like "please, go easy on me." or "oh, we got a good player!" Then there are skilled players that expect as much as them and, if you've under-performed when you last played with them, even while being the same threat level as them, will /abandonmission because you're "not good." Threat level is a problem... and yet, I will not dethreat. My threat level, separates me from this game, more than the cheaters (that I can /report--problem solved), toxic remarks of players (that I can /ignore--problem solved), and slow updates/fixes/balances (that I can, and will, wait for--problem solved) to the game. My threat level bars me--not like I can " / " my way out of this one. I will not dethreat. Dethreating is a bannable offense, no? And yet, for me, and other Gold Threat players, whether they're in a decently populated server or not, dethreating is a potential gateway that grants passage to a far out gaming experience: the APB:R experience. Again. I will not dethreat. I cannot dethreat. Please, absolve us of Threat Segregation, and maybe remove threat as a whole, and allow us to play the game. P.S. Don't /abandonmission because "this teammate sucked" and are not as "good" as you. You can't win all matches. Accept loss. Put your pride aside and do what you came to do: play the game... To new and less-experienced players: Play. Keep playing. Don't let the negativity and hatred of another player hinder your play. You've your play-style and that's what you want. Don't let someone force you to change the primary weapon you wanted--you make that decision yourself. Maybe you like to adapt to different scenarios and will change equipment accordingly. That's okay. Maybe you like to explode a man, so you'll use explosives. That's okay. Remember to consider your movements and attacks with your team, in accordance to the objective. Playing against a high Rating/Threat player? Look at this as an opportunity to improve and further tune your playstyle... Whether you win or not, keep on keeping on. INB4 Not another Threat Segregation thread
  12. 1. "Ammo Lasso" - Imagine getting caught into a lasso (except, it rejuvenates bullets!). When caught by this "lasso," you can move around (iirc, it has a 5m range) and if you're by a wall/obstruction, you can wrap right around it and CONTINUE to receive ammo until maxed or interrupted. So if you're getting ammo and you start getting shot at, move to cover if there is any within 5m. With the consumable Resupply Box, you can receive it's ammo through walls immediately (without having to go near the box to, first, get "lassoed") AND change weapons through walls. (P.S. A lasso is basically a rope that has an end that is formed into a loop, or circle) 2. Reload On-the-Go - You can reload your currently equipped weapon while entering/hijacking from the PASSENGER door, regardless of how long it takes to reload. As long as you hit the reload key before you enter the drivers seat, you'll reload your weapon no matter what the TTR (time-to-reload) is. Note: Normally, as a passenger, you can reload your weapon, without having to stick out the window. You can also do this while hijacking from the driver's side, but your TTR will matter. So if you enter the driver's door, then, not only will you have less time to hit the Reload key, but the weapon's reload time must be short enough for the "on-the-go" reload to occur. 3. Look Back/Back Grenade Throw - Go to Options and bind a key to "Look Back." Now you can look back with that key! To throw a grenade backwards, cook/hold the 'nade and then press and hold the look back key. While looking back, release 'nade. Note: You can only throw back if you're, FIRST, cooking/holding the 'nade. You can't already be looking back, before cooking/holding the 'nade. 4. HVR-Accuracy and Piercing Mod (CAP40 'Sergeant'/Colby Commander) - Hugging a wall minimizes all accuracy loss, giving you HVR accuracy... to a wall. You'll be able to hit that same spot on the wall, so long as you manage recoil. Since the Commander and Sergeant can pierce, you can put that accuracy to use by shooting through windowed/metal doors (doors on buildings/fences/walls, that require the action key to open). Someone 40m out in the middle of the road with you? Whip out a shield, crouch, and lay waste as your enemy questions, "Who is shooting me and how're they so accurate???" (Yes, those weapons can shoot through those consumable shields!) Someone behind a blue ticket booth? If you used Spotter (Character Mod) or have them tagged via Tagger (Weapon Mod), then you can track 'em and shoot 'em with HVR accuracy! In the spoiler, I've included a video proving the effectiveness and my understanding of this trick. There is also a list of things that can be shot-through with the Piercing Mod. 5. Throw/Launch Grenade further - If you jump and throw/launch a 'nade before you reach the apex of the jump, then it'll fly further. Sometimes those heavy Frag 'nades could use an oomph--throw that 'nade at a certain angle, while jumping, and you've got yourself a faster/further 'nade throw... but don't mess up like I did in this gameplay video of me... 6. Enemy Spawn Detection - Whenever a spawn-point is blocked due to an "enemy being near the location," it... doesn't necessarily mean they are near. In fact, it can also mean that the enemy has picked that spawn! That's right. The enemy can be on the SAME spawn map as you (the opposition my share a couple spawn points with you, depending on where y'all died) I knew this because I clicked a spawn point about 40m apart from a "blocked" spawn and then I spawned and looked in the direction of the area that was allegedly blocked due to an enemy being near... Turns out they spawned just as I did (their name was temporarily grey; spawn protection was active); they weren't near that spawn-point at all--technically, they were on the spawn screen as I was. With this, you can conclude that when an enemy dies, as you die, you share the same spawn timer. 7. Fall Break (No gravity damage) - While near a ladder, pressing the Action key just before you hit the ground, allows you to grab onto the ladder to break your fall entirely! Also, by minuscule chance (this'll happen most accidentally), you can bounce-off/bank-slide-off (idk how to explain bcuz its probably a bug, but thats how it can look) on an edge of a surface to immediately reset the velocity at which you fell. 8. 'Nade-to-Weapon Sooner - Instead of waiting for the animation to finish after throwing a grenade, you can, as soon as your 'nade is in the air, swap to your weapon (scroll up for Primary and down for Secondary). Doing this will skip the animation that plays after you've thrown your 'nade and will move on to your weapon-equip animation. Keep in mind, the speed at which you pull out your weapon is based on the weapon you are switching to (i.e. each weapon has a "time-to-equip" before you can fire)--so you'll still have to deal with that. Now, imagine: LowYields-to-SNR ... 'Nade Barrage! 9. "Kempington Shuffle" - While aiming, lean in any direction. Then press the shoulder switch key repeatedly while moving. You'll look like you're dancing! Looks funnier if you do it while looking all-the-way up/down. 10. "Jesus, take the wheel!" - You can teleport into a vehicle, whenever trying to enter through one of its "blocked" doors. Either when the vehicle is tilted on it's two wheels, doors are blocked, or even when it's in the air (so long as you are within range of activation, about 4m), then you can and will teleport into it. While on foot, I was rushed by an enemy (who was in a vehicle) and, luckily, as he slid toward me (with the drivers side toward me), he got out and was close enough to me AND the driver's door that when I press F (action key) I was then warped into that opp's stolen car (bcuz the door-way was blocked by opp) and drove away! Probably one of the funniest moments I've had! 11. Sneaky Takedown - After finishing an objective, if you've seen the enemy leaving for the next objective, then you can assume that by the time they get to that next objective, they will think you and your team are coming from the same path they took (East, for example). When heading to the next objective, instead of heading East, you can take the long route (Go North, then East, then South to the objective). When you're 80m away from the objective, just exit your vehicle and go on foot. You'll then be able to take 'em out from their back! Muffler (Vehicle Mod) makes this method easier, allowing you to get closer sooner, but it can be done without it. TheSxW made a good point about the range at which you should exit the vehicle, for number 11. Should be at 80m.
×
×
  • Create New...