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Zascha

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Everything posted by Zascha

  1. Clotting Agent II is better than Clotting Agent III. Don't let anyone tell you different. For myself, I roll Flak Jacket all the time. I hardly ever use anything else. Flak Jacket saves lives. It's a proven fact. To be fair, the main reason to use FJ is when you're dealing with people who use Percs. They used to be all the rage back in the day. Everyone rolled with Percs. It's why I started using FJ in the first place. I got real tired of the "I'm going to spam my OCA at you and waste half my clip because I can't aim, but I'll make up for it by using my 'OH SHIT' button which releases my Perc grenade, and then you'll die" strategy that people loved to use. These days, that doesn't seem to be much of an issue. But any time I experiment with other Greens besides FJ, I almost always end up thinking, "Man... I wish I had Flak Jacket on right now." So I go back to it. For my Blue, I use Hard Landing I think it's called. I don't know why. All it does is let you Goomba Stomp, and I have literally, not one time, managed to do that. I think it might also allow you to fall at an accelerated rate. I don't recall off the top of my head. What I probably SHOULD use is that one that prevents you from being run over. I always forget to check behind me when I ditch a car, and I get run over a lot like that. I also suck at dodging cars for some reason. I should probably use that one. But... I've used Hard Landing so long, it feels weird not having it. For the Orange, I've recently experimented with Radar Jammer, and I guess it's all right. I like it mostly because I get to show people my symbol. But I don't know how effective it really is. Otherwise, I'm probably using Blow Torch. It's just the greatest thing in the world if you ask me. For the Consumable, I'm using either the Shield or the Ammo Box. The shield is kind of neat. It's not spectacular AS a shield, but it's pretty good as a barracade on doors and ladders.
  2. I agree. Contests need to be run by people in the company who can judge things accordingly. The community vote contests are... You just can't run it that way. You can't. It's not to say that the company folks can't be compromised... That's happened in APB before, if I'm not mistaken. But never mind that... Maybe once LO gets this thing rolling and they get into a more neutral cruise mode, they'll put on some more contests that could be handled well. I'd probably participate in one. I've never participated in any of APB's stuff, I don't think. I thought about doing one of the Art Contests in the past but... I dunno. I guess I wasn't in the mood at the time. I told you, this stuff is a real chore for me, lol.
  3. Yes, but I take Cheaters very seriously. It really bugs me when someone breaks the spirit of a game or a contest or something. I get real disappointed with folks when I learn they tried to cheat me and others. And it makes me feel bad, because I don't like it when I can't just accept the good in others. It's like they really went out of their way to show me their bad side--took advantage of my good nature. I don't care for it, much. In the case with the BDO contest, it's not so much I ever expected to win--I didn't. I just didn't like how when the folks were caught, they tried to save face and pretend like they didn't know what anyone was talking about. And more to the matter, it was brought to the attention of the CM's and they didn't do anything about it. It was like, "How can you run an art/design contest and not know enough about art to know when someone is so obviously cheating?" One guy in particular was something of a forum hero, and the whole thing was practically a popularity contest in the beginning anyway. He kept getting selected by his fans because they didn't know any better, and more over, they didn't care that he was a cheat. CM's did nothing. The whole thing just made me not even want to be a part of that community. I can say a lot about the APB community, to be fair (and I have) but nothing like that ever happened here. You get your standard run-of-the-mill trolls here. Not much else... I just left the whole thing. I was real disappointed in how it was managed and everything.
  4. I wouldn't worry about it. The Sorceress I posted above was selected into the first round of picks, but that's as far as I got. There was some kind of sort of behind the scenes drama going on with that whole contest. I won't get into it here because it's just water under the bridge at this point, but the whole experience really turned me off to the entire game. At least the designs came out all right, though! And yes, there were lots of cool designs submitted.
  5. I've never been big into Fan Art anyway, but APB was something I never really got into as far as Fan Art creation is concerned. I figured all the art I would make for APB would just be done on the Symbol Creator. The reason is because I don't really like to paint and stuff. It's a huge chore for me. But if there's something about the IP or whatever that interest me about its story, then I will usually be inspired to do something for the purposes of exploring that story. That said, here are some sketches and stuff I made for The Legend of Zelda a while back. None of these were ever finished. I mostly did them to study the craft. Here's some DC stuff: General Fantasy stuff: The only thing I ever started for APB: Some stuff for Black Desert Online: I have other things I created just for myself--projects I was working on. But, maybe I'll post those some other time. All the stuff above is pretty old--some go back several years ago. I was really trying to figure a lot of stuff out. The most recent of the bunch is what I did for Black Desert Online. I think I made those this past February for the contest they were having. I didn't win
  6. Yeah, there's too much overexplanation, overcomplication, and ego-stroking in this. In all my years of playing this game, I've noticed there are four types of players in this game. It's the same four types of players you find in any other game: 1. Noobs who don't know anything. 2. Casuals who don't know much about the game and don't care to know. 3. Casuals who know a lot about the game but don't care to Tryhard or use that knowledge. 4. Competitives--also known as Tryhards. *5. This isn't really a category, but it's interesting to note. There is a small group of people who actually fall somewhere between 2 and 3 who ONLY play with 4's to essentially reap the benefits of the 4's popularity or notoriety. I call them Gold Diggers. These are usually the ones with the biggest mouths and talk the most shit to other people who complain about cheaters or something being unfair. Lots of people in these forums like this, I think. Basically, their goal is to feel like they're better than other people somehow. You'll notice the Threat Colors correspond to these Categories: 1. They're Green's or Bronze. 2. They usually dance between Bronze and Silver. 3. They usually dance between Silver and Gold. (This is where most of your Dethreaters come from, because they don't want to play against Category 4.) 4. They're usually always Gold. But also, the way the Threat system works is FUBAR, because people who are in Category 2 sometimes go Gold because maybe they get a lot of wins. The difference between Category 2's and 3's is something which isn't really tracked in the game because there's no way to track how much you know about the game and how much you care about winning. All this stuff about Game Sense, Mechanics, Awareness, all this other crap is just ego-stroking from folks who thinks they have some kind of elite knowledge. You do the same stuff in this game as you do in any other game. There's not some secret tactical information in APB that you either know or don't know. You either know the map or you don't. You either know how to work the spawns or you don't. You either know how to work the weapon ranges or you don't. You either know to gang up on one guy or you don't. You either communicate what is going on or you don't. You either know to play with minimum settings for maximum frames or you don't. You either know to manipulate your mouse DPI and sensitivity or you don't. And lastly, you either use cheats or you don't. (Put here, because it happens, though it's not technically an aspect I am referring to.) So basically: You either want to expend the energy to actually do all of that stuff or you don't. You either play only with other people who want to do it or you don't--This is primarily why PUG's don't work against Pre-Mades. A team of four players who all fall into Category 4, they will always beat another crew that is not entirely made up of any other Category. Another caveat to this is people who claim they don't care and seem to be able to manage all of the above. It's not correct. They do care. They are actually concentrating on these things intently, at least some of the time. And then you have people who have played together for so long, they can do a lot of this stuff on auto-pilot. Basically, you either want to Tryhard, or you don't want to Tryhard. The reason this game is frustrating is because you have two groups of people who have entirely different expectations for this game, and they're constantly forced to play together. I cannot tell you how many times I have said, "Why are we OPPed against these guys over and over and over again? Where are all the people who are like us?" My only estimation is they either quit the game, or they've decided to dethreat to play in the Bronze District. This issue is only exacerbated by the fact that the Tryhards WILL NOT play in the proper District--Gold District. They WILL without fail go to the Silver district. I believe this is because APB has historically had a serious problem with Cheaters, both Blatant and Closet. This is exactly why RP decided some time ago to experiment with Silver/Gold Locking Districts. This didn't work, however, primarily because of how the Threat system works. A Category 2 can easily jump into Gold, and they end up doing the Threat Dance I mentioned above--and it's just frustrating and not fun. Basically, the Threat System is FUBAR. Either way, this forced Opposition scenario has created a false sense of inflated ego inside the minds of Tryhards (like they're doing something amazing) mostly because they're children, or they're at the age where they think any of this stuff even matters. To them, it's important that they're good. It's the same mindset when people try to say, "I beat/play the game on the Hardest Difficulty because it means I'm awesome." In reality--who cares? Well, obviously someone cares. Not that I have any room to judge them--to each their own. It's something that is important to them, and so... all right. Fair enough. Regardless, folks are forced to play against them. In the end, however, all it does is reward the person who really cares and punishes the person who is just trying to have a good time. So, that, in my estimation, is what I see is the biggest problem in this game. Cheaters were the biggest problem, but since LO brought in BattleEye and FairFight is still active, I feel they have done everything they can for that problem. And so, I have confidence in their resolution for that. Their next main objective should be tackling the issue with the Threat System and the Match-Making in general to help alleviate the problem I mentioned above.
  7. It's not you... technically. First of all, you've got 2 colors in the Green/Indigo range blending into a Pink color. This is always going to have a graying effect somewhere in the middle. It happens in real life that way. There's no way around it. So, what you're seeing is a serious loss in color vibrancy because the mixture of these colors is simply going to produce a washed-out look. Second, you're blending three different colors. This is never going to yield a good result. You have to have clear separation between at most two colors. What I would do is put your base Hoodie color at the Blue tone. Then apply the Pink gradient on the bottom and the Green gradient on the top, and make extra sure you don't allow those two gradients to touch. Leave a clear, clean band of the base Blue, visible. That's as good as you're going to get it. Also, keep in mind that when you increase the size of the gradient, a lot of times, there's still faint pixels being rendered that you can't technically see. Once again, this Red/Green/Blue mixture isn't actually an effective arrangement when trying to blend together. Third, even if you use colors which were more compliantary, you're still going to have this kind of problem because of the resolution of the actual symbol you're using. When you increase the size of a symbol, the resolution of DPI of the image doesn't actually increase. It stays the same. As far as I'm aware, the symbols are Vectors inside the designer. But they do not remain Vectors once placed on Cars, Clothes, or Spray Points. They turn into PNG's or whatever. This is why inside the Designer, placing a symbol and increasing its size produces a clean edge. But that same clean edge could be pixelated on a larger canvas such as a car or even a shirt. It's because the image in the Designer is set at a certain resolution and the surface of the car/shirt/display has a different resolution. Fourth, the way the Gradients work in this game are... weird. That's my guess as to what is going on.
  8. Sort of... but not exactly. Subsurface scattering doesn't actually affect the shadow. It has to do with light in relation to the materials it is passing through and bouncing from. The actual effect you're referring to also only really occurs or is noticable when the source of the light is positioned closely or directly behind the core shadow with respect to the view point of the observer. Basically, put your hand in front of a flash light, and you'll see a redish corona tracing the outside of your fingers where the inside will be core shadow. To be fair, you probably won't notice that without some kind of controlled environment or something. But generally, that's the case. That isn't to say that light isn't typically its most saturated at the edge of the core shadow--it absolutely is. For artists looking for authentic lighting models, this gets into Color Theory. It's kind of complicated, but it's not that complicated. Also, most of this theory really only applies to RGB stuff, though if you're working digitally, CMYK behaves pretty much the same way. You just have a much smaller spectrum to work with. With actual paints, you're dealing with real, physical qualities. Mixing color is a little bit complicated. But that doesn't affect anything we're talking about here for this examination. In APB, we're dealing with RGB only, so that's what I'll talk about. Generally speaking, you'll start with the natural qualities of the light: Hue/Color - Red, Yellow, Green, Cyan, Blue, Magenta. You also have a range of colors in between those which is where you get your Oranges, Violets, Indigos, etc. The naming policy doesn't really matter. It's the hue that counts. Saturation - Each hue has a range of Saturation that is pretty much constant across the entire color spectrum. In APB, you have something like 32 Hues, 8 levels of Saturation, and 16 levels of Light if I remember correctly. Zero is counted into those numbers as they are accounted for in the permissible spectrum--so whatever the numbers are. I forget. Saturation is basically how much or little light is affecting the hue. More light means the color is being move more to white. Less light means the color is being moved more to black. In the direct center of that spectrum resides the color's true hue. Both Black and White have an equal measure of non-effect on the hue. Temperature - Temperature is not something APB records, but generally speaking, Yellow, Red, Magenta, and any mixture of those hues are warm colors. Green, Cyan, Blue, and any mixture of those are cool. This is one of the more important aspects in Color Theory that I think most people should really nail down in regards to rendering effective lighting qualities. Value - Value determines the lightness or darkness of the hue in respects to a grayscale--not in respects to how light affects the hue. It's similar to saturation, but not quite. They work independently and simultaneously. To consider the difference, imagine a Light Red (Pink) and a Dark Red (Value) vs a Red that seems dull to a Red that seems to really pop (Saturation.) Each hue at its equilibrium, otherwise known as true color or maximum saturation, carries an inherent value. Of the primary colors, it goes Yellow, Cyan, Green, Magenta, Red, Blue. Yellow has the lightest inherent value. Blue has the darkest inherent value. The secondary colors, the mixtures, generally carry an inherent value that find an equilibrium between the two primary colors used. So if you mix Cyan (the second lightest) with Blue (the darkest) you'll get Indigo which will carry an inherent value similar to that of the Primary color, Magenta. You can experiment with mixing colors which rest on opposing ends of the color spectrum, but you're going to end up killing the quality of the hue. Basically, you'll end up with just some muddy gray--the equilibrium gray. This is not really that important for the simple examination below, but for advanced users, you can really get into this quality when picking your hues and such for lights and shadows. The simple rule of thumb is, whatever the Temperature the object has in the light, you should use the opposite Temperature to render its shadow. In reality, if the surface of the lighted side is Red, you don't actually have to make the shadow Blue. I mean, you could if you wanted a real dramatic effect. But more realistically, you just move the hue more to a cooler temperature. Usually one or two hues is fine (depending on the inherent value if you wanted.) So for Red, you could make the shadow Orange or Yellow, or you could make it more Violet or Magenta. Point is, either option is a cooler temperature than Red. The next part is you have to determine whether the Lighted area is high in saturation or low in saturation. And then, you simply reduce or increase the Shadow area's Saturation as needed. Basically, you're doing the opposite of whatever is going on inside the Lighted areas. If the lighted side is high in saturation, you want the shadows to be low in saturation. In real life, generally speaking under natural lighting conditions and assuming there's nothing weird-sciency going on, Shadows are more saturated than the Lighted areas. This doesn't have anything to do with subsurface scattering--it's just the way light behaves. And this is typically on any surface. Shadows are naturally more saturated... in Earth's atmosphere so far as we know. Also, all of this is measured against Sunlight. If our Sun was a different color star, everything, including our sky, and green leaves, would be a completely different color. Not important, but fun fact. The effect you're speaking of, where the hue is more saturated at the edge of the core shadow is mostly just a natural occurrence moving from light to dark. It's because the hue is neither obscured by shadow nor is it washed out by light--thus saturation in at its purest measure.
  9. No shit, my opinion is subjective. All opinions are subjective, genius. The reasons for having an opinion aren't. I didn't imagine the scenario where a total stranger was tasked with modeling in the nude before an entire class of 15 students who were charged to treat the model with respect concerning their humanity. Every University with such practices regarding Life Drawing exercises maintains the same standard because there is a clear line which separates art and pornography. That line is drawn uniquely and in concert between the model, the observer, and the figure of authority whose job it is to maintain the expectation. I can tell you haven't been in this situation and you have no idea to what I'm speaking of in regards to respect for someone's humanity. Speaking with you on this matter is like flushing a million dollar lottery ticket down the toilet. Since you haven't answered my question, then I can only assume you have no idea what I'm talking about, which means you have never looked at a total stranger without objectifying them--which means you have no idea what I'm talking about. So your arguments are superfluous. It doesn't have to be. You can leave your Filter Option, Off. That's why it should be there.
  10. Because you're trying to force everyone inside your interpretation of this topic. I never said people shouldn't be able to do it. I don't like it, and I personally think the images people make in-game are juvenile, grotesque, immature, and pornographic. I don't really care if people feel judged by that--it's no different than someone thinking I'm stupid or mean or whatever other judgment they make on my own character by disagreeing with me. Whether they agree with me or not, they have a right to express their own opinion on the matter as well. They're free to do so, as far as I'm concerned, and I'm all right with them making whatever symbols they want to make. But we need to have an option of filtering. I've laid out a plan which allows for that.
  11. Have you ever stood in front of a total stranger who is completely naked with the intent to draw a likeness of their naked body and held the responsibility entrusted to you by them that you will not create an image which objectifies them and creates within their mind, shame? If you haven't, then I advise you to take a Life Drawing class at a local University and you can learn the difference for yourself really fast. You can audit the class for free if the teacher allows it. Otherwise, I don't see how you have any room to question what I said on this subject.
  12. Because it isn't the human body that is the problem. It's the sexual context people object to.
  13. For one, it's not censoring. It's a guide-rail to keep folks out of the gutter. When I was in college and I took Life Drawing classes with nude Models, we students learned real quick the difference between Art and Pornography. You immediately understand to respect the model and their body in such an environment, and you are utterly forced to find what is interesting about the human body outside of sexual motifs. I doubt very seriously even half of the APB community has matured with their expression, and I can tell very simply by what it is they create. It isn't art. It's pornography. And quite frankly, most of it is a tracing of some hentai character, which they didn't even create themselves. When I was a kid, I drew Ninja Turtles and Batman. Kids these days are drawing hentai characters. It's a shame, really... But whatever. The problem with peoples' "artistic expression" isn't that they can do it. The problem is we can't turn it off. No one wants to stifle anyone else's expression, regardless of how distasteful we think it is (and who cares if you don't like our opinion of it.) But it's not like we can walk around in Social or any other district and not see these things. The solution to this would be to allow for the creator to peg the work as "Adult 18+" or something compliant with that standard, and have it referenced to another user's In-Game Option for allowing or not allowing such content material to be rendered in-game. We have a Chat Filter for the same purposes. Some people don't want to read others' profanity. So they just turn the filter On, and problem solved. There needs to be something like that for Symbol and even Character Outfits. It's just a box you mark for each Symbol and each Outfit slot. If you check the box, the game automatically flags the content as "Adult 18+" When someone else, me for instance, who has their In-Game Option Filter turned on, what we see will be a blank white space for Symbols and a default character render for Outfits (similar to the one we see when we load up the game.) Problem solved.
  14. Well, it only seems that way. But rest assured, everyone in the district experiences it from time to time when it is happening, guaranteed. Full-Auto, No-Recoil N-Techs you say? The last time I mentioned something about cheaters in this thread, I was down-voted 3 times. But... Well...
  15. Well, packet loss is generally due to DDOS attacks. At least, that has been the case historically. I'm not saying that's what's happening now because I have no idea. But in the past, severe packet loss was usually due to DDOS attacks. Regardless, everyone experiences it, but not everyone experiences it at the same time. Therefore, while you experience severe lag, your opponent probably isn't at that particular moment. It sucks, because it basically provides for the opponent a major advantage. It's the weekend. I've noticed a trend since LO took over. On the weekends, the servers turn to crap and there is severe lag until Monday. I suspect this is due to DDOS Mitigation. They basically turn it on while everyone is away is my guess. No one is there to babysit the servers.
  16. Can we not do what? State facts? Sure... but I wouldn't recommend it.
  17. It's tougher to kill people in this game when you aren't using cheats. I'm not accusing you of anything. I'm just stating a general fact.
  18. All I know is, I haven't been hacusated in a while, but I have hacusated plenty, recently. And, I don't have any evidence of this except for my own testimony. That said, I would like to address the elephant in the room: I'm all out of ice cream sammiches, and someone in here must be the reason why. So... which one of you was it, hmmm?
  19. Here are all my major works since I started playing the game:
  20. So, because it's annoying to you--you want to install a special Crouch Endurance timer into the game? Man, look. That is like shooting a nuclear missile to deal with a bank robbery. Crouching doesn't "need to be looked at" or "nerfed" or whatever this crazy nonsense is. This is a lag problem and an exploit used to create the problem. Fix the exploit--don't hide it behind some over-designed mechanic as ridiculous as "Crouch Endurance" or some special Recoil for Crouching.
  21. Seriously? Is that really where we are, now? "NERF CROUCHING!" "CROUCHING IS OP! NEEDS A COOL DOWN!" Literally take a step back, and just read what you're on about. ... Man...
  22. I've played lots of games over the years, and APB is quite unique. This is going to be a long response: The Nintendo Entertainment System was the epitome of gaming. Games never got any better than they were on that system. Yes, they have become more complicated over the years, but there is something about the limitations of that system and the imagination poured into those limitations which created the finest games ever made: Super Mario Brothers is just as playable today as it was 35 years ago. The Legend of Zelda is just as amazing today as it was 35 years ago. Contra Mega Man Castlevania Ghosts n Goblins Mike Tyson's Punch Out The list goes on and on and on. These games are infinitely playable. They were difficult. Unforgiving. And they were so much fun. You could literally replay them forever and never be bored. APB shares something in common with those games: it really is just that simple a game. In Mario, you run and you jump. That's it. That's the whole game. Occasionally, you shoot a fireball. There aren't a million things to set up. You don't have to do a bunch of reading to learn how to play. You don't have to go through endless load screens. You don't have to micro-manage a bunch of bull$hit. You don't have to go somewhere to set something up just so you can do the thing you want to do. You don't have to spend months or weeks or even days doing a million things you don't want to do to enjoy the thing you do want to do which is the core game loop. You don't have to collect a bunch of crap so you can buy a ticket to get something which once you've collected a lot of, you can trade in for one thing. THE GAME STARTS AT RANK 1, NOT RANK 255!!! In APB, you pick your gun, get inside a car, ride, shoot, press F. Rinse and repeat until you're blue in the face. That's all there is to it. It's the same from the first time you step in, until the last time you ever play. The point I'm making here is APB gets right what so many other games get wrong: The core gameplay is simple, it's fun because it's simple, and there's nothing standing between you and doing that simple, fun core gameplay. I have been talking about this for years. Games don't need to be complicated to be good. They don't. All they need is one or two things, and those things need to work. <-- That is literally the only thing APB does right. For all the complaining we do about whatever it is we complain about, the core gameplay is on point. It always has been. Missions are long enough to be engaging and short enough so you don't get bored. You're always moving. The "level" changes constantly. The requirements of the missions are always challenging you. But then, there is something else about it. You get to make your character from the ground up. And I mean you really get to make it. The reason this game has that special something that no other game has, is because it is simply fun, it works, and it allows you to invest your imagination into it unlike any game that has ever come before it. No other game allows you to do that as a feature to this extent. None. Ever. And not just you, but your car, your music, your art, your expression. It's not just that you can make whatever you want. It's that the game is allowing you to invest your imagination into it. It WANTS you to use your imagination. It WANTS you to have an effect in the game. It WANTS you to exist inside the game. No MMO, no matter how complicated the Classes or the Abilities or the Weapons or the whatever; No Shooter, no matter how sophisticated the ballistics or the physics or the sounds; None of that can compete with the ability to allow the player to invest their imagination into the game. Most people don't even fully appreciate how powerful what I'm talking about is, but let me put it to you like this: You don't have to pay extra cash in a complicated Cash Shop to wear a pair of Blue Jeans one day and a pair of Red Jeans the next day. Your ability to express your character isn't locked behind a Loot Crate. It isn't pre-rendered. It isn't the same thing other people have identical or just in a different color. Of all the things that could potentially be locked behind a paywall, your creativity is allowed to be completely free (Premium is not really a paywall if you ask me. It's not even that expensive.) Do you want to play Mario, except you get to design Mario anyway you want? How about Legend of Zelda? How many of you would want to play that, except you can make Link look however you want? I'd wager every single person who is reading this, and every single person who didn't. That's who. APB is that game. And Cheaters and bad management have tried their absolute damndest to run it into the ground. We will never get another game like this. Ever.
  23. I used to love the CR762 as well. But it's a completely wrecked gun as far as I'm concerned. I don't care what anyone says. You're better off with either an HVR, a Scout, or an N-Tech with IR3 in every single scenario. An OBIR is a better option if only because it's more effective at defense due to burst fire. Even the Joker Carbine is a better option in most situations. The trigger sticks and does not provide smooth timing, the bloom is ridiculous, you never kill with it before you have to reload because the magazine is stupid small, the reload takes forever, you're completely overpowered by any other gun with engagements over 60 and under 50 which is a range that is so inconsequential it's a wonder there is even a bracket available. It's basically a slightly longer range N-Tech with an abysmal fire rate that not even CJ3 can fix. Put IR3 in an N-Tech and forget about the CR-762. You'll thank me later. You could even put IR3 in a STAR and it will do the same thing as a CR-762, except you'll have more ammo, and you won't have to fight the ridiculous semi-auto timing.
  24. I voted Joker. The JG is a superior shotgun to the other options. It's the most reliable, consistent shotgun in the game. However, I am aware some folks favor the NFAS and its variants. Joker Carbine is kind of like the N-Tech: it's pretty great for whatever you want to do. There is no situation where a Joker Carbine isn't a good idea. The RFP-9 hasn't had much love in the past, but recently I've come to recognize it as a superior firearm for Med-Long Range engagements. It compliments the JG and Carbine well. All in all, I think the Joker weapons provide the player with the best overall package. Joker has the most reliable line-up which consistently provides the player with effective ranges of play without the need to babysit your loadout--which is a huge disadvantage for OBEYA. You will constantly be switching your loadout to suit the needs of the mission. My second vote would probably go to OBEYA, if only because it has such a large arsenal of effective, yet nuanced weapons. Also, the FBW provides the entire line-up with a huge boost in performance. However, it loses points for the OSMAW and the CR762. The OSMAW is outclassed by the Volcano in every conceivable way. The Volcano is just an overall upgrade. The CR762 is the worst gun in the game as far as I'm concerned. It simply requires entirely too many rounds to kill a target for the speed at which it can be fired, and it is, quite frankly, outclassed by the OBIR, HVR, and Scout.
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