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Everything posted by Dopefish
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The ammo vending are one of the worst mechanics in the game, where you need to go through several menus to fill out your ammo, and then you play until you respawn without ammo. It's an additional step that creates frustration, and makes it harder for new players to get into the game. Having a cost while resupplying is good, it's just the unnecessary steps needed that are bad.
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My main concern was that they were too forgiving before. Can you still 2-shot while off-target, and is it still reliable while on target?
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Really neat, and hopefully it can be used as a base for a new district in the future. Though I miss your old topic with level design balancing for the existing districts: https://forums-old.gamersfirst.com/topic/329214-not-so-lazy-ideas-for-map-changing/ I believe there's some work being done on the levels at the moment for the upcoming UE3.5 update, so I think now would be the most optimal time to post suggestions for improvements.
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Now with the trade system in place, it probably would be best to remove the ability to put up an item for a specific player through the marketplace. I also believe that lack of taxation will have an longterm adverse effect due to inflation. Does anyone know if you need to refurbish items before you perform a trade with a player?
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I think this would be a great change to newcomers and veterans alike. Highly approve of this.
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NFAS have 10-20m drop-off range. It retains its short drop-off ranged, and gets a damage nerf, while a smaller spread also makes it less forgiving up close. I feel the drawbacks are appropriate. I second this. I'd like every mod to be viable, or atleast have an effect on all weapons. People are just a bit sensitive about shotguns right now.
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2FA (Two Factor Authentication) and it's current status
Dopefish replied to Lucidy's topic in General Discussion Archive
It's very common that people use the same mail and password across several sites, so if just one of those gets breached, your credentials would become available for every service you used them at. You could try checking this page, and then consider if you've been reusing your login anywhere: https://haveibeenpwned.com/ Even if you have throw-away mail, and unique password for each account you create online, the regular user doesn't, so any compromised account will take up alot of time and resources for support. APB doesn't even have a multiple attempts lock-out, so it's quite vulnerable for brute force attacks. -
I'm bit late to the party, but even though some already brought it up, I'm very concerned about the lack of market tax for trading. Does this also mean that items wouldn't need to be refurbished? Those two systems are in place to prevent inflation, where money is being constantly added, but never removed. This would also reduce the use of the marketplace, and increase chat spam for all districts. APB economy already needs a big overhaul, since there's infinite supply, but minimal demands (partly due to player rank restrictions).
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It would be a fun and usable mod, and I don't think there's a problem with car accessing areas that's normally blocked off for cars. It doesn't make much sense though, and would make the game even more unserious than it already is. I'd like to keep the game world feeling authentic. I'm also completely against adding invisible walls, since they make no sense and are just annoying. Just look at how weird it is to drive up the skateboard park ramp and hit some random invisible wall 50m up in the air. If there's a problem with the level design, then that's what should be fixed, and not take the lazy way out.
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You could attach a High-Magnification Scope to a Sitting Duck for increased zoom level. I'm certain most scout users would not want the zoom to be increased for the weapon, and would consider such a change as a nerf.
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I'm not against a change like that, but I'm against the idea of changing it because of triggerbots. I'd also be against removing the crosshair turning red when aiming towards someone near cover, as it would promote creating smaller characters to hide your presence. Random spread doesn't stop people from aimbotting, and if anything, only makes it less obvious that they do. APB always had the spread, so it was never a decision made to prevent cheating. I wouldn't mind changing the game to use recoil patterns more similar to games such as CS, which would be an additional way to improve gun feel and give more characteristics to each weapon. The one change they did though was to remove the server side hitmarkers, to prevent people from calculating the random seed and making aimbots that accounted for it. People weren't happy with that change as far as I remember, and as usual G1 never listened to any kind of feedback.
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Yes.
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I see that you've run out of constructive things to say and are only into forum bickering now. If I misunderstood you, that's my fault, but furthering this line of conversation will only derail the topic.
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The problem with 1.6s is that it let's you regen midfight (same reason why it was nerfed in the first place) without even having to use cover, which pretty much gives you the benefit of additional health during the fight. 2s would make sure that regen only kicks in when either the opponent stopped engaging or when you use cover properly, and it also balances it out with the faster regen speed, which was an issue when being tagged by HVR. It doesn't matter if you reduce the default regen delay, as it will not be comparable to the additional survival you get from the regen of CA3, while all the other mods will still seem like they have both their own downsides, and the downside of not having CA3. You should also consider that CA1 and CA2 should be viable. Being able to take cover uninterrupted for more than 4 seconds is the niche here, and avoiding to get hit for 1.6s is way more common. Mods shouldn't be upgrades, but rather be something that makes you focus on your niche at the cost of something else. So you basically don't want Kevlar to be an viable mod in APB since you don't think it belong in the game? This game has a very low TTK (especially with the creep caused by every new weapon being introduced), so any benefit is still less than a split second already. If it's not able to increase the amount of bullets needed to kill you, it won't change how fast you get killed anyway, so it would be utterly useless. It mainly slows down the gameplay for whoever is using it, and I think variety is better than every match being exactly the same. The change isn't unreliable just because there's a difference between weapons. It's like saying that you can't play the game because every weapon is different. The resulting numbers are always the same, so it would just be a matter to getting used to it, and it would normally go pretty quickly once you're actually fighting a Kevlar user. To make it easier for initial expectations, you can just assume that Kevlar 1 adds one extra bullet to kill, Kevlar 2 makes that two, and Kevlar 3 would be three. Alternatively that Kevlar 3 requires 50% extra bullets (rounded down), and it takes ~0.42s (+/- 0.1s) extra time to kill someone. I'm also not sure having to hit 6 out of 7 bullets with the 45 AP, is such big benefit over the FBW with Kevlar 2. But since you're clearly set against Kevlar already, what's your thoughts on the Fragile or Flak Jacket changes instead?
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Most common ones just read the color and automatically trigger a mouse press, but I'm sure there's others who read memory values for the same effect. But the game shouldn't be changed based on the possibility of cheats, and it would be better for fairfight to get tweaked to check for consistency instead. Crosshair turning red is an important mechanic when aiming under cars, over covers, through smoke and similar things.
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We do have issues with how things are currently, as almost nobody is using anything other than CA3, while it's a major upgrade from unmodded players, aswell as taking 15.2s to be able to survive the 2nd shot from a HVR. Matches where everyone are using CA3 gives everyone the same conditions, but that case isn't the same for new players that can't equip it. Mods shouldn't make you stronger than unmodded players, but rather focus you in a specific niche. I think we both agree that having 8s as default regen is what's ridiculous here. The gameplay works well and is enjoyable with low regen delay, hence why I think that should be the default as to make people's first impression be a better one, while I feel it would also benefit from having lower total regen time. This would of course not work with the current Clotting Agents, hence why I suggest reversing their benefits, as they can still be useful, instead of removing a mod from the game. Most importantly, it would make all the other green mods more viable, and make for an more interesting meta. - 3.74s before being able to survive the second shot from the HVR, enough to shoot twice more with the HVR. - It would take 9.12s (incl. the regen delay) to fully regen one HVR hit, enough to shoot five more times with the HVR. - There's only a few weapons where the effect is extra profound, and those are mainly the same ones as they are with the current Kevlar Implants 3. 33% bullet damage reduction isn't meant to be the same as 1300hp, and is intentionally meant to be an improvement, to make the mod both scale better and making it more viable. Here's an reference for how it would affect some of the weapons: HVR: 2 > 2 shots (1.75s > 1.75s TTK) +0s ACES: 15 > 22 shots (0.63s > 0.945s TTK) +0.315s Euryale: 10 > 15 shots (0.59s > 0.91s TTK) +0.32s Manic: 9 > 13 shots (0.64s > 0.96s TTK) +0.32s ALIG: 5 > 7 shots (0.72s > 1.08s TTK) +0.36s OCA: 8 > 12 shots (0.64s > 1.012s TTK) +0.372s ATAC: 8 > 12 shots (0.7s > 1.1s TTK) +0.4s Obeya: 5 > 7 shots (0.84s > 1.26s TTK) +0.42s Curse: 10 > 15 shots (0.77s > 1.19s TTK) +0.42s N-TEC 5: 6 > 9 shots (0.7s > 1.12s TTK) +0.42s STAR: 6 > 9 shots (0.75s > 1.2s TTK) +0.45s CAP40: 7 > 11 shots (0.7s > 1.16s TTK) +0.46s Raptor: 7 > 11 shots (0.75s > 1.25 TTK) +0.5s PMG: 5 > 8 shots (0.7s > 1.225s TTK) +0.525s Ursus: 5 > 8 shots (0.704s > 1.232s TTK) +0.532s N-ISSR-B: 4 > 6 shots (0.9s > 1.5s TTK) +0.6s Scout: 2 > 3 shots (1.75s > 3.5s TTK) +1.75s .45 AP: 5 > 7 shots (0.8s > 1.2s TTK) +0.4s ACT44: 4 > 5 shots (1.5s > 2s) +0.5s FBW: 6 > 9 shots (1.0s > 1.6s TTK) +0.6s RSA: 3 > 5 shots (1.7s > 3.4s TTK) +1.7s Again, keep in mind that with my suggestion, the Kevlar user would be as vulnerable to explosive damage as someone who isn't using Kevlar.
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@Kewlin Alright, I did the math, and you're entirely correct. 23% damage reduction is very close to the actual comparable damage scale for 30% additional health. I was mainly calculating the amount of bullets, and didn't account for overdamage. That's why discussion is good since it can bring new perspectives or potential issues. I've now updated my suggestion with this in mind, and I think it makes it a bit more balanced but still scale good: K1: 15% > 11% K2: 25% > 22% K3: 35% > 33%
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@Lixil People are still able to post in "Game & Forum Suggestions" head forum, which means suggestions are being spread between that forum and their subsections. This will only become more of an issue for the longer it persist. Maybe the easiest would be to remove the sub sections again, and just move all posts to the head forum? There's not really that many forum specific suggestions to justify it having its own suggestion.
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Awkward, as in you don't know how it would affect the gameplay? Then it wouldn't really hurt to just add it to the testing districts just to see how it plays out? Current CA3 is 62.5hp/s after 1.6s delay, which means it will heal 25hp within the 0.4s extra I suggest to add to its delay. It will have healed 87.5hp after 3 seconds, while my suggestion would only have healed 80hp in the same time. At 4 seconds, original CA3 would've healed 150hp, while my suggestion would start to overtake it with 160hp at that same time. Doesn't seem as insane anymore, does it? I initially had alot more conservative suggestions that were closer to how things are now, (just because bigger changes are less likely to happen), but after thinking about it I'd rather suggest what I think would be the best for the game instead of trying to be restricted to how it is now. I don't know exactly how these changes would play together, but I'd like to have them tested and actually see them in action. I do attempt to think about them from every scenario, but I don't pretend to know the exact outcome of it all. It's not as simple as doing direct conversion, but it's closer to estimate the amount of bullets needed to kill with each weapon. I don't have enough time right now to do the math, but would you be kind and elaborate why you think 23% damage reduction would be more similar to 1300hp? Reason why I restricted my suggestion to bullet damage reduction only (instead of any kind of damage), is that the movement is improved, it have faster regen, it have more damage reduction, it shouldn't invade on Flak Jackets or Happy Landings territory, and it would just be more logical. So explosive damage would be one of its weaknesses, aswell as it shouldn't gain benefits that's supposed to be gained from other mods instead.
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I've added a slight delay to my suggestion to make it harder to regen midfight without cover, so Kevlar users would still be easy targets with their lower movability. Previously, Fragile would need to stay in cover for 8 seconds to even begin regen while combined with the lower health they need to take cover more often, which negates the whole point of faster movement to begin with. I believe that lower regen delay would make fragile a much more viable mod. This is the biggest issue from what I can tell without properly testing these changes. I've tried to negate it somewhat with better scaling for the CA mods, and it will still be a viable for the long range players. The alternative to make CA more viable in these suggestions would be to raise the default regen time (not delay) further, but it would make it extremely tedious to regen, and wouldn't be good as an default. I do believe that the trade-off is worth it for the sake of making every other green mod a lot more viable. It's important that those mods aren't restricted to R195+ players only though. In the current meta, CA3 is the default. The only difference with my suggestion is that it would let you use any of the other green mods. I've increased the delay slightly to compensate for this. I've already suggested all three of your ideas for Fragile, Kevlar and Flak Jacket. Though 30% damage reduction isn't much difference than 30% additional health. I suggested it would only reduce bullet damage, meaning grenades would be as effective as for normal players, and you would still take fall damage as normal.
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Clotting Agent Default regen (14.5s total) 12.5s health regen time (80hp/s) 2s health regen delay Clotting Agent I (11.5s total) 8s health regen time (64%, 125hp/s) 3.5s health regen delay (175%) Clotting Agent II (10.75s total) 6.25s health regen time (50%, 160hp/s) 4.5s health regen delay (225%) Clotting Agent III (10s total) 4s health regen time (32%, 250hp/s) 6s health regen delay (300%) Kevlar Kevlar Implants 1 > Kevlar Implants I -11% damage from bullets 69% of sprinting speed threshold before additional acceleration. (414cm/s) - Requires slight effort to reach sprinting speed. (2s from threshold to max speed) Kevlar Implants 2 > Kevlar Implants II -22% damage from bullets 46% of sprinting speed threshold before additional acceleration. (276cm/s) - Requires moderate effort to reach sprinting speed. (3s from threshold to max speed) Kevlar Implants 3 > Kevlar Implants III -33% damage from bullets 23% of sprinting speed threshold before additional acceleration. (138cm/s) - Requires considerable effort to reach sprinting speed. (4s from threshold to max speed) Fragile Fragile I +10% marksman speed (302.5cm/s) +10% sprint speed (660cm/s) +10% run speed (454.3cm/s) -5% health (950hp) Fragile II +15% marksman speed (316.25cm/s) +15% sprint speed (690cm/s) +15% run speed (474.95cm/s) -10% health (900hp) Fragile III +20% marksman speed (330cm/s) +20% sprint speed (720cm/s) +20% run speed (495.6cm/s) -15% health (850hp) [Would require HVR damage nerf] Flak Jacket Flak Jacket -50% explosion damage taken -1 Grenade count EDIT: Remove rank requirements.
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You can still access the account without Steam as far as I know. I meant mandatory Steam connection for everyone. The roadmap seems to imply so, yes. Hopefully we'll see it next patch already then
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Two-Factor Authentication can't come soon enough. I wouldn't mind seeing accounts being tied to Steam either.