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Dopefish

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Everything posted by Dopefish

  1. I think it was accidentally removed with the camera updates the game had which allowed you to look around while jumping over fences for example. When it was later brought up to Gamersfirst, they first thought it was just video editing and didn't realize it was something that used to be part of the game. I'd like to see camera sway while driving to be fixed and added back in, but with a toggle in the options for those who prefer to have it disabled.
  2. It's a little bit messy at the moment, where people are still posting in "Game & Forum Suggestions" head forum, and only a small amount of posts have been moved to the corresponding sub-forums. This makes it seem like you can go to the head forum to view all posts, but instead end up missing out on topics that have already been moved. I'd suggest disabling the ability to make any new posts in the head forum, find and move the topics for forum suggestions, and then move the remaining ones to the game suggestions board. Not sure what could be done to make it less tedious having to go through 800 topics.
  3. 413cm/s, so half of that would be 206.5cm/s.
  4. It's not variety when you're forced to play based on dominant choices, and if you're not expected to be able to disable those cars, it just makes the whole matter worse. I also think you misunderstood me earlier, as going around and destroying spawn cars will take alot of time, even if you got the perfect loadout for it, while if you don't, you may waste alot of time just disabling one of them. What if you haven't unlocked the concussion grenades, or you're out of satchel charges? Am I supposed to reserve my grenade usage solely for taking out spawn cars? Two concussion grenades will take out one car, maybe two, but what about the rest? Keep in mind that those cars aren't the only thing you need to worry about, and the enemy will do their best to kill you while you're busy trying to takeout their spawn points. Everytime you try to blow them up, it will telegraph your approximate position to the enemies, making you a target. The time it takes to destroy those cars one after another will give the enemy time to respawn in one of their other spawn cars, either in line of sight of you, or positioned so they're ready when you're coming to destroy that specific car. The time it takes to destroy those cars, gives the enemies plenty of time to just spawn a new one. How is it balanced if I need to make sure my loadout is anti-vehicle focused, I need to reserve my grenades for the sole-purpose of destroying them, I need to spend valuable mission time to go around removing cars, and me being forced to telegraph my position when attempting to destroy them? The purpose of car spawners weren't for them to take time and effort to blow up, but to provide alternative spawns. If the opponent were alone on the overpass without a car spawner, you could simply kill him, and that would be that. I'm getting a sense that you didn't really watch the video properly, or have the mindset of "what could the enemy have done to avoid that specific situation?", so let's go through some of the things in the video. Let's start with the range to begin with: Players sprint at 6m/s. It takes 2s from the moment I leave the vehicle and locks it trajectory, before it explodes. Even if they perfectly judge the direction they would need to sprint, they would at most reach 12m, which is not enough to avoid the 12.325m blast radius. This is not accounting for any obstacle that might be in their way, or if they made a slight misjudgement, or that they might have been preoccupied fighting my other team mates, or the fact that I will be shooting at them throughout this whole time. Add the chain reaction of any nearby vehicles to this, and it only makes matters worse. My point here is that it's impossible to avoid, both mathematically and logically if they are located anywhere remotely open. Even if there would be cover nearby, the player would still have to judge the angle and timing of the explosion to position himself in such a way to survive it. The enemies shoots at the car and gets a direct hit with an osmaw rocket, but it's not enough to stop it from running over one of them as he does his best to get away. Even if they would've managed to destroy it, the blast radius would have likely killed them anyway, and it's not just the remote detonator that might kill them, as they must also make sure to not get hit by the car itself. The surviving enemy in that screenshot got killed by the remote detonator, and there were no possible cover nearby for him to avoid it. From his positioning, he couldn't see the incoming car until it came around the corner, and even if he would be able to instantly react to the red dot on the radar, it's unlikely he'd be able to get anywhere that would have allowed him to survive in that location. I don't really consider that location to be that open either, and for any normal gun fight he'd been fine. These players reactions were to exit their vehicles as they saw the car approaching, but the time it takes to play the exit animation is more than enough for the remote detonator to get within lethal range of killing them. If they were a passenger there wouldn't have been any other options for them, and they wouldn't necessarily have survived if they attempted to drive away, especially considering that the cars might have had a hard time getting out of that angle to begin with. If I noticed them attempting to drive away, I could simply have followed aswell. These are simply three occasions where the remote detonator would've been unavoidable. Expecting players to never set foot anywhere without multiple covers is ridiculous, and so is blaming their lack of clairvoyance or perfect judgement in the heat of the moment. In regards of flak jacket, it "only" reduce 40% of the damage, which would only reduce the Espacio explosion damage to 1200, which is still plenty to kill players making it an ineffective countermeasure. Even if it would have worked, it would've been unreasonable to demand players to use a r195 mod as the only way to survive an remote detonator. In regards of weapons killing people just as easily in the "open", you're not considering the difference between a bullet and an explosion. A simple car could be used as a cover for a sniper, but would just make you even more vulnerable from the remote detonator. A pedestrian could be used to block a shot, but would just get run over or blown up by the car. Destructible signs would block a bullet, but are completely ineffective against the explosion. Breaking line of sight is enough to survive someone shooting at you, but with the remote detonator you can literally place it around the corner and have the explosion radius kill someone. Someone shooting at you need accuracy, while the remote detonator has a 24m diameter instant kill zone. The two aren't even comparable. So to answer your question about what makes one thing frustrating, while the other isn't; if you feel like you could have done something differently to avoid dying in any given scenario, you would attribute the death cause as your own fault, and learn from your mistakes. While if you feel the cause of death was an outcome you couldn't have affected, it feels like it was the game's fault and will cause frustration. The video is not simply a kill montage, where I'm complaining about how many kills I got in a short period of time, but rather a way to actually illustrate the different scenarios and ways the remote detonator could be utilized. It was intended to illustrate how with little to no skill, you could pretty much get guaranteed kills with the press of a button, and think from the perspective of what you would've done if you were in the same situation as the enemies. I don't think bashing on the enemies abilities is a good way to discuss this, especially considering that some of them managed to kill me, but they would still die from the remote detonator after my death. Please, consider the arguments I've brought up against it, and go through the effort of providing refutable evidence as counterpoints, rather than simply saying it's a matter of being aware of it.
  5. Revoemag didn't change any of the color correction or shaders from what I know. That was MonteCristo, and he was around for quite a bit after those changes I believe, but was probably laid off when APB: Vendetta didn't turn out very well.
  6. Reposted for posterity, and in case someone want to make an audio pack to use for the ingame music player. What were the iconic songs from oldschool APB?
  7. (Originally posted the 28th of April, 2012, by 640509040147) Default APB Music 0. Mad World - Tears for tears 1. Favourite Jeans - Bertie Blackman 2. Rational Gaze - Meshuggah 3. Beautiful Tomorrow - Beth Rowley 4. Riot Act - Exodus 5. Johnny Got A Boom Boom - Imelda May 6. Heat - Recordkingz 7. So Fine - Telepathe 8. Death - White Lies 9. Zero - Yeah Yeah Yeahs 10. Courage - Alien Ant Farm 11. Gimme That Punk - Audio Bullys 12. Lava Lava - Boys Noize 13. Mercury - Clutch 14. Progenies of the Great Apocalypse - Dimmu Borgir 15. Central Park - Division of Laura Lee 16. Bright Lights - The Ghost of A Thousand 17. Come Clarity - In Flames 18. Hermaploitation 74 - Herma Puma 19. The Shape Of Punk To Come - Refus 20. Under The Knife - Rise Against 21. John Q Public - Anomie Belle 22. The opinion - Bulletproof Messenger 23. Fang - Druu 24. Silhouette - Fono 25. Battle Front - Rareform 26. Zookeeper - Honey Claws 27. Brotherhood of the Drum - KJ Sawka 28. Children Of Neon Lights - La Fleur Fatale 29. Hawk Eyes - Leopold And His Fiction 30. Viva La Revolucion - Love in October 31. A Lot Of Us (Feat. Ray Frazier) - Mic Crenshaw 32. Adolescent Plague - Nifters 33. Block 4 Block Featuring Rasco (Cali Agents) - Paulie Rhyme & Deedot 34. Thirty - Peter Mulvey 35. 4pm - pH10 36. The Shadow - Quant 37. Dress Down Day - The Band of the Eye 38. She, Robot - The Cells 39. Get Out - The Shackeltons 40. Dark Scanner - Tim Besamusca 41. Troubled Times - Whoibe 42. We'll Bring You Down - Winterpills 43. Numbers -Zelazowa 44. Sheets - Abrogate 45. The Sleepless Crusade - Atlas&i 46. Drozer - Benjamin Tillman 47. Sick Of Ants - You Already Know 48. Home - The Boy Who Trapped The Sun 49. APB - chapterone 50. Coke And Trees - Colin McShane 51. pain(T) - devotion 52. Medicinal - Disown 53. M.J. Union Dub - DJon$" 54. A Life In Ashes - Dragnerve 55. Healthy Illness - Farfletched 56. Know Thyself - Fire In The Eyes Of The City 57. Someone Set Your Voicemail - Freighter 58. Aramis - Futuro 59. Mutate - Gnomeattic 60. Koishikunaru (Constant Spinning) - Hotelsinus 61. The Wrath of the Lambs - illuminatus 62. Hit it out the park, son - Jack Butler 63. Raven Black - Kains Island 64. IDK - Kingbastard 65. Rewind - Make Sparks 66. Music - MALAKAI 67. Where Ya At Now - Modifyd 68. Terrorize Moses Cleveland 69. Break Before I Bend - Mr Twist 70. Stare Into Oblivion - Panic Cell 71. Ground Zero - Peter Maze 72. b*tch plz - popErotiq 73. The Sound of That - RedaeL 74. Apropos - Reporter 75. The Fight Song - River City Ransom 76. Have No Tyrant - SGX 77. Can't Disroot - Stardown 78. The End of the Parade - The Departed 79. This Is Not The End - The Bravery 80. The Ballad of the Silver Gun - The Sweet Revenge 81. Clean Cut - The Theory of Funkativity 82. Let It Go - Triphobia 83. The Phresh - Vega Teknique 84. As Gorgeous As - We Love to Party 85. Let's go to the distro - You Me and the Atom Bomb 86. WAR (Light and Darkness) - ETEN Akseov Alexey V 87. Metropolis - Bitplane 88. Aporia - Forever Never 89. Swampwalker - Jaakko Takalo 90. Ride of the Valkyries - Richard Wagner 91. Brindisi - Giuseppe Verdi 92. Night on Bald Mountain - Modest Petrovich Mussorgsky 93. Mars - Gustav Holst 94. Flower Duet - Léo Delibes 95. Les Torreador - Georges Bizet 96. Symphony No.5 - Ludwig van Beethoven 97. Cranes - Abe Vigoda 98. The Night We Nearly Got Busted - Alabama 3 99. ATX" ArtistName - Alberta Cross 100. Champagne Glass - Alphastates 101. Carbon Kid (Radio Edit) - Alpinestars 102. Dart For My Sweetheart - Archie Bronson Outfit 103. What If - Bombay Bicycle Club 104. If You Could Read Your Mind - Clinic 105. Everything Is Under Control - Coldcut 106. Pack It Up - Spiderbait 107. Pump My Pumps - Dan Black 108. Criss Cross - Shy Child 109. Beautiful - Good Shoes 110. Cities Burning Down - Howling Bells 111. Don't Stop - Innerpartysystem 112. Parallel Lines - Junior Boys 113. Basement - Just Jack 114. Dump o stinksion - dLUDEd 115. Borstal Breakout - Sham 69 116. When You Walk in the Room - Fyfe Dangerfield 117. Deathbox - Mnemic 118. Blue Lining, White Trenchcoat - Mando Diao 119. Your Heart Is As Black As Night - Melody Gardot 120. Chains - Mercury Rev 121. Gold Guns Girls - Metric 122. The Sun Smells Too Loud - Mogwai 123. Pure Pleasure Seeker - Moloko 124. Gained The World - Morcheeba 125. Constant Static - New Found Glory 126. Heaven Alive - Oceansize 127. Turn It Up - Pixie Lott 128. The Fountain - Echo & The Bunnymen 129. 1901 - Phoenix 130. Colossal Insight - Roots Manuva 131. Spellbound - Siouxsie And The Banshees 132. God Complex - Inside Your Frontal Lobe 133. Intermission - The Death Set 134. Sale Of The Century - The Futureheads 135. Tick Tick Boom - The Hives 136. No Time - The Juan MacLean 137. About Your Dress - The MacCabees 138. Knock You Down - Life Since Death 139. Not The Only Person - The Rumble Strips 140. Get a Rise - Killa Kela 141. We Want War - These New Puritans 142. The Betrayal - Kassidy 143. Make Up Your Mind - The Vacation 144. Rage Against The Tantrum - Thomas Tantrum 145. North Carolina - Lee And Willbee 146. Hustle - Urban D 147. Ex - AMO 148. Of Our Lives - Avosetta 149. Now Sigh On, Scion" ArtistName="Loki's Motif" 150. WK - Negative pH 151. Feeling - Wake Up 152. You're So Cool - Japanese Voyeurs 153. Mountain Man - Crash Kings 154. Desensitized Generation - Death Warrant 155. Counterpoint - Delphic 156. Innocence - Guy Valarino 157. 17 Horses - Cortney Tidwell 158. Your Own Fireworks - Toy Fight 159. Showdown - Pendulum 160. No Brakes / Hands - Little Boots 161. Goin' Back - Devendra Banhart Credit goes to Dawl from apbforums.com. Used to refer to this thread for the song list, but apbforums.com doesn't exist anymore, so I thought I'd grab and post the content from its Google cache before it expires. PLAYLISTS ElectricBeat So Fine - Telepathe Gimme That Punk - Audio Bullys Lava Lava - Boys Noize Fang - Druu Battle Front - Rareform Showdown - Pendulum Champagne Glass - Alphastates We Want War - These New Puritans No Time - The Juan MacLean Pump My Pumps - Dan Black No Brakes / Hands - Little Boots Counterpoint - Delphic Criss Cross - Shy Child Killa Kela - Amplified! Intermission - The Death Set 1901 - Phoenix Basement - Just Jack Colossal Insight - Roots Manuva Chilled Gained The World - Morcheeba The Sun Smells Too Loud - Mogwai Chains - Mercury Rev Your Heart Is As Black As Night - Melody Gardot 17 Horses - Cortney Tidwell Mad World - Tears for Fears Parallel Lines - Junior Boys The Night We Nearly Got Busted - Alabama 3 John Q Public - Anomie Belle North Carolina - Lee And Willbee Thirty - Peter Mulvey The Shadow - Quant Classical Symphony No.5 - Ludwig van Beethoven Night on Bald Mountain - Modest Petrovich Mussorgsky Ride of the Valkyries - Richard Wagner Mars - Gustav Holst Les Torreador - Georges Bizet Flower Duet - Léo Delibes Brindisi - Giuseppe Verdi Driving Gold Guns Girls - Metric The Fountain - Echo & The Bunnymen About Your Dress - The MacCabees Beautiful - Good Shoes What If - Bombay Bicycle Club Not The Only Person - The Rumble Strips Turn It Up - Pixie Lott Favourite Jeans - Bertie Blackman Johnny Got A Boom Boom - Imelda May Beautiful Tomorrow - Beth Rowley The Betrayal - Kassidy We'll Bring You Down - Winterpills Home - The Boy Who Trapped The Sun Your Own Fireworks Toy Fight If You Could Read Your Mind - Clinic Children Of Neon Lights - La Fleur Fatale HeadBanging Progenies of the Great Apocalypse - Dimmu Borgir Rational Gaze - Meshuggah Riot Act - Exodus Deathbox - Mnemic Under The Knife - Rise Against Courage - Alien Ant Farm The Shape Of Punk To Come - Refused Bright Lights - The Ghost of A Thousand You're So Cool - Japanese Voyeurs Adolescent Plague - Nifters The opinion - Bulletproof Messenger TheHood Heat - Recordkingz Zookeeper - Honey Claws A Lot Of Us (Feat. Ray Frazier) - Mic Crenshaw Block 4 Block Featuring Rasco (Cali Agents) - Paulie Rhyme & Deedot 4pm - pH10 Troubled Times - Whoibe Everything Is Under Control - Coldcut Pure Pleasure Seeker - Moloko Hustle - Urban D Stadium Death - White Lies Zero - Yeah Yeah Yeahs Silhouette - Fono Hawk Eyes - Leopold And His Fiction Viva La Revolucion - Love in October Get Out - The Shackeltons Numbers - Zelazowa This Is Not The End - The Bravery Cranes - Abe Vigoda Carbon Kid - Alpinestars Dart For My Sweetheart - Archie Bronson Outfit Cities Burning Down - Howling Bells Don't Stop - Innerpartysystem When You Walk in the Room - Fyfe Dangerfield Blue Lining, White Trenchcoat - Mando Diao Spellbound - Siouxsie And The Banshees Heaven Alive - Oceansize Rage Against The Tantrum - Thomas Tantrum SolidRock Mercury - Clutch Central Park - Division of Laura Lee Come Clarity - In Flames Dress Down Day - The Band of the Eye She, Robot - The Cells ATX - Alberta Cross Pack It Up - Spiderbait Borstal Breakout - Sham 69 Constant Static - New Found Glory Sale Of The Century - The Futureheads Tick Tick Boom - The Hives Make Up Your Mind - The Vacation Mountain Man - Crash Kings Electronic Drozer - Benjamin Tillman APB - Chapterone M.J. Union Dub - DJon$ Healthy Illness - Farfletched Koishikunaru (Constant Spinning) - Hotelsinus IDK - Kingbastard Ground Zero - Peter Maze b*tch plz - popErotiq Apropos - Reporter Have No Tyrant SGX WAR (Light and Darkness) - ETEN Akseov Alexey V Metropolis - Bitplane Swampwalker - Jaakko Takalo Dump o stinksion - dLUDEd WK - Negative pH HipHop Hermaploitation '74 - Herma Puma Music - MALAKAI Where Ya At Now - Modifyd The Phresh - Vega Teknique The Sound of That - RedaeL Ex - AMO Metal Sheets - Abrogate pain(T) - Devotion Medicinal - Disown A Life In Ashes - Dragnerve Know Thyself - Fire In The Eyes Of The City Someone Set Your Voicemail - Freighter The Wrath of the Lambs - illuminatus Stare Into Oblivion - Panic Cell Can't Disroot - Stardown The End of the Parade - The Departed As Gorgeous As - We Love to Party Aporia - Forever Never God Complex - Inside Your Frontal Lobe Knock You Down - Life Since Death Desensitized Generation - Death Warrant Rock The Sleepless Crusade - Atlas&i Sick Of Ants" ArtistName - You Already Know Coke And Trees - Colin McShane Aramis - Futuro Mutate - Gnomeattic Hit it out the park, son - Jack Butler Raven Black - Kains Island Rewind - Make Sparks Terrorize - Moses Cleveland Break Before I Bend - Mr Twist The Fight Song - River City Ransom The Ballad of the Silver Gun - The Sweet Clean Cut - The Theory of Funkativity Let It Go - Triphobia Let's go to the distro - You Me and the Atom Bomb Of Our Lives - Avosetta Now Sigh On, Scion - Loki's Motif Feeling - Wake Up Innocence - Guy Valarino
  8. Less bright surfaces means less bloom by default. More bloom isn't necessarily better, but it does make sense for glowing objects. There was an earlier G1 version where they made everything have more bloom, so your character would be glowing when walking around, which did not look good.
  9. Another visual feature that has seemingly been removed from the current game, are the clouds shadows, as seen on the rooftops at 5m 30s in this video:
  10. To be fair, the unreleased engine overhaul screenshots do look amazing for daytime, even though they still suffer from the blob bloom.
  11. I wholeheartedly agree. Normal sprint speed is 600cm/s, while crouching is currently 90cm/s, which is ridiculously slow in comparison. The animation even looks slow and I'm sure it can be sped up quite a bit without looking bad. The question is how much though? Should it be affected by if you're using a heavy weapon or not, and how would marksmanship mode speed affect it? I think it would be good to test out something around 175cm/s crouched movement speed, without taking into account other movement modifiers.
  12. Probably just one of many things G1 broke with their patches, and never either noticed or bothered to fix it :')
  13. Alot of vehicles won't even be smoking from two frag grenades, not to mention the time it takes to throw them, and the time it takes for them to actually explode. That is if you even have two grenades available in your inventory at that time. The problem is that it's not a simple matter of being a inconvenience, but rather have the ability to straight up kill you without anyway to avoid it other than staying away from places that are accessible by cars, or being near multiple covers at all times. It requires little to no timing to get a kill with the remote detonator, and if it was only a matter about people blocking objectives with it, this wouldn't be an issue. It can have up to 12m lethal blast radius, and usually only gives a single second of warning, while players sprint at a speed of 6m/s. Even if people would instantly react to the sound, it still wouldn't give them time enough to get out of the way. In regards of the difference to concussion grenades, they no longer kills a player on foot with a single hit, their effective blast radius is less than 3m, and they're required to be cooked by a player with precise timing prior to being thrown. You can easily avoid pretty much every conc with a tiny amount of foresight, or by simple spotting the player prior to getting close enough. I didn't want to repost my own video, but seeing as people aren't used to seeing remote detonator in active play and assumes it's simply used as a stationary deterrent, I think it's important to showcase just how broken it is: Please note that alot of my enemies were entirely aware of me using remote detonator after the initial kill, and could easily recognize the colorful vehicle, but were then still unable to avoid getting killed by it. The ones who survived the remote detonation, were most commonly damaged or shot down trying to escape from it instead. The explosion even kills people that are using flak jacket. Does the remote detonator add depth to the game and make it more enjoyable overall, or mainly create frustration? Just the fact that a single mobile spawner gives an advantage to the teams using it, should say enough about the mod. The reason why entire teams are using it, is in case one of them would be destroyed or blocked, they still have the others to rely on. It also takes considerably more time, effort and resources to take out more than one car spawner, which is time not being spent on the actual mission, while also giving away your position as you go through each car spawner. During this time, the enemies can easily just spawn a new car and place it somewhere else instead. If you're not running concussion grenades, satchel charges and anti-vehicle weapons, you might not even be able to destroy the vehicles in a timely matter. As someone already mentioned in this thread, a mobile spawner on an overpass let's long range players repeatedly spawn there, until the opposing team actively moves away from the objective to remove that mobile spawner. Something else that's already mentioned is that mobile spawners let's you literally respawn next to the objective, and I don't I need to explain how broken that is. If one team are using mobile spawners, and the other team aren't, the team without will be at a severe disadvantage, and that's not a matter of being able to use other mods to balance it out. Other than when the mod was new, I've not seen a single person using radar tower for the last few years. Not a single one. I think the mod is really great, it's just that people use mobile spawner instead, which is another reason why that one needs changing, so that we can get more variety to the game. The mobile radar tower is beneficial for sure, but unlike remote detonator, it doesn't instantly kill the enemies without being able to do anything against it. If mobile spawner would no longer be the dominant choice, then radar tower would become more prevalent, and so would radar jammer as a result. EDIT: Muffler would also become a viable choice. So changing mobile spawn point would make atleast three other mods more viable. That by itself should be reason enough to change it.
  14. Found some videos in pretty decent quality, that showcased the RTW version of the game in action.
  15. I'd like to see more consistency with how weapons work, and I find it very troubling with things such a reverse damage drop-off which was used to bruteforce balance the DMR. It makes it harder for people to understand the weapon mechanics of the game and makes it feel a lot more gimmicky.
  16. This would have to be very small though, and only apply to static objectives. Just small enough so a player can do the objective without being pushed away. Just a little bit further and he'd be pushed around as normal. Should be able to use the existing interaction radius for this, have it apply to static only objectives, and only disable the collision of outside of mission player. If you're inside his car collision when the objective is completed, just keep the collision disabled until you leave his collider.
  17. Do you know if it allows for positional sound, so that you can hear lower volume of the players a bit off on your left, and so you don't hear people from too far away?
  18. I don't know what happened, but Vivox just got worse over time. Hearing other people talk in social was a big part of the experience, and now it just feels dead. I'm all for updating the VOIP-system, especially so that you can communicate with your random group. Not sure what alternatives there are to Vivox though, but it needs to be something that actually works, and preferably does volume balancing.
  19. It takes longer time to throw a single grenade, than it takes to jump out of a vehicle and remote detonate it, not to mention that grenades doesn't do much against the heavier vehicles. Nice to see you back Ashley! You don't always have the time to check the scoreboard, and look through every weapon and mod that the opposition has during the mission, not to mention that they could switch them out at any time. My issue with it, is that there are several occasions where it's impossible to dodge a 12m death radius that has little to no telegraphing. Not to mention that suiciding with it gives a quick respawn, while the killed enemy will have to sit through the longer respawn time. The biggest reason you mention the lack of vehicle as a disadvantage is due to how big of an impact the mobile spawner have on missions. It's currently the dominant mod for vehicles, and not using it would put you at an disadvantage. When was the last time you saw anyone use Extra Cargo Capacity, Mobile Supply Unit, or Mobile Radar Tower instead? Seeing it on the radar when you get close enough, doesn't really let you know where the enemy will spawn (only where they might), and that's if you even manage to get close enough to see it to begin with. I like the idea of bringing more utility to Radar Jammer, but not as a required counter-measure to the imbalance of the other mods. Consider that this is a mod you currently unlock after rank 195, so it will be inaccessible to alot of players.
  20. This actually sounds like a pretty good solution, as long as the area is small, and only affects the people in the mission. This wouldn't stop players from blocking entrances, but would fix the worst case scenarios.
  21. I agree that this is an issue for big streamers, but you don't fix the problem by removing the symptom. Having out of mission interaction is a big part of what makes the game what it is. Griefing on the other hand, is not, and simply having active GMs would severely mitigate this issue. For worst case scenario, a GM could toggle a flag for the player to temporarily remove collision of out of mission players. Utilizing streamers is an important and efficient way to promote games, and there have been smaller streamers than Summit who have been paid $5,000 for playing their game for two hours. If all it takes is a GM to follow him around whenever he plays, that's a huge return in investment.
  22. Back in 2015, the developers asked the community if there were any game mods they thought could be removed or improved on: [Q&A Feedback] Game Mods, you feel can be removed or improved upon I made a follow-up topic on it which has some additional discussion in it: [Q&A Feedback Follow-up] Game Mods, you feel can be removed An overwhelming consensus were for the removal of car spawners and remote detonators, with the arguments that they were detrimental for gameplay and the game would be better without them. It has been three years since then, so it would be interesting to hear people's thoughts on it today.
  23. I'd normally argue that changes are made to benefit the game as a whole, like improved weapon balance would make it better for both low skilled and high skilled player, but considering Gamersfirst have been actively working on removing incentives for performing well, locking only golds into the gold district (no other threat were affected at the time), making the game less skill based by continuously lowering TTK and increasing the randomness of weapons, it's hard to argue for it. But I believe these changes eventually made it worse for low skilled players aswell, due to the playerbase dropping and promoting dethreating (the gold district lock was when everyone first started to dethreat). Other than threat elitism (I'm gold, you are not, so you must suck), I'm not entirely sure what kind of elitism there would be beyond that. If you talk about the SPCT group of testers, they had very mixed skilled levels and high skilled players did not dominate that group, not to mention that the developers at the time usually just ignored any kind of feedback they received whatsoever. Nor am I sure what changes have been made as a result from high skill players feedback. Could you provide some examples of elitism you notice in the game, so I can get a better understanding?
  24. Would be great if you could find an example of this system in action. A lot of sounds were broken or made worse by G1, such as footstep volume, player hurt sounds, or even how audible grenade beeps were.
  25. I think this is a good idea, and should be available for weapons as well. Though these upgrades should be hard to come by, or maybe only available through Armas or joker tickets.
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