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Dopefish

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Posts posted by Dopefish


  1. 20 minutes ago, Jota said:

    I loved this camera angle effect back then, I wish it could be back.

    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.

    • Like 1

  2. On 5/30/2018 at 8:12 PM, Lixil said:

    1) I'm currently making these.

    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.

    • Like 1

  3. 1 hour ago, BrandonBranderson said:

    What is the normal jogging speed? IMO it should be somewhere around half or maybe a little faster than half of the jogging speed.

    413cm/s, so half of that would be 206.5cm/s.

    • Like 1
    • Thanks 1

  4. 24 minutes ago, Ashley said:

    Isn't it great how much balance and variety we have in grenades, consumables, and weapons? It's almost like you shouldn't expect to be easily blowing up every vehicle you see unless you gear up for it, and if you prioritize things other than hard damage in your loadout then blowing up vehicles should be something that takes some minor time and effort otherwise what's the point?

    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.

     

    26 minutes ago, Ashley said:

    That's the point of putting it up there isn't it? Having a single opponent alone on an overpass forces you to do the exact same thing as well.

    If the opponent were alone on the overpass without a car spawner, you could simply kill him, and that would be that.

     

    51 minutes ago, Ashley said:

    Except you're not just reacting to the sound, you're reacting to the vehicle that shows up on radar the whole time it's driving up to you and that you know is going to explode because the driver has remote det (which you can find out as soon as you get opp), and you can identify the vehicle itself as well because it'll almost certainly have Explosives 3 on it which you can see by mousing over it as soon as it's within LOS. There's a lot of early warning.

     

    That's not to mention preemptive measures rather than purely reactionary ones like staying near cover that can break LOS with the explosion and prevent damage even if you're right next to it, destroying the vehicle before it gets to you, or being inside a vehicle that can take the explosion damage, leaving you unhurt when it goes off. Flak jacket is also technically beneficial even though its benefit doesn't nearly come close to competing with CA3 overall so that's kind of a moot point when so few run it.

     

    Being caught out in the open with no cover is a death sentence if someone catches you out there regardless of whether they have a rifle or a remote detonator. In fact it's significantly easier to get away from a remote detonator in the open than it is to get away from an HVR if it tags you and you're in the middle of the street or if an NTEC lights you up while you're crossing.

     

    Going back to your "explosion radius 12m", that's the maximum range I assume you're talking about and the lethal damage drops off at like 9-10m in that case. Couple with the fact that you start several meters from the explosion center already (which is in the middle of the car), and that you can run opposite the direction it's coming (so that it coasts away from you rather than with you) and you can very easily clear the lethal damage radius and likely even the max damage radius of any vehicle in the game.

     

    Again, why is it annoying when it's a death to remote detonator and not annoying when it's a death to anything else when the circumstances are the same?

     

    No offense to the victims in your video but standing still next to a remote det car is how you die to them, yes. You could make a montage of killing (not arresting) low-rank silvers with an NL9 and that doesn't mean it's suddenly so strong. Try that "get out, crouch, and shoot while standing still" tactic on some other people and you're going to be looking for a new spawn point pretty quick.

    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:

    xMVlcoA.jpg

    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.

     

    iaaZZ7n.jpg

    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.

     

    z4uAefs.png

    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.

    • Like 1

  5. (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 

    • Like 3
    • Thanks 2

  6. 3 minutes ago, Seedy said:

    isnt it also because bloom has been pretty much removed as well? The screenies from way back are very bloomy (which makes things look better)

    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.


  7. 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.


  8. On 5/30/2018 at 8:29 AM, Fortune Runner said:

    two starter regular ol frag grenades work just fine on any car bomb blocking the objective like what was mentioned

    and if you're dumb enough to stand out in the open i doubt they'll car bomb since most would just run you over for being noobish

    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.

     

    On 5/30/2018 at 4:34 PM, Ashley said:

    The modification would be useless if it was too easy to never be inconvenienced by it. The purpose of it is to either act as a deterrent to approaching the vehicle or to attempt to eliminate something (like an enemy or their vehicle) through its explosion. Dying to a well-timed Remote Detonator explosion is something I consider no different from dying to a weapon or grenade, and I don't see why some get so frustrated by it and don't get as annoyed when they die to a well-placed Concussion grenade on their vehicle or other means.

    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?

     

    On 5/30/2018 at 4:34 PM, Ashley said:

    Mobile Spawner is definitely a big boon if at least one vehicle on your team has it, but it very quickly hits diminishing returns after that one vehicle. The team is much better served with Radar Towers outnumbering Spawners than vice versa.

    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.

     

    On 5/30/2018 at 4:34 PM, Ashley said:

    Mobile Radar Tower, however, is in my opinion by far the strongest vehicle modification in the game, similar to how Spotter is by far the strongest character modification (far overshadowing Remote Detonator, by the way). You may not feel this way but Mobile Radar and Spotter are huge factors in how many times my teammates and I get accused of wallhacks or cheats in general. Knowing the exact position of your enemy is a force multiplier that makes missions way easier than a potential extra kill or two from Remote Detonator does.

    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.

    • Like 3

  9. 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.


  10. 24 minutes ago, Spudinskes said:

    What do you think about a very small dead-zone around active mission stationary objectives (phone booth) where outside mission player collisions don't affect in-mission players.

    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.


  11. 11 minutes ago, Similarities said:

    Discord has an API that they (as in the devs) can integrate that uses the web to connect people to a giant Discord server together, some mods like El Dewrito (Halo Online) do this and it works very well, it would also allow for Rich Presence integration and inviting people to play APB with you via Discord integration. 

    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?


  12. 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.


  13. 19 hours ago, Fortune Runner said:

    remore detonator = grenade the dang thing you have them for a reason... plus lately bronzes are carrying osmaw and opgl around anyways

    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.

     

    12 hours ago, Ashley said:

    I feel like the Remote Detonator is relatively balanced in that if you know it's there (which you can check as soon as you get opp), it's not too difficult to play around it, and once they use it, their vehicle is obviously no longer available. Vehicles are a big asset in this game and the choice of blowing it up on purpose for potential short-term gain vs the longer-term disadvantage of not having a vehicle is balance enough IMO. You can always proactively detonate a Remote Det vehicle that's being used defensively, or use cover/distance to avoid an offensive one.

     

    Mobile Spawner also has the disadvantage of showing up on the map/radar, meaning that an aware enemy will know exactly where you're spawning and be ready for you. Coupled with the delay between car spawns and the "sidegrade" balance of losing the ability to use any of the other blue mods, it's fine as it is.

     

    My only addition to the two would be that the Radar Jammer modification should, like suggested above, disable Mobile Spawners in the vicinity (which would generally already be disabled by mere proximity anyway), and prevent Remote Detonator from activating if near the enemy player and/or prevent the vehicle from receiving the detonation request if near the vehicle itself.

    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. 


  14. 4 hours ago, Spudinskes said:

     

    Hmm what if they implement a "dead-zone" around active mission objectives (phone booths, store fronts, etc) that makes players in vehicles outside of the mission not have collision with players that are in the mission.

    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.


  15. 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.


  16. 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.

    • Like 1

  17. 7 hours ago, Ken2 said:

    What examples can you give me about changes made by elitist golds? If every change that been added was for the benefit of low skill players and thats what killed the game.

    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).

     

    7 hours ago, Salvick said:

    Well, I think the contrary, while there have been a bunch of actions taken in the direction of "protecting" newbies, most of the stuff that have been done since ever was based on feedback provided by hardcore players since those are the ones who were part of the test servers, not trying to go against any of them, but just saying that the outcome of such decisions based on feedback from "only the best players" just exaggerated the already in place elitism the game itself has.

    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?

    • Thanks 1
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