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Shozonu

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Everything posted by Shozonu

  1. I definitely wasn't expecting any changes to weapons (aside from fixing some bugged ones...) before some of the technical stuff from the roadmap gets patched in.
  2. To be honest, I don't really have a problem with the current spawn system, at least in terms of how it works. In regards to that, I only think that the system needs to ensure players never elect spawns that are in LOS of enemy. But I definitely think that more spawn points could be added into the game for the system to choose. This would avoid bad spawn choices in certain parts of the maps, such as in the corner of the maps. This could also help with preventing players from spawning within enemy LOS by adding redundant/alternative spawns for each spawn point and letting the system choose one that is out of sight. Having higher density of possible spawns would also give players a better selection by not having as many gaps between the spawns. As for "making sure you don't get those spawns," I'm assuming you are referring to normal spawn points, and not car spawners. That really isn't a thing anymore. Spawn pushing used to be a thing because players had no control over where they spawned. Player spawn points were (and still are) dependent on where they died. You could reliably push enemy spawns by attacking/rushing them in the direction they spawn, and by killing them, they would most likely spawn further away in that direction. You could probably do that 2-3 times before they spawn in a different direction. Now, you can't do that because players could just choose to start spawning in from a different direction immediately, instead of being forced to spawn farther away. I don't think I need to explain how ridiculous it'd be to genuinely predict and position 2+ players to block specific spawn choices, just so that the enemy might be forced to pick a sub-par spawn (whose location you don't know unless the fight is occurring in a corner of the map). If you mean to imply that there is some chess to be played with the car spawners, I don't think there's as much to it as you make it sound. A lot of people drive their car spawner and leave it as if it were a normal car without any deliberate positioning, the mobile spawn point being a convenient afterthought. People who deliberately position it leave it as close to the objective/camp site as possible. People who counter enemy mobile spawners go out of their way to either sit on it for like 12 seconds, or blow it up. And then people will probably just spawn another car anyway when they respawn, and the same thing will happen again. The extent of "mastering" mobile spawners is to place them just far away enough that maybe less than half of players would bother going out of their way to blow it up, while still being a viable spawn for allies. The extent of "mastering" countering enemy mobile spawners is disabling/destroying them on sight.
  3. Maybe you do, I'm pretty sure players in general don't use the ALIG "regularly," as in a "main weapon." I only see people pull it out situationally if they really want/need to blow cars up. And even then, I don't see it that often.
  4. Somehow, I feel like an explosive secondary will end up like a lethal equivalent of the PIG, if it explodes on impact or has a low fuse time. I don't that'd be good for the game. They should give them the same trail that concussion grenades used to have. I miss those trails, I think they look way better than the fat smokey trails of the frags that concs have now.
  5. Getting lucky with RNG at that range doesn't make the carbine ridiculous. The hits do so little damage that its inconsequential. And once again, if they had any cover, it would make it even further unreliable. Assault rifles can routinely hit in marksman+ ranges, and are way more effective, at that. The ACES submachine gun can do that. It will barely do any damage, but like the carbine, it can do it. The two have nearly identical accuracy -- the ACES smg is actually even more accurate in hipfire than the carbine. In fact, you would hit more shots in that time with the ACES submachine gun because it fires faster and has higher ammo capacity. But the fact that it can is inconsequential. No one seriously uses it like that because it's stupid. A better example than the LCR: the ACES Rifle. It's exactly as I just said with the smg variant, but has an even better marksmanship multiplier so its even more accurate when aimed. As an AR, it has even better damage at range -- you can reliably hit things into AR+ range. But it's also extremely effective in the pointman range because it essentially functions as an SMG. If anything, it's even more versatile than the carbine, but no one has a problem with it.
  6. Sure it can, if they're out in the open. At that point, they're easy targets for pretty much any gun, aside from SMGs or shotguns. But it's not always the case that they're just going to be out in the open. If they have any sort of cover, the carbine's accuracy at that range won't be enough to reliably hit them. You either spam hipfire at them and hope you get some lucky hits, or you crouch down and ADS. At that point, any AR would be better, as the AR's accuracy would be better than even the carbine's while crouching and aiming. I understand your point about wanting guns to fit within their role envelope, but honestly, I don't think it's a real issue that some guns don't strictly conform to their role's ranges. If all guns did that, they'd be a lot less interesting because devs would have a lot less they could possibly do to differentiate guns. I mean, going by the strict "role envelope," what do you think about the Star LCR, an assault rifle, which can reliably hit people 90m+ and beyond? And can still kill people with 5 hits up to 80m? Or just about any full-auto gun, like the n-tec, hipfired, being viable in ~6m CQC? The point is, I don't think it's reasonable to gimp every gun such that they are never viable in any way outside of their prescribed role.
  7. I think it's fine. The whole point of the carbine is for it to be one of the shorter-range marksman guns and for it to be hipfired. In exchange for the mobility and versatility, it trades reliability at longer ranges due to its inaccurate bloom. Any weapon dedicated for those ranges are more suitable than for the carbine. I don't see how you can complain about the carbine and not also complain about the oscar, since it is more accurate and even more range while hipfiring.
  8. Exactly this. Yes, you can destroy them, so you do. But with how easily they are replaced and how pervasive they are in the game, managing car spawns become part of a meta-game routine that, in my opinion, hugely detracts from the game. It's not fun. With how long they have been in the game, it is unlikely that they will be removed. But rather than using car-spawns as a player-side solution for the spawn system, I think LO should add/edit spawn points in the map so that we have better spawn point choices.
  9. There are some things in APB that I think are obviously paid advantages, but I don't think those things as a whole make APB P2W. The reduced cooldown with premium stands out the most. There are a few items that are straight up better (such as the Fang) and some solely by the virtue of being bugged (Yukon), but for the most part, the guns don't confer such a big advantage that they become the main contributing factor determining the outcome of the match. The ARMAS-exclusive guns are usually side-grades that are based around some sort of gimmick or meant to fill a specific niche that the free guns don't explicitly fill. Now, if ARMAS sold like "Zeroed" variants of all guns in the game where they are simply more accurate in the first place, and sold ARMAS-exclusive ammo that function as damage-increasing weapon mods, that'd be P2W. The Whisper (or at least, the RT Whisper) used to be bugged where their damage dropoff doesn't start until like 45m. I don't know if it is fixed yet. Other than that, there is nothing about the Whisper that makes it mechanically better than the OCA.
  10. I don't like car spawners simply because its existence makes it a mandatory goal for you to disable them, rather than playing the actual mission. I'd rather the problems with the spawn system itself be addressed than have an in-game mod cover up its short-comings.
  11. I only own the Hel, which is the one that gains accuracy as you fire. It is definitely not very good because of the longer TTK compared to other submachine guns. But it's pretty fun to try to take advantage of its gimmick. Around 15 rounds in, your accuracy is like a carbine and maybe 2/3 the mag, your accuracy is like an oscar. It's kinda hilarious to laser people past 30m with it, if you can land your shots. It gets harder and harder to land shots because while your bloom gets smaller, you still get the same recoil per shot, which makes it hard to keep your tinier crosshair on target, especially when hipfiring.
  12. Based Matt I recently got a friend to play APB, but her game crashed while changing districts and now whenever she tries to launch APB, she is prompted with installing Battleye and it always says something like "Battleye has been unsuccessfully installed" and is unable to start the game. Are these issues related to those in the OP? Reinstalling, deleting Battleye and updating, setting Battleye and APB Launcher to run as administrator have already been tried.
  13. Gassing criminals with the stun-pgl is pretty fun tbh
  14. LTL Weapons: I don't think there is anything wrong with the LTL guns. Compared to the normal lethal weapons, they are straight downgrades because they not only stun slower in general, but they also mainly deal a completely different type of damage that does not synergize with the rest of your team unless they also use LTL. This, coupled with the fact that someone actually has to reach you in order to arrest you makes it unreliable and risky. LTL weapons have to stun people before they can be arrested, and while you're completely vulnerable during the stun, any situation where you get stunned would have instead been death if the enforcer was using a lethal weapon. And don't forget that if they fail to arrest, people coming out of stun are immune to stamina damage for a few seconds. There are a few advantages with LTL weapons but I don't think they are unfair, considering the difficulties with LTL. There is currently no way to mitigate LTL damage (stamina damage), unlike green mods like Clotting Agent for health damage. This typically means that enforcers have a fairly generous timeframe to accumulate stamina damage on criminals, but this is the same as someone running without a Clotting Agent mod versus lethal weapons. Being downed and arrested means a higher overall respawn time for criminals (although they can be unarrested in that time, which is another risk for enforcers) but this is offset by the additional time needed for enforcers to perform that arrest. I would say that a stamina equivalent of Clotting Agent should be added to give criminals a similar option for improving stamina regeneration. Vehicles: I don't think the claim that vehicles are Enforcer-favoring is completely unfounded. In my opinion, the Pioneer is generally more useful than the Espacio because of its better weight and pushing capability. But that's pretty much the only clear preference that comes to mind. The Espacio itself has higher speed and acceleration (for reverse as well) so it is just a tradeoff, and they both have the same health. It's not even actually exclusive anymore because of Nomad.
  15. I'm running Fragile + Hard Landings and it's kinda brutal. The reduced health lets a lot of guns kill you in 1-2 fewer hits so you're at a really big disadvantage in fights. I pair it with Healing Spray though and it actually gives you so much clutch potential in cqc fights because you could just run away or take cover for 2-3 seconds to use the spray and you're back at full health. People rush your cover because they think you're at low health but you can just blow them away when they approach.
  16. It's probably the most promising solution for widening the MM pool. I believe cross-district MM is mentioned as something the old team wanted to go for. They'd need to change district loading so that clients don't need to completely reload a district if they are "switching" to one that is the same map. Then, the only thing that loads when changing districts (of the same map) are other players and their customizations/content. The MM system would manage which district instance to pull players to for their mission. I can see this kinda annoying, though, if you want to stay in the same district, because things like graffiti points would reset if you exit the district. Maybe they could add an option in the group/team menu for cross-district matchmaking. Matt Scott already said they were going to overhaul threat level/matchmaking, but as it is right now, I think threat segregation should be removed and just allow the current MM to match people together based on their TL in the appropriate ratios.
  17. You're not taking away half-bricks from me.
  18. Before the nerf, Clotting Agent 3 was too good. It's still very good even without the zero-delay. In CQC, you can heal enough in between exchanges to re-engage and/or survive an additional hit versus your opponent. cool idea!
  19. The new system is definitely better than the old system. If I recall correctly, the new system is simply the old system but it allows the player to choose between the default and other "suboptimal" spawns. The spawn point that the game defaults to on the respawn screen is the same point that you would have spawned at in the old system where you didn't get a choice. On top of that, the new system chooses possible spawn points around the current mission objectives, as opposed to the old system where the (singular) point was based on where you died. The way the old system did it made spawn-pushing possible by repeatedly killing enemies as they spawn and gradually cause them to spawn farther away, since they spawn a certain distance away from their point of death. As for the mobile spawn point mod, I think it affects gameplay too much and in a negative way. It's been mentioned before on the old forums -- the addition of a car with mobile spawner is way too game-changing. Placing your own mobile spawner and killing your enemy's is so important that it kind of shifts the focus of gameplay to this metagame of mobile spawner placement and destruction, which takes away from the actual mission.
  20. Damage ramps for the HVR were apparently tried in OTW (starting at 550 damage, up to like 750 or 850 at 60m?) and it apparently wasn't effective. I think the best way to alter the HVR is not by altering its damage, but by making it hard to use in other ways. I like the idea of giving the HVR a short wind-up before firing, but I also like the suggestion that I first heard from Kempington about making the HVR have bullet travel and bullet drop (making it a projectile). I thought it was an odd suggestion at first, but I recently started playing a little Fortnite where they have snipers be projectile-based (rather than hitscan like almost all other guns) and it doesn't seem bad at all. Giving the sniper projectile travel time even made it less reliable and more difficult to land closer-range hits. I think if the HVR had such a mechanic, its damage could even be increased slightly and it'd be fine. However, as the game is right now, I don't think it is technically possible to properly implement the projectile for the HVR. By being an object with actual speed, I suspect it will also be subject to the APB speed limit.
  21. I don't think there's a problem with it. Like others have said, attempting to address it by limiting or disincentivizing it will slow down gameplay. I don't mean that crouch-spamming is integral to gameplay, but any changes to discourage crouch-spamming will affect other non-related movement situations. Personally, I equate it to utilizing corners by leaning -- I don't see any reason to add some kind of limiter to leaning.
  22. Mine is in the #300s, I don't think they'll get to me until next week.
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