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About Revoluzzer

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  1. Wild idea: Kevlar turns lethal damage into non-lethal damage and vice versa. No speed penalty, but sprinting consumes stamina. Also no more levels.
  2. So is it a huge issue now or not? Because you make it sound like it isn't, when before you made it sound like it is. This doesn't really matter, because hard and soft damage are not the same. If the tankiest car had 650 health and weapons dealt half as much hard damage as they do now, it would be pretty much the same situation still. As it stands most weapons deal a fraction of their health damage in hard damage. Well I just have to disagree with this. The way I see it it levels the playing field a little. Of course it doesn't address some of the other issues you mentioned (e.g. weight and flip-ability), but this might be more fundamental changes which aren't as easily done. When it comes to vehicles that are available to newbies compared to veterans you always need to remember that there should also be a sense of progression. New players start as bottom feeders in the lowest ranks and work their way up through the organisations. This gives them access to better equipment over time and something to strive for. For what it's worth, I used the Balkan Varzuga regularly even on R195.
  3. On one hand I agree with @Noob_Guardian, if you use a weapon within its intended range you won't have to deal with RNG. Only outside that range it does become a factor. Of course this is usually gradual and there is one perfect spot where a weapon is entirely predictable, while it becomes increasingly less so as you move away from that sweet spot in either direction. And generally speaking all weapons should be 100% predictable when your barrel touches the enemy, because the bullets have no other option but to hit. But due to latency this rarely ever applies. I think the SHAW is a great weapon and needs the amount of RNG to work. Without the heavy recoil it would need a much higher TTK or much lower accuracy, both of which would make the gun less unique. Not every weapon needs to be a competitive headliner. The SHAW is a fun niche weapon which is still perfectly able to compete, albeit less comfortably. The NFA in its current state is bad, but I'll say that I don't think the concept behind it is fundamentally flawed. It is supposed to quickly dispose of enemies as extremely short range and to force it into this range a low base accuracy is necessary. Alternatively one could cripple its effective damage range. But this would turn it into a much more frustrating weapon, because it would allow shots to hit at greater range without dealing any meaningful damage. It would communicate a use-case which it is not supposed to be used in.
  4. Gotta admit I haven't played the apparent current implementation of Territory Control, I'll argue purely based on previous versions of that mode which existed in the game. Territory Control or Domination, as other games would call it, is probably the best mode for Baylan. It encourages players to fight in the actual set-pieces of the map, allowing both long range and short range engagements. Takeouts/Kills or Team Deathmatch, as other games would call it, mostly left the inner part of the map unused, because players would always focus on the spawn areas. This also heavily reduced gameplay variety, because it mostly boiled down to long range engagements or explosives-spam. Now one important change that would, in my opinion, improve Baylan in general would be fixed spawn-sides for each faction. But not North/South based, but instead East/West. As far as I'm concerned the Southern spawn area is superior to the Northern one, as it allows for better access to the inner part of the map - especially on foot. The Northern area can more easily be locked down for spawn-camping. The East and West provide more cover for spawning, especially when nobody can spawn to the North or South. I'll go out on a limb here and say that Baylan is the best Fight Club map. It offers the greatest and most balanced variety of combat ranges and is very easy to digest both visually and mechanically. There are no complicated or incomprehensible routes, but it still offers a couple of shortcuts/trick jumps. Its greatest weakness is poor access (i.e. barely any cover to move) from the spawns to the inner part. The TDM-mode exacerbated this problem, because fighting mostly took place in the spawn area and much less in the actual meat of the map. In comparison, the Asylum is a convoluted, visually confusing house of horror. It does, hands down, have the best atmosphere of all maps in APB. But as far as I'm concerned it also has the least variety in gameplay. It is almost exclusively built around short range engagements. The few areas which allow for medium or long range combat can pretty much all be circled around to still force opponents into CQC. Of course this flexibility in access to various areas is also its biggest strength. I love outmanoeuvring opponents on this map, despite the fact that it usually takes a while to get around an area, because most routes take you on a little detour. The Beacon is too vertical, I think. In some games verticality is great, but in APB it only works well when adding to a good horizontal playing field. Since Beacon has a very small footprint, there is too great a lack of horizontality to make proper use of its vertical features. If the concept of two opposing towers was more fleshed out, it would probably work better. But with their very close proximity to each other it also mostly boils down to short range engagements with the occasional medium range skirmish sprinkled on top. Snipers work better on Beacon than they do in the Asylum, but they don't shine nearly as much as the concept of the map would suggest.
  5. I doubt APB is a game people would check out if there is an entry fee. Even once the engine update gets released it will be that 10 year old game which got shut down 6 months after release, but surprisingly still has not died.
  6. Impressive patch! I wouldn't have expected anything of this scale before the engine update. Sounds good to me. Hopping into a car when you run CQC weapons shouldn't mean you can just bum-rush your opponents all willy-nilly. Missions are hard-coded progressions of various stages. They currently can not change dynamically based on player count (or anything else, really). Once a mission launches the final stage is set in stone, no matter what happens during it. To change this behaviour, a fundamental rewrite of the entire mission system is probably required. The behaviour on the technical side is absolutely intended, the code does exactly what it was written to do. The result can, however, be unwanted. So strictly speaking it's not a bug that can be fixed, it's an issue that needs to be addressed.
  7. It's impressive it lasted this long. I'm curious how it will fare once the engine upgrade has gone live.
  8. FWIW the SNR 850 should be 3 shots to kill without any nerf, as it was originally. The damage-nerf back in the day was completely uncalled for.
  9. If you remove it, would the next fastest TTK become game breaking?
  10. So only when somebody is cheating it becomes an issue. I don't think it's the weapon combo, then.
  11. Lowering the min TTK of assault rifles below 0.75s is putting the cart before the horse. The N-Tec was so strong at close range because it competed with dedicated CQC weapons on a purely mechanical level, i.e. min TTK. The STAR did not, because it was by design slower. The same should have been applied to the N-Tec before doing the whole monkey dance with the curve mechanics and whatnot. In general it was a wrong move to introduce more assault rifles with a TTK below 0.75s after they added the ATAC. This one was specifically designed to act as a close range AR with a heavy emphasis on aiming down sights at all times, while still not being a noteworthy threat beyond 40m. And it was one of the most balanced weapons at its time of introduction. I still can not comprehend why they felt like it needed changing. APB as a whole would probably benefit from nerfs across the board. The district maps were designed with a slower TTK in mind and gameplay suffers as a result of the current state. When a mid range weapon can kill at short range as fast as a dedicated short range weapon can. Which the N-Tec could, as explained above.
  12. That's the exact opposite of what it originally was, though.
  13. The security van used the ambulance model before release. Characters used to react to hits. Very early version of the character select screen: Old inventory screen: Old capture area marker (also leaning left without switching the camera to the other side): This was the official vehicle customisation contest, I believe (physics got real weird with ~80 cars in one area):
  14. It was still the most used car before the 4x4 got released. Highest top speed and top end toughness are way too good to pass on, unless you want to use the Pioneer. The downside to this is that running would still be an option and probably even more powerful & frustrating. Limiting the TDM area to a single area (potentially using RIOT mechanics for this) would be a much bigger improvement, I believe.
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