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About Revoluzzer

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  1. It's impressive it lasted this long. I'm curious how it will fare once the engine upgrade has gone live.
  2. 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.
  3. If you remove it, would the next fastest TTK become game breaking?
  4. So only when somebody is cheating it becomes an issue. I don't think it's the weapon combo, then.
  5. 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.
  6. That's the exact opposite of what it originally was, though.
  7. 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):
  8. 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.
  9. LO has been at the helm of APB for almost two years now? Wow, time flies.
  10. They really need to dial down the contrast, if that engine update screenshot is accurate. It looks like every first attempt of using the curves tool in Photoshop. Sure, in comparison the current engine looks kinda bland. But that is also easier on the eyes. Slightly crispier lighting should totally do the job.
  11. The game originally had a character mod for this, called Energizer. When all character mods got a rework it was removed, but the stat-bonus moved directly into player-stamina.
  12. Since the crosshair on shotguns only encapsules the area in which a spread-pattern originates (i.e. pellets can go way outside the crosshairs) it makes perfect sense that being even a tiny bit off target can have drastic effects. With fixed patterns it arguably helped to aim next to a target beyond a certain distance, but right now your best bet is to target center mass every time it is visible. Not the feet, not the head, not (literally) 1px off. The Shredder's spread is so tight you might consider it a single projectile in CQC. If you're off target at all, you most likely miss. Conversely the JGs spread is so wide you can hit an enemy even if your aim was flawed.
  13. Your second shot seems to mainly hit the door and only partially your opponent. What I find more odd here is that his first shot doesn't seem to hit at all, yet he still kills you with the second. Second shot doesn't appear to have registered at all, there is no hitmarker. Third shot was aimed far above the player, must have at most graced them. Second shot only graces his feet. All hits look like partial ones. To me your settings seem to wildly exaggerate how well you hit an opponent. The blood spatter appears way more prominent than under "normal" settings. Watching the footage frame-by-frame (or at least in the smallest steps that gyazo by dragging the mouse around) shows fairly reasonable explanations why each situation happened the way it did. Admittedly the first one is pretty odd, but the others seem clear-cut to me.
  14. If the bullet impacts are anything to go by, you could have missed almost the entire first and second blast. I know, I know, the consensus is that bullet impacts do not actually represent where the shot was registered server-side. But I still believe they represent where the shot can go, even server side. Also, if I'm not mistaken, hitreg around ammo vending machines has always been wonky, even worse than shooting someone close to normal obstacles. So it's not entirely unlikely that these were well aimed shots (the first one moreso than the second), which didn't register correctly. On top it could also be a client-server-communication issue, where what you see is not what you get. Your crosshair-/camera-movement might not have registered server-side the same way it was displayed client-side. The four-shot example shows that some hits also get registered when they really shouldn't, because your opponent is already out of the way. But again, what you see is not what you get there. My experience in the playtest was that hitreg still isn't very good across the board, be it "normal" weapons or shotguns. But the latter work fairly reliable in their current state.
  15. Slightly off-topic, but I'd like to see an alternative, modern model for it. The Mk14 EBR would be a good fit and it even has a pistol grip, so there are no major obstacles with animations.
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