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420 ExcellentAbout Noob_Guardian
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Crazy ol' Kook
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Previous match making was much better
Noob_Guardian replied to MrsJoker's topic in Social District (General Discussion)
Hint: Use your cars/civi cars if possible to prevent costs. Ensure you use a gas station when possible. (People don't generally break cars that don't have a spawner or mobile tower in it either hint hint) Well, considering segregation forced half the playerbase into gold, then handed them off into quad stacked cheater groups which made entire servers lose 50% of their population within 3 months, yeah that's going to happen. It was like that pre-seg, except districts had no threat, and there was a population to sustain it. I've carried R20-40silvers to gold, it's sadly really easy to get, and much harder to lose. I dunno how you flux between gold and silver kek. -
Fr0g was my favorite weapon, but honestly though, even though the 12m range the worst part is the exactly 200hp damage. I agree though, it really -doesn't- kick like a mule. Sure there's a bit of kick in comparison to the FBW and even the fr0g, but it's not "mule" worthy. I mean, fr0g is still less damage, it just has more shots. It's not much "stronger", it was a personal favorite of mine in comparison to .45, but honestly .45 secures kills easier imo, just because the damage is slightly higher than -exactly- 200 for the range (and the accuracy). To be fair, cheaters at this point have automated NTEC to be full auto and never miss, without a second thought simply using macros. They've removed all sniper and vertical recoil on weapons, and the majority of horizontal. The .45 is simply reliable and easy enough to use that even if someone is cheating, a vet can still possibly have a leg up in certain situations.
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Reflex on a Jg: Run Modifier- Was 1.0 now 0.9. Marksman Modifier - Was 0.6 Now 0.75 Marksman FoV 16:9 - Was 70 Now 75 Marksman FoV 4:3 - Was 70 Now 75 ------ Accuracy Radius at 10m: 8 cm Spread at 10m: 150 cm It doesn't change the accuracy radius or Spread. It effects the RUN modifier, which is used when moving at a "not walk" pace (which unless you keybind walk, you're probably NOT walking, but on run mod or sprint mod the entire time) Reflex on NTEC for reference Run Modifier was 3 now 2.7 Marksman Modifier was 0.625 now 0.775 Marksman FoV 16:9 was 60 now 65 Marksman FoV 4:3 was 60 now 65 ------ Accuracy Radius at 10m: 20 cm Per Shot Modifier: 0.85 Yet we know that it effects the NTEC's accuracy when it changes the same things. They went in depth several times in how shotguns accuracy is determined. I literally described it. Run modifiers effect accuracy, WE KNOW THIS, yes the "accuracy radius and spread" is not directly changed, the RUN modifier, modifies the accuracy radius! This means that YES Reflex does have a "minor" effect (0.10) on the run modifier, this modifier effects accuracy radius! There's a reason why the bloom was less centered on the left pic than the right! It's due to how accuracy within the reticule for shotguns pattern centering is handled! Run modifiers alter the reticule's size! This effects accuracy even minutely! This doesn't change the bloom, it doesn't add a choke, it simply tightens the area where the spread can be centered from. Think of it like this, the reticle is a dart board, you throw a dart, from that center point is where the "spread" is centered from. The picture on the left has a smaller dart board, so the dart hits, and the spread is centered around that hit in the smaller board. You have a larger dart board, the dart hits to the top left side, the spread follows that dart, meaning pellots all hit to the top left. You tighten the dart board via a run modifier. The dart board being smaller means the center point where you can hit the board is smaller. This means shots are ever slightly more "centered". This doesn't change the spread. It effects where the spread is located. With the run mod, it alters the location where the spread is located when running (not jumping) by .10. That said the change makes it go from .08m (8cm) to 0.072m (or 7.2cm) radius when running. As the original stat was a 1.0 rather than a .90, meaning running was a 8cm at 10, you reduce that to 7.2cm when running with RS3. So it does effect accuracy, though it doesn't effect precision. (That said a difference of 1cm "isn't a big increase for shotguns.)
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Shredder is hit or miss with hitreg, at one point it was a consistent 3 hit ko and they hard nerfed it. I dunno after, but it was sketchy to use since. It was better "pre-buff" than it was "nerfed". Unless things changed and they buffed it again, it can still be decent, but it'll be hit or miss for me to use, because after they broke it with a buff, they hard nerfed it. It honestly never needed buffed to begin with and I was playing with it off and on, and it was better pre-buff than it had been once nerfed. It's consistency became bleh. Shotguns should never have "clustered spread" based on sights. It's horrible game design and unrealistic. APB's is better. The way APB's works, is that it picks a spot in reticule to "center" the spread based on. The smaller the reticle, the more centered the spread is on the reticle, but shotgun spread is still the same. It's just "shifted" on a larger reticle, so that may not be "centered". Adding RS for example, tightens the right's reticle, making the spread more likely to hit center mass even a little bit, rather than be shifted as much as your example. This means more pellots are likely to hit its mark, as it has a lower chance of being as far corner like that as bad, and is "tighter". For "common" shooters to work the way it does, the in-game character would literally need to be adjusting the spread via adjusting the choke constantly. (or they add a choke mod to permanently tighten the spread) The only thing like that in APB is the DOW with the choke mod
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Didn't they nerf the SG-21 or was it just nerfed when they "claim to" have unfked the spread damage on all shotguns? Because it was always "decent->good" before, but it wasn't heavily used until NFAS, COLBY, and JG saw nerfs, then people decided to pick it up, and i vaguely remember it may have been nerfed then. It was honestly my favorite shotgun. I used to use RS3, IR3, and 3PS3 (or EM3). I never bothered with the mags on it, and reverse quickswitching is a nice touch on it as well. (It used to do like 85-90% damage which could 1 shot a fragile user in a single shot), so any pistol shot, cover, then popout would net a relatively easy kill. Also, it's not a "ranged" shotgun like the Colby was... It's a sub 10m shotgun with some potential at 15m but not much further. If you're looking for range the (once broken now overnerfed) shredder may still work... kinda?
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The health interface is not informative
Noob_Guardian replied to Yapopal's topic in Social District (General Discussion)
I'd hate a healthbar in APB. It was a bad change to APEX. All it did in APEX (thats excluding the initial and possible ongoing issue of it negating mirage's invisibility) was basically scream "APE THIS GUY HERE". If they didn't add it, people would still play aggressively but now it just feels worse when you missed a single bullet and he got away, or you know you really should charge because if you don't hes going to heal up from 2 bullets to down, at least before you could estimate via damage numbers and make a decision, but now it's laid out in a way encourages you to push and finish enemies quickly where before you may have been more passive about it. The game is about survival, but they once again made it about getting more kills instead after they upped red zone damage so people -won't- run straight into red zone for kills. In APB I can see it being a negative change, especially if you sniped someone, and your teamates spamming chat HIT HIM ALMOST DEAD SHOOT HIM NOW DAN!@#!@#!%$ like ugh. -
The best tutorial perm weapon choice is probably the ALIG... just saying. Having anti-vehicle at all times for missions that require it without thinking you need to buy one, is great. But for normal weapons. Stock do well, 1/2 slots are better, 3 slot tends to be more of a luxury than anything, as most weapons only want to run a red mod and a sight mod. or a sight/red mod and a purple or blue mod. It's been a while since I played so i may be incorrect but Most powerful: Shotgun: JG prob SMG: OCA Rifle: Carbine/Oscar for cqc Obeya for mid Assault Rifle: Ntec has always take the cake (though the others were buffed as well and i havent tried to see how they compare.) LMG: SHAW/Euryale (depends if f2p or not) Sniper: Scout or HVR Explosive: Personal choice OSMAW/OPGL completely different uses Pistol: .45 (FBW is a close second and great f2p, fr0g is a close range knockoff) LTL: Stabba CCG Grenade: Frags
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11/05 UN-HALLOWEEN PATCH
Noob_Guardian replied to MageLO's topic in Social District (General Discussion)
Scouts are fine, they overnerfed HVR, and due to how ranges work, snipers are really niche if they dont have high damage or mobility. Shotguns are hard and almost impossible balance, they have always been either overpowered, or underpowered, with no inbetween. This applies to EVERY game out there, not just APB though. In APB, shotguns have been OP off and on depending on changes. There has never been a "shotguns are balanced" period, because when they're balanced, people would have rather used PMG or OCA. When shotguns were broken, EVERYONE switched to using one. Buffing underused pistols is still useful. .45 was always a bit op, never will change. RFP was broken at a point and used more than .45 at one point because of a rework. Half the midrange weapons out there are niche or fun stuff. I enjoy the oblivion sniper rifle, it's not meta, but its not UP either. -
LRR is a fine addition. I'm glad they made it a new mod. I was upset when they reverted the old IR nerf, but it did end up being a buff for some weapons unironically. NSSW and a few others, directly benefit from the mod. But yeah those were so botched back when.
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The problem with headshots in APB, is that the cover system is so low, that you can still snipe people, without seeing them, by firing at their hitbox with or (and i forget but even possibly without a red reticle), to hit it. Hitting their "head" that isn't visible whatsoever. They increased cover height to try and fix it, but it still happens plenty, but not as frequently. Pistols are based on what's most accurate and viable. .45, fr0g, and FBW are the dominant pistols because they are the most accurate with the best ttks for it, with enough damage potential to be a problem. PDW and NFA are much much more niche and harder to use and almost worthless. The RSA and act isn't used as much, not because headshots don't exist, but because the game's gameplay style favors CQC-Mid over Mid-Long when it comes to secondaries. While great for shotguns or SMGs, other sidearms are better if already within close range, and with 3rd person view, getting to an enemy to attack them within the best range of your primary is often more effective. It'd also have to cause a whole tonne of balance issues, because shotguns and snipers are a thing. Having HVR or whatever they did to the strife, or add in any accurate weapon like oscar with easy headshot accuracy. TTK is high for a reason, they tried to re-increase it via RTW test districts but they didnt actually do it or balance it properly and turned most people off it. (Some weapons were massively bad because increased bloom and recoil, that never existed in the RTW version.) Almost every instance of TTK lowering has caused massive overpowered headaches. Ogre, S1-NA, ATAC - Prenerf, ACES pre-nerf, DOW, Shredder All weapons that were able to -consistently- hit TTK easily with no ROF reduction due to bloom or recoil were nerfed. Headshots would further feed into issues with those and other weapons. I can't imagine much fun against headshotting NTECs, Obeyas, and NSSWs, .-. Overall, it's been suggested a number of times. There's nothing particularly bad about making it. Though there's a LOT of both map, hitbox, and weapon balance that would have to go into it, that makes it not really worth changing to.
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APB: Reloaded Version 1.31 "New Horizon"
Noob_Guardian replied to MageLO's topic in Social District (General Discussion)
Fr0g pistols never were able to reach mid-range with that few shots. They came out initially with a 10m damage drop, which made 6/7 hits at 15-20m and more past that. .45 was always considered the midrange/cqc varient, with fewer bullets, and could reach to about 50m. It i believe did get a nerf to 35m or so, a while back I believe. That said, no .45 has no need for a buff. Fr0g varients could use a slight damage buff (10-30 damage a shot more, nothing significant, but CA3 makes it +1 bullet if you miss a little bit and the regen kicks in, due to the exact 200 damage it deals.), but thats it.