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Noob_Guardian

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About Noob_Guardian

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    Crazy ol' Kook

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  1. Star is great, it's functionally almost identical to FAR except for accuracy mods, reload, and .75ttk. Definitely underrated for how good it is. But, in top play, FAR performs better marginally, and NTEC is simply the best due to tapfire. I understand why the STAR wouldn't be the "best rifle" in the game which is fine. I think it's annoying that the NTEC feels like it outclasses everything within its range. I never understood why they didn't up it and the FAR's TTK slightly. Sure it wouldn't effect midrange burst/tapfire much, but CQC would be effected in a slightly more positive way "at least". I'm leveling roles up and change weapons often so I get to feel the weaknesses of every weapon, and boy does the NTEC (especially ursus) come off as the most annoying thing to face in most situations. Even when I got Rifleman to 16, I could easily pull 15+ kills per match with ntec/ursus constistently. Ended up using FAR or star unless "trying hard" more often than not because I got tired of using it. Oh, i'm aware, normally it's from my teamates. We had the absolute unpleasure of an annoyingly long match, added ontop a near 9 minute 3 item heavy objective hold. Ursus/NTEC was the top 2 fraggers, the one with 37 changed to AV at the end of the game and picked up another like 8-10 deaths. He was like 30/6 initially. Though yeah, i dunno why they never .75'd ages ago, it wouldn't do much except help more close range weapons be more able to compete "slightly".
  2. No really. It's the most balanced gun in the game, ever. That's why it's the most used, and any attempt to unseat it, is met with massive backlash. NTEC ursus was a mistake purely done for making money off a then nerfed weapon, NTEC never stopped being god tier, every attempt at balancing has fell flat on it's face. You'll only ever on occassion see kill numbers with most other weapons over 20 kills, but never 30, unless someone's cheating, or using N-TEC. Want to use any other weapon? Good luck, NTEC will likely dominate you unless you're using an OCA sub 10m and even then it's a 50/50 chance, or an hvr at 70m+ out. The fact that the massive elephant of imbalance remains untouched, simply goes to show how impossible it is to balance the thing, even after 3-4 iterations, it's never once been non-meta. https://imgur.com/vGwcDmq
  3. oh yeah... they kinda did LOL. I was still upset about that. They did that with the Ursus as well.
  4. Fr0g wasn't added when the .45 got nerfed. It was added shortly after the .45 though, maybe a month or two? It also was weaker before they finally added the 10hp increased damage.
  5. except that Fr0g is honestly pretty well balanced, sure it has better CQC, but the FBW outperforms at 15-30m. NFA outperforms sub 5, and PDW is ok-ish against it.
  6. 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.
  7. huh they must have buffed it by 10 damage. It used to be -exactly- 200. thank god.
  8. 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.
  9. The recoil isnt even a problem... Almost everyone is good enough to land all 5 shots, but if you take any primary damage, its less than 5 typically.
  10. 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.)
  11. 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
  12. 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?
  13. 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.
  14. 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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