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Posts posted by Noob_Guardian
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On 9/27/2025 at 11:02 AM, kidi said:One question: when you gonna block the ability to bind mouse wheel up/down as 'shoot' action?
Prob won't but if the intervals are close enough, it might end up picking up anyways if it's a free scroll.
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On 9/13/2025 at 7:12 AM, raging said:Ntec is to Frenzy Is to Cr5 is to Sword is to New glory is to Star556. They all have the same dam values and even with mods it only changes the slightest of margins between any other player with modded versions of said weapons.. what we need is new values each reskin to make them different in some way yet share others like fire rate clip size ammo stored or accuracy.. Im sick of reading the same thing every reskin "Functionally identical to the..." why are we constantly given weapons to buy for $$ that are exactly the same except for looks as the one's from contacts oca, Ntec, Alig, pmg, Obir ect
If im willing to pay thirty or fourty dollars for a weapon off armas i want it to feel and react like its a differant weapon instead of another reskin..There's -alot- of ntec reskins. Probably the most reskinned weapon aside from the HVR and Scout variants. There's a number of -other- weapons that have reskins, like the PMG and OCA, but assault rifle wise, it's pretty much Frenzy, NTEC, STAR, FAR, ATAC (ST1C?) and maybe one or two more. Could use a few more, as we have a ton of semi autos. Snipers have a bit of variance, but only on the ARMAS/JT side. Same with the rest. That said adding new weapons has always been difficult for balance sake. If you remember how every one added was either obnoxiously overpowered, or completely useless.
On 9/17/2025 at 10:34 AM, Victoria97 said:What did you expect it will change? Engine upgrade?
We got new content, newer content is announced for some time this year, thats best we have.
EU got canned, it was litterally impossible to do. Best we got is a new contact, and some minor benefits from that. I'll take it over nothing though, considering I hinged everything on the upgrade before update thing and that took -10?+- years to figure out
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6 hours ago, koenyboy500 said:Oh no not this again.
Honestly someone going toe-to-toe with me with a Obeya FBW is completely fine.
.45 just pushes it over the line. People keep complaining about .45 is op BUT WAIT NEXT GUN WILL BE [weapon] AND THAT WILL BE THE NEW..-
shut it. SHUT.
I'm done of that argument. I BET that if you'd put every single weapon TTK in an excel sheet and organise it high to low (or low to high) you would find a difference of 0.02 seconds each step.
FBW is fine. Colby 45.AP is not. (0.2 seconds of TTK diff by the way)
The issue a lot of times, tend to be quick burst damage is better than low damage over longer. It's why you see so few NFA/PDWS but tons of .45s, add in obeya pistols simply being "standard" and formerly being a bit bonkers with sprint shooting and 5 stk and you see why. However, FBW isn't really op, more annoying if macrod but that's it. They even changed the SNUB to the FBW as the starting pistol if i'm correct, so there's really not an issue with it at this point aside from personal angst and other pistols having issues competing due to being either different, weaker, or less accurate. We also don't have a great selection of semi auto pistols... FBW, SNUB, .45, fr0g are the only ones that come to mind, with NANO being the real only contender to compete aside from RFP which has its moments and was nerfed several times for it's strength for sprint shooting, burst damage, and range.
Fr0g and .45 suffer from the low TTK 5stk issue, but fr0g is balanced for its 10m range with it quite splendidly. It's not overpowered, and only competes in cqc with cqc weapons because that's its exact range, but loses to further engagements with them and rifles. .45 has more range and marginally more recoil which makes it harder to balance, they tried with a small mag, but gave it a decent reload speed, so not only is it great to finish off enemies, but spray and reload with cover is a thing. Fr0g is even better at finishing off in cqc but that's it's whole gig. Quite frankly I wouldn't know how to nerf .45 aside from a .8 ttk, a little more recoil (i wouldn't change it much), or slightly slower reload time.
If there was a bigger selection of pistols, maybe there'd be more and better contenders, but each does have its own "niche", aside from the .45 which was nerfed in range to try to make it less overbearing.
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On 8/15/2025 at 8:32 AM, N66 said:Another day another one..
I'm a "Crazy ol' kook" for a reason xD
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Servers still down after 9.5 hours?
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4 hours ago, koenyboy500 said:STAR is underrated.
Infact (and I'm well aware the weapons are 95% the same) I think that the FAR is THE Assault Rifle in the game that has the best multi-purpose use. It is the middle ground between STAR and N-TEC and does both sustained fire (STAR) and accurate burst/semi-auto fire very well.
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.
5 hours ago, vsb said:Any premade dropping 30 bombs on you with ntec can do it with any other weapon too bro
but what the hell there’s only 300 players, let’s make ntec ttk .75 just for funsies
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".
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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.
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On 5/22/2025 at 10:37 AM, Weaboos said:I meant they (old G1) nerfed FBW from 5 to 6 shots "bcus OP" and then released a new 5 STK pistol (.45 AP) on Armas to cash in.
oh yeah... they kinda did LOL. I was still upset about that. They did that with the Ursus as well.
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On 5/8/2025 at 12:25 PM, Weaboos said:As much as I'd love to see .45 getting fixed I'm just stating what's gonna happen and then the next weapon of choice for complaining will be the frog
Adding a 5 shot 0.8 TTK pistol moments after they nerfed the previous one was a stupid decision but we all know why they did it
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.
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On 5/1/2025 at 3:16 PM, Weaboos said:The moment .45 gets nerfed everyone will jump the buffed frog pistols for the same cq performance
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.
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On 3/22/2025 at 11:17 AM, MACKxBOLAN said:games always been lower threat v golds, since desegregation.
LO has zero respect for legits. Very little reward for playing in general cash wise.
Barely break even after paying for ammo and car spawns. Cars you bought n paid for.
I'm not interested in their golds insults and the whole 'whos gold n who's bronze crap.
Ya want me to feed your toxic golds and non gold toxic name callers, you give me perm gold,
1 million cash per character, and additional 10 thousand per mission after.
Due to it being mostly toxic haters in dist, you should also remove D chat.
chat should only be avail for teams and groups.
But I know you won't, so on goes the idiocy and character assassination by cheaters.
ah i could go on, but I'll just get more ugly about it.
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.
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On 4/17/2025 at 9:21 AM, LilyRain said:Fr0g's slightly extra damage over 200 helps it reach 15 meters than a flat 12m. A great deal in exchange for 3 additional bullets, giving fr0g the ability to kill 2 players before the need to reload. People seem to always neglect that .45 can kill only 1 player at a time. A major weakness in APB, the game where going solo is purposefully made a death sentence.
'Not good enough to face a Cheater using a 0.8s ttk weapon on your own? No problem. Just rush the Cheater because health-Cheats do not exist. He factually can't kill 2 people at once with .45. He WILL DIE like anyone else'.
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Having extra damage is like having more computer memory. It is of no benefit unless to cross a new milestone threshold. In the case of secondaries, we can't freely equip mods like Heavy Barrel to transform any extra damage into useable benefit.
The extra damage .45 does compared to Fr0g (225 vs 210) is enough to bypass Kevlar ONE, which realistically nobody equips. This further solidifies the qualities Fr0g has over 45.huh they must have buffed it by 10 damage. It used to be -exactly- 200. thank god.
Merged.
On 4/18/2025 at 10:31 AM, Ardita said::trollface: I miss the trollface emotes
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18 hours ago, Ysaline said:FR0G 'Kokoe' has 12m range, dont know if you realised but thats actually really close. Up to 12m, there are comparable or better options.
N-FA 9 it has 30m range but also 70 dmg and crazy spread, you wont kill anyone pass 10m on one spray. Its s a hug weapon.
Hugging is the only scenario where some secondaries actually beats up some primary weapons but because of the poor range, i never had any problems with it.
'Secondaries shouldn't compete with Primaries' is a true statement, let me tell you why
"let us have N-HVR kill faster than every secondary in the game" - false, not every, but the equal equivalent
Take a deep breath and think about it for a minute. What gun N-HVR compete againts? Closest you can get is Colby RSA and you would never beat N-HVR with RSA unless N-HVR clearly messed up his second shot.
Its not an opinion, its a fact.
as ive stated before, you can keep the .45
buff it even, give it 10 shots, i dont mind, but give it R-2 'Harbinger' treatment. R-2 'Harbinger' which has even bigger dmg, longer range but also its difficult to use.
.45 description: The Colby .45 AP is an old warhorse of a gun - it was the gun that the FBW was based on and, like its younger brother, has great killing potential and is very powerful even to medium ranges. Unlike its sibling it doesn't have any of the modern comforts - it kicks like a mule and the larger caliber necessitates a smaller magazine.
my question is: wheres the "kicks like a mule" feature? In comparson, R-2 'Harbinger' kicks like what?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.
11 hours ago, LilyRain said:That is.... the point of the Fr0g...
A stronger .45 WITH 10 shots rather than 7 but with some range cut off... You just proved my point. I literally mentioned the weapon BY NAME and you still didn't get it.I fear people will complain that it is harder to use while .45 is as basic as FBW.
The reason why people want .45 nerfed is because both the Veterans and Cheaters have taken a liking to it. That 'difficulty' is nothing to Cheaters. They can cancel out all forms of compensation and simply automate maximum lethality.
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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On 4/8/2025 at 11:02 AM, Talla said:You need to land 5 out of the 7 bullets in a magazine to get a kill.
It also has fairly high recoil.So yes, it's definitely challenging to use efficiently.
Honestly, I'd rather complain about the lack of alternative high-level secondaries.For high-level players looking for a solid all-rounder secondary, it's unfortunately the only viable choice right now.
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.
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On 4/2/2025 at 3:22 AM, vsb said:reflex sight does not affect shotgun accuracy
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
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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
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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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16 hours ago, koenyboy500 said:Shredder is downright OP. I never see people use it but holy moly is that overpowered. A tiny bit of trigger discipline and you will be combating things at SMG ranges easily and still come out on top. Best of all worlds: higher firerate like NFAS, reliability and damage of JokerGunworks, and range of
ColbySMGs.Also people, PLEASE stop using sights on shotguns. It does not work like you think it does.
As the Steam guide goes:
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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On 3/22/2025 at 11:39 PM, SkittyM said:The SG-21, S-247, H-9, and AR-57 aren't really based on anything besides some chineseium AR platform. SG-21 should be shooting either 10 or 8 gauge shotgun shells which would mainly be used for building demolition purposes hence their high damage output and clunkyness of the gun.
Nope, just run IR3-MP2-3PS3/Tagger and pray. Kinda suffers from the same issue the CSG does in having too many pellets but you straight up just have to stop caring about doing good and vibe with the gun for it to be good. The clunk of it is why its good/fun to use.
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.
On 3/25/2025 at 9:24 AM, koenyboy500 said:Be advised: APB DB states that putting a MagPull 2 on Strife leaves you with 5 > 4 bullets in the mag. Whereas Magpull 3 also has 4.Magpull 1 oddly enough makes you have a faster reload with no repurcussions as you still have your max of 5.NEVERMIND, apparently the stats from APB DB (database) are wrong?!? I loaded up APB myself and it appears that ALL magpulls make you have 4 shots ready.
Extended mag 1 gives no extra bullets. ExtMgs 2 gives ONE extra shot. Extended mag 3 ALSO gives a single extra shot.
TL DR: best value is Magpull 3 or ExtMgs 2. Both giving and taking a single bullet from/to the magazine.
Something worth noting though: IF YOU USE MAGPULL 3. It appears that not letting the mag go from 0 to max is key, as the extra animation is costing VALUABLE time. Infact, the amount of shots you can send downrange can be GREATLY increased by simply OR having 1 bullet left before you reload OR (to a slighly lesser extent) when reloading from a fully empties clip, trying to click before the animation for your last bullet plays. I do this when I see the second bullet being loaded.
Shooting 3 shots and reloading feels amazing.
(If you can't tell. I really REALLY want to make the SG-21 Strife work >.<)
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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On 11/6/2024 at 4:01 PM, yourrandomnobody74 said:I'm genuinely against addition of these health bars to shooter games, as it dumbs the game down tremendously.
However, in APB, which doesn't claim to be a competitive shooter (look at Apex, they're "competitive" yet they added HUDs to much of the communities despise) I'd definitely make it a top priority QoL change (especially after they iron out the Kismet / Scaleform dilemma they currently have)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.
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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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16 hours ago, killersan6 said:Interesting but pointless changes again... There is ZERO point in using any of this weapon coz
1. Scouts are useless since the jumpshoting nerf
2. Shotguns are useless since nerf and even more useless after OCA buff
3.ShowStoper and RFB are pointless coz the Colby 45 is a only viable pistol.4. NCR is useless coz obeya and LRR exist.
The main issue is the devs have ZERO clue how the game works.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.
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On 10/19/2024 at 9:56 AM, yourrandomnobody74 said:I think you should take a break from social media scrolling or treat whatever hyperactive disorder you have, if you believe APB is "slow" and needs a faster TTK.
I'm glad someone remembers how (intentionally) botched the test districts were.
They were desperately trying to prove the point that current the TTK of most guns is fine
(hint: it is not and it's one of the major issue with the game's balancing)
I hope LO takes another look at this and considers making RTW (and High-TTK maybe?) test districts on OTW or Live for people to try out.
I don't have my hopes up though, as seen with the questionable choices in recent patches (Mobile Cover nerf, LRR addition, questionable COBR-A changes,...)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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On 8/10/2024 at 3:29 PM, OvenBaby said:You're just talkin crazy now Lmao. the .45 is the ONLY gun in the game that can kill with 4-5 shots at mid-range. That 10000000% needs to be nerfed. The frog pistols can't even do that because their range actually did get changed awhile ago and the .45 was left untouched and yet somehow people think "it changed".. no, it didnt.
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.
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On 7/2/2024 at 11:27 AM, Hexerin said:Yes, the game suffers from many fairly severe balance issues in the map designs. Back in the first year or two when the game relaunched (2011-2012), G1/RG went into the maps and changed a bunch of stuff due to community feedback. Primarily removing access to some rooftops (because the unskilled couldn't comprehend how to throw a grenade and/or use the OPGL), but also changing the placements and adding/removing of various forms of cover (dumpsters, pillars, AC units, etc). In total, these changes massively reduced the game balance.
The intent was to reduce the strength of the defending team, by making various places easier to attack. However, because G1/RG didn't have a clue how to design themselves out of a wet cardboard box, they mostly just made things worse in most areas. Additionally, due to the removal of readily accessible defensible locations in many areas of the map, running with the objective became a more attractive way to "defend" it than it already was (which just devolved from there in the more casual end of the skill spectrum).
Unfortunately, because modern game devs are almost universally bad at dev, there was no archival of the old maps. Thus, we can never return to the actually properly balanced ones. For the same reasons, we can never return to the original balance of weapons, undoing the many years of damage that was done to them all.
TBH i disagree here. While a few were removed (RIP) Most of the adjusted places only had 2 access points, and were extremely broken on VIP and item hold missions. Even with grenade launchers, breaking into some of them was really tedious. Most of the locations became much more balanced, some were removed, and other places ended up being discovered. (Most of which were glitch ones, that ended up getting removed with the OOB changes).
But, I do agree here, Map and spawn design have caused many balance issues. (Car spawner specifically imbalanced a lot before its repeated nerfs). Weapons also, and while weapons are a primary form of imbalance, they tended seem exponentially worse, when compacted with broken locations, car surfer, and spawner.
On 7/4/2024 at 10:27 PM, Hexerin said:They could start by simply removing the Curves system and going back to linear fall-off on all weapons. That doesn't require any knowledge of "how things were", because they'd simply set the start/end points of the linear fall-off to approximately the start/end points of the Curves (which were based on the original start/end points anyways).
Not a bad idea, it was fun standing just outside of enemy ranges like haha you cant hit me! Though i do enjoy the curves, they are a mess for some weapons balance wise for things like the NTEC and obeya


14 years to 'fix' “German Fortress”
in Social District (General Discussion)
Posted · Edited by Noob_Guardian
Not quite... There's several ways to counter but it generally a headache for solo que. It also means trying to take "the entire area" not just "fortress", in fact thats the first time ive heard it called that. So i'll be interested to see how fortress is now.
Explosives are #1. You can also get into the back buildings across the street and use a sniper, which works for certain angles near the road.
The other option are the combination of 4 ladders, 2 at the side near the inner path, doesn't get you up but are great for if you tagged with a sniper or explosive and have a teamate ready for them to fall back into additional fir), and the 2 at the rear, normally guarded, and harder to break if the defense has it.
Which is where: Taking the skatepark and crossing via broken bridge and on rafters comes in.
Additionally: Vehicle onto the broken highway with a sniper also provides a good angle and spot to defend allowing teammates to push up.
It's not impossible to break, but it's generally rather annoying, and I can see why they tweaked it a second time after the first attempt.