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Noob_Guardian

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Everything posted by Noob_Guardian

  1. What if I told you that I'm always thinking about my aim as I always seek to improve it? Hitting HTK 30% of the time isn't good enough D:<
  2. So being aware of every action you do from aim, timing, and control over the situation makes you "not very good"? This isn't even bringing in not running with items, not using the medium item movement exploit, and other such advantages. IF such things are "ingrained" in certain players, it's not because they are legitimately good, it's because they don't care to not do so because winning is all that matters to them. They'll do the same thing to a group of T's as they would Rank R55's because they don't give a fuck. That doesn't make them a "good" player. ^^^ Habits can end just as habits can form.
  3. trust me, it's conscious thought. The difference is that they don't actually *care*
  4. you seem to have missed the part where dogear doesnt 2 shot at 88m, and you arent suggesting to buff it to 75m+ plus movement speed. Also, I doubt anyone would find dying at like .98s with CJ at 75m+ very balanced. Especially since then it would easily contest the HVR and Scout to near not being used with both suggestions at once, especially if they nerf HVR like everyone's crying to do. While i agree the DMR range could be extended to like 83-85m, I doubt much lower would actually be balanced. Remember when everyone used to run AMMO in cars and players and taking 10 seconds to change weapons wasn't an issue? People don't care to change weapons in the first place, and Vegas w/ items or pio being vegas pushed is annoying toxic to go against. If they have AV weapons half your team has to change and coordinate well enough to take them out, which never happens to begin with. Most people I see can't even figure out how to get "ahead" of the enemy car and ambush them.
  5. G1 buffed a number of vehicles though, including the pio/espacio just after they buffed the alig. Buffing lesser used cars and reducing the life of a few already high life and buffed higher vehicles makes sense imo. Some of those previous vehicle buffs weren't needed.
  6. Except that "animation" for heavy items was the same even before they fixed it, all they did was add a sort of timer to pickup. It is an exploit, and I've suggested fixing it as well, and by adding alternate ways such as grenades, det boxes, etc to open doors. But you know, G1 really didn't want to hire an animator to fix it. G1 was fairly incompetent with how they handled and fixed things, lets be honest. It shouldn't be a surprise. They intentionally left the bug in place for the Scout to jumpshoot because it was a money selling point, and only fixed it after a bunch of damage and the complaints from the playerbase because of it years later. It shouldn't be a surprise for G1 to have half fixed things, and done little to fix the blatant game issues. I'm hoping both are somewhere on LO's fix list.
  7. Except that every weapon aside from OCA.PMG and a few others has this specific form of RNG to control how a weapon handles, from NTEC to OBEYA, as the RNG is used to inflate the TTK at longer ranges. It's also one thing people wish to lessen and remove, which in turn reduces TTK. ISSR is a good example of that, by using "bloom" to inflate its LR ttk, while leaving it faster in cqc. It's actually done well, most low TTK weapons in games aside from shotguns, like LMGS, have poor RNG to make up for their strength and ROF/TTKs. If these weapons were to have RNG removed, their TTK's would have to be increased, otherwise they wouldn't be balanced. I mean, i was pointing out the hypocrisy and that they tend to support reducing/removing RNG but then they complain about how ez and zergy those listed weapons are/were, but then want to buff most other weapons to be just as bad by reducing rng. People fail to realize that the current system's RNG is made to inflate TTK at ranges while reducing it in cqc. By reducing RNG, you therefore reduce the TTKs as well even at range. You'd need to increase TTK's and change weapon damage drop range and ramps if you were to remove RNG. Though most support removing the ramp/drop it still causes many issues within damage drop ranges, because weapons have an effective range, and a full damage before drop range. People have suggested it ironically I disagree, most cases i see of being punished with a weapon, is due to position, enemy location (corner/cover) and how the game functions with aiming at corners (,and lag). Though weapons like the SHAW often punish you often due to recoil, it's rare for you to benefit from their recoil (hence why i tend to burst fire said weapons). Most weapons don't have that bad of recoil and bloom so that its uncontrollable nor unmanageable when firing at the right ROF and timing. A LOT of people's weapon woes come from firing too fast for the range, especially out of the weapons effective range, and is thus user error. Others are where they fire at the wrong time, so that even if they have the upper hand, the enemy can get away because they didn't wait another second to start firing to where the enemy had no chance to get to cover (You don't really lose to RNG with an oca ambushing an enemy in cqc, you lost because you missed or server issues). Overall i believe most weapon woes tend to be self inflicted, and that's where people get hung up. Especially when they have thousands of hours and played for years. Instead of adjusting their play style and timing they instead blame the gun.
  8. That's like saying that just because they fixed X bug ingame that Y bug being left as is, is intentional, when reality both are bugs and need squashed. Also G1 isn't LO, LO has made a number of changes that G1 left as is. It's not out of the realm of possibilities for them to fix it. "an exploit is the use of a bug or glitches, game system, rates, hit boxes, speed or level design etc. by a player to their advantage in a manner not intended by the game's designers." The medium item base movement speed is 3 m/s not 6 m/s. If they wanted you to move at sprint speed with medium items, they would have allowed you to sprint with it by now without having to x + f + jump to bypass the 3 m/s speed. Therefore it's an exploit, left by the removal of a game feature which hasn't been fixed yet. They also likely won't touch it until after the EU if they are to since they don't want to double code crap.
  9. I don't know about you, but i only ever go for that 88m+ kill when it's on objectives, or a handful of pushes at very specific angles. It's still got a faster ttk, so most times, if you were able to 2 hit with an hvr, most of the time you could have 3 hit with a DMR or 4 hit with ISSR/Oblivion. But that's my experience I like to use different weapons every few missions because 1 weapon 24/7 bores me, so i own half of armas just to keep gameplay enjoyable. It ends up translating to gameplay knowledge and weapon experience as well so /shrug.
  10. Medium item jump exploit is a pretty big one. Aside from that spawn pushing newbies and killing them on spawn on the way to objective tends to also create player anger.
  11. Never heard of WTFfast, however there could be an issue with it. Though most things if there was an issue with, wouldn't let you start the game/login. Does the game work when you don't use WTFAST?
  12. they nerfed low yields, which are like percs... with extra steps
  13. I was saying that recoil control is a way of managing RNG. Yes, it's reactive, however the pro-active way would mean rebalancing EVERY gun in game, and making it reaaally boring and imbalanced to the point where you'd have to rebalance damage drop ranges, bloom, and TTKs further. Which would cause a whole batch of other issues. Some weapons like the ISSR-B control its .9 TTK with its bloom aka "RNG", remove that and it's a busted sniper which needs its TTK increased drastically, imagine a no recoil shaw and NFA because their RNG aka recoil is what allows them to have such low ttks. When people talk about removing RNG, they fail to realize how broken it would make things without first rebalancing EVERY weapon in the game in the process AT ONCE. Because you wouldn't be able to do such balance otherwise, and it opens a whole slew of other problems while doing so. Then again these same people want to remove the damage ramp and make it so bullets disappear at damage range as well and complain hard about ez laser weapons like the atac, c-2 before nerf, and pre-nerf shredder were while advocating to making the weapons they like just as ez to use as them. Doing such changes won't make weapons about skill, bloom management, or recoil management. People advocating this want to bore down the game because they're tired of dying to those they consider silver and lesser. It's why they hate the HVR so much, "how dare my life be threatened by a bloody r30 with a sniper". "How dare I die because of recoil" "how dare i die because I didn't manage bloom" same shit really, it's the same people complaining because they didn't handle their weapon correctly and instead of blaming their lack of skill and care in the situation, and want to blame something else, instead of chocking it up to "welp i tried and died" its "*insert excuse* caused me to die" and its always the same people. People have already made macros for APB which completely remove vertical recoil for snipers, ntec, etc. just saying. Pretty sure you can make one to do so using a hardware mouse macro as well depending on brand and mouse "software" as well. It's part of why macros are bannable. (And then you have the macro apologists...)
  14. Recoil control isn't a thing for FPS games? Also, remember that time when everyone complained and G1 removed the auto-recoil fix on the HVR? Fun times.
  15. Except you can be good at controlling RNG, isn't that what it means to be "good" in APB? Handling weapons so well that RNG isn't much of an issue at all? You must mean NTEC Spray, because they tap firing is still pretty damn un-rngy
  16. The thing though is that RNG is rarely an issue when using a weapon right and accounting for a weapon's effective range. The only way to decrease RNG, is to ensure weapons min-ttk more often by increasing accuracy and reducing bloom, which as you've seen with weapons like the shredder which 3 hit in range all the time, or C-2, and other weapons that had little to no RNG. It's neither fun to be on the other end, nor balanced. Even if every weapon acts like a laser, it wouldn't be good because of how lax the damage ramp is on several weapons. In "almost" every game you will at times get shafted by recoil or bloom. Others auto adjust for it so it's a laser and you simply have to track, but those games tend to also have strong healing elements or headshots as well. I feel that APB's RNG isn't much of an issue. Sure it sucks to have an enemy get away because the obeya decided to recoil wrong at the last shot, but really, i'd rather have that happen sometimes rather than feel like i'm firing a laser all day like in MW where all the weapons feel pretty much the same.
  17. Except the point is that people complained even about ISSR because it was 4 hit ko, despite having the FASTEST TTK for a sniper ingame even with the broken hard damage on it. DMR AV as a mobile sniper wouldn't be balanced. Most weapons in APB are categorized into AV or AP. Each having drawbacks, mobility is one of them. When you get a hybrid like the ISSR-B, you create balance issues because it's good at everything, ESPECIALLY when it's in a sniper role and can reach 100m with no issues. Hence why AV snipers like the DMR lacks mobility. It wouldn't be balanced to have a scout AV-DMR that 2 shots at 88m with fast sprint speed. That's why the Anubis sucks in comparison to the regular DMR, because it can't 2 hit, and even with decent hard damage people would call it trash because it's not great AP. Most AV weapons do not function great as AP (excluding explosives because... well.. explosives), the only real AV weapons are the DMR, SWARM, and the ALIG. With the SWARM" being in middle of both AV and AP, being decent in both, but not excelling in either. DMR AV also functions well as AP, as the hard damage is mostly just a decent bonus but it's not incredibly TTK effecient on its own, while the best AV weapon without team assistance is the ALIG. (The best AV weapons are imo ALIG and OSMAW/Volcano) Except for the fact that using DMR, and even the Oblivion which is 4 hit, I find myself out ttking HVRs. It's not "that" hard to do. From my experience it does translate, though often times it's a very close matchup. To be honest, I stopped using a lot of cars because a conc 1 hit them.... I still use a normal vegas, and don't get blown very often. Hell, using growl I rarely got blown up but it's accel is off the charts good lol. Then again I don't play dumb so I generally don't get blown up in it. And a few people like me still have old fresno's lol. I used it cause explosive tank and it was/is hard to shoot under.
  18. They already have the Anubis and that's pretty much a mobile sniper though? And pretty much noone uses it. Hell people don't even like using the ISSR or the Oblivion because they are 4 hit yet they are more mobile. DMR, Oblivion, and ISSR-B already have faster TTK's than the HVR as well. So sadly, that change probably will not change anything.
  19. Every weapon has an "effective" range, and a "damage range". Firing past the "effective" range for weapons causes a lot of "rng". Most weapons will be effective, without much if any RNG if used in the effective range. So the real focus, should be finding the effective range, and attempting to minimize RNG within it, if RNG is a problem, while maintaining less effectiveness past that.
  20. uh you misinterpreted what i said. I said "under fire" meaning being fired at or damaged. Not "on fire". ^ Though i was thinking more of Battlefields in combat spawn prevention.
  21. It would be an interestesting set of changes, though honestly i'd be happy with increasing it to 40m from obj, and making it so if the vehicle is under fire you can't spawn on it
  22. It's "trash" imo because the really high cooldown, mixed with increased vehicle damage, and being interruptible with civilian vehicles and other downsides. I wasn't even counting the 10k JT, but honestly it's a waste of JT. Having a high timer cooldown on it is imo unnecessary and will only prevent the most extreme cases that can be seen in fightclub. Otherwise mission districts will for the most part remain "un changed", because on average, i only see 4-6 dets a mission if that to begin with, and that's still well within the bounds of a 1:30 timer limit. It severely hinders the usability as well in cases such as last stage car chases where you may "have" to blow up the enemies that are running without having an osmaw or alig equipped if you did it "recently". Now, does this fix some of the most spammable uses of det? absolutely, however that could have easily been done by doing a 1 minute timer, which would still allow an enemy to die, and respawn, and get to objective and be "safe" for a short time. 1:30 sounds like an unncessary length of time, only done because "meteor" which is already considered trash, had one that length, without much consideration of other factors. People will still whine about det regardless, because people like to run on the road in the open all the time, and charge into enemy spawn vehicles KNOWING they're being lured for a det death. Most of the problem with remote det, is easily fixed by adjusting playstyle to NOT be road fodder. I almost never die to det, even with enemies using it. IF I do die, its once, MAYBE twice a game out of 6-12 deaths. Annoying? somewhat, but considering it's not often that I die to it, I always have to ask what people are doing wrong to make them complain so badly about it. (I haven't really used det much in over a year either, i used to main it on a broadwing.) So /shrug
  23. And meteor is in generally considered trash to begin with sooo...
  24. 50 new missions ontop of what we got is a lot though, the question should be, which contacts are they tied to Merged. osmaw does like 1k vehicle damage off the bat. Volcano does more, that's why volcano is nerfed. Why would you nerf osmaw? It's fine as is honestly. G1 had buffed half the vehicles including the pio/espacio ages ago just after the Alig buff, a handful were unnecessary, including the pio/espacio. You're really worried about aligs? When almost noone runs them? Not only that, but if you're running face first into 2-3 aligs, you're either on the blue steel mission and going to lose because of car surfer exists, or a car mission where the measly mission vehicle has low hp. You're NOT meant to "get away" or have the vehicle "survive" when faced off against anti-vehicular weapons. The AV weapons suffer against players in general (aside from like DMR), and only do well against vehicles. Most times you pop out and kill the alig, because he sure as heck isn't able to kill you most of the time, sure you lost the vehicle but there's generally more around. ew @det changes.... I can understand 60s, but making it exactly the same as an ammo box or mobile cover is extremely meh. It's already a situational mod.
  25. "when" and they don't stop death from vehicles at full speed depending on the vehicle, and while there are ways to help circumvent it, flak is still more useful. Flak will reduce damage from ALL explosions, however, there are "some" that deal 2000 damage, and thus you still die. Just as valisparsms do not protect from many vehicles going at max speed but will at most other speeds. This means you HAVE to play around that mods weakness. Valisparsms you must run "away" from the vegas at full speed, to not die for example (least it used to). But it sets you up to be a lame duck death if you stop for a moment, or they hop out and fire at you as you stop to fire and die. Useful only when going car destroyer as a primary role imo, or if you're going to be sitting on the road all day with a sniper lel. Flak sets you up with fewer grenades, however you no longer have to fear about getting hit with frags or conc nearly as much. But, you still have "specific" situations with both where you WILL die. Flak shouldn't be an end all be all tank all explosions mod, quite frankly if you die a lot with flak from vehicles, common sense literally says to be careful around those vehicles, if valisparsms make APB look "stupid" imagine tanking literally every explosion in game with flak. Now imagine people charging a pio into you or your team with flak and just standing near the vehicle, and blowing it up, or getting out on the other side, and blowing it up and firing at you without worry knowing you're running the other way lol. Flak will be much dirtier than it is already. 2 Flaks? May the best guy fire first I guess, still doesn't negate the fact that the whole point of remote det is to get a kill, even if it means suiciding yourself for it. So the guy will still probably succeed regardless. I think I've only seen Valisparsms like... once in mission districts, in over a year, and considering there's "3" blue mods to pick from (HL 3, Car Surf, and Valis) it's not very used. It's still rather situational as well, and some people may prefer it as it does shut down carplay to an extent if used right. We know how much people hate being charged with vehicles at spawn for example. I don't really consider it a problem mod, weird situational one sure, but I also don't generally "try" run people over to begin with, shooting them tends to be more reliable, so that's probably part of it. p.s. Big cars have big explosions, it's pretty logical for that imo.
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