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Everything posted by Noob_Guardian
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Group request after mission
Noob_Guardian replied to Hwsx3's topic in Social District (General Discussion)
Honestly did they remove it? Or have you not played solo? I cant even remember the last time i had that popup -
Top Tier Recommendations [Somewhat Satire]
Noob_Guardian replied to Jama's topic in Social District (General Discussion)
#12 Let players sprint and jump with medium items. It's not like people don't exploit the shit out of the removed animation anyways. (the fact it's remained as is for so long astounds me) #13. Re-add trollface emoji to forums -
I disagree with someof this, but agree with other parts, but there's just so much to go through lol. I'll simply touch on a few. I think orange mods are fine, no changes needed, no need to rework satchel, i'd be fine with creating a new thing for blowing open doors similar to your idea though. 3PS3 +1 - Really it doesn't make sense at all. Slower movement when weapon swapping seems fine enough. IR3 +1 - TBH i liked the slower firerate thing, but it was a bit bonkers on some guns (NSSW perfect accuracy FTW), and others like the LCR it kinda just made it worse because It already has perfect accuracy and a high af ttk. I do agree that it was fine, but the issue I noticed is that no-one wanted to not use it for the range benefit so they complained. There's not a lot of red mods to use on assault rifles... CJ kinda just makes them suck, no-one dares HB because the damage decrease (which is roughly equivalent to using the IR3 variant) and IR is the only -other- option. If they did change IR3 back, I'd think a somewhat different mod needs made or adjustments to HB should be done. NTEC nerf - +1 pretty much, even after it's "atroucious nerfs and gimmicks" as people call it hit the gun, it's still top tier. Ironically FAR was considered OP for a time, which made no sense because NTEC was never changed, and the far has almost identical stats to STAR (other than ttk, reload, and .5 difference to accuracy). So I feel even a slight dial back wouldn't be bad. I'd probably hit it's ttk though... Make the star at .7 and the NTEC at .75, see how that feels. NTECs a mid-long range weapon, it should not have the CQC TTK of one. Firework launcher - Nah HVR - +1, it feels so bad to use now, especially after the damage nerf lol. Accuracy tied to it just feels horrendous, oh jeeze 3x shot in cqc, he still lived *eyeroll* No really just fix the damn thing already.
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Well, I knew that had to do with customization already (some players and only them would lag you out in mission even when you have a decent computer just by being near them. You'd suspect hacking if it weren't for realizing theres no such hacks. It leaves customization as being the only culprit, and if its cacheing then i guess it makes sense. Especially since an empty district runs better than a full district in gold vs a bronze district with low ranks/little customization.
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Why does LO Hate the Thumper?
Noob_Guardian replied to a Pair of Socks's topic in Social District (General Discussion)
Rayscaling was fine, it definitely needed tuned on individual weapons better, and some weapons could have removed completely. In the current iteration shotguns are hit or miss depending on which, but reducing their spread would make them broke, yet increasing damage would not work either. -
APB on Unreal Engine 5
Noob_Guardian replied to Psycho47z's topic in Social District (General Discussion)
*Trying to figure out what custom code APB has that can't be replicated whatsoever by using other engines* *still no clue as everything i've seen in APB, other games have* *except the amount of customization* Hell, in APB cars work the way they do because the player "becomes part" of the car when entering. xd -
APB Roadmap 2023 (03/08)
Noob_Guardian replied to Ritual's topic in Social District (General Discussion)
Why not make it so instead of disabling all collision, "objectives" such as doors, garages, and drop offs etc to have a 15m radius around them where it disables out of mission player collision. Could include heavy task items as well. Should fix the issues without preventing normal travel to location collision. If possible, make it so -adding someone to the ignore list- could disable that players collision entirely for a certain amount of time (but ONLY when they are out of mission and not in the same mission), would easily fix the issue as well. Though more temporary, it would be more pro-active than completely disabling collision to those who don't grief and are traveling place to place. Making it so no collision whatso-ever is kinda dumb imo, since player collision, even dodging out of mission players who are going to their missions, is built in and has been for years and is fun/normal to dodge about and do. Though I agree anti-griefing methods are important. -
Why does LO Hate the Thumper?
Noob_Guardian replied to a Pair of Socks's topic in Social District (General Discussion)
One thing I might suggest on thumper, which I used to do when using it, i dunno how well itll work now though, is do out of mm for 2-3 shots, then for the last "killing 3/4" shot, use marksman. The choke tighens and it should help finish off with a larger burst of damage. I know it should function as an NFAS in cqc, and then a psuedo jg/shredder in choke so you just want to spray, but since it has a wierd gimmick, it may be necessary to make use of the gimmic so it's not so bad. So if you think you're close to killing, that quick mm burst might be it. That said, after some testing, it still feels bad to use, and don't touch it past like 7-10m, but the 2-3 shot then mm gimmick does tend to work. -
Why does LO Hate the Thumper?
Noob_Guardian replied to a Pair of Socks's topic in Social District (General Discussion)
Shotguns were always wonkey, G1 and LO tried to adjust damage by fewer pellots hitting = max and such and it caused some brokenness, they undid some stuff with it, and some shotguns that were balanced went kaput. I think its the new system compared to pre-shotgun rework/1st shotgun rework stats. Granted, it is hard to balance such things, need to have shotguns be viabl, yet still give smgs a chance. -
Why does LO Hate the Thumper?
Noob_Guardian replied to a Pair of Socks's topic in Social District (General Discussion)
They hit the Shredder hard too. Like, Thumper and shredder were fine as is, then all the shotgun reworks happened, and they are worse than they ever were before their buffs xD (that said shredder can still at least 3 shot in cqc, but it tends to take 4. which is still a long time, and at 20m takes 5-8 which is insane, cause you used to be 3-6 at 20-25m before the nerfs. Now it's like 5-10 I havent tried the CSG or JG since to figure out if they're even descent still lol but I think JG is still usable. -
Dont expect support to undo their mistakes.
Noob_Guardian replied to NotTheEnforcer's topic in General Discussion Archive
indeed, im soo soo close to 10k... -
Dont expect support to undo their mistakes.
Noob_Guardian replied to NotTheEnforcer's topic in General Discussion Archive
He was already unbanned. The issue is they messed up something with his character hardcore. Funnily in a way ive never seen before -ever- even for unbanned players due to cheating when they did the mass FF unban which is far harsher than an offensive symbol offense- where he lost rank, cant use mods, cant access vehicle stuff, and more. Something that should -never- have happened to begin with when getting "unbanned" for any reason. If this is true, they severely messed up something, and clearly have no idea on how to fix. -
The core of the toxicity is the matchmaking.
Noob_Guardian replied to safdfsgkjhdgsjkhs's topic in General Discussion Archive
Nah see, I still show up, i just don't bother trying and end the round sooner if it's an offense on my side. If it's defense i'll just wait til last stage to bother, or i'll go scrub and do some stupid patootie weapon for the location so the match ends sooner. 2v2s aren't fun, and most times ive been in 2v2s against the -same group- -4-8x in a row- yeah no, thats boring af, screw that. Not to mention -half- the time, its me and a gold, vs a bunch of lowbie silvers or coppers. Why the living fuck would I go try or put effort into -that-?! I can go braindead against silvers and bronzes, and still go 15+kills in a game. It's not fun for them and not fun for me. Plenty of golds i face i can go 10-20 kills in a match in a 2v2 if i give a shit, also -not fun- for them. So no, 2v2s are dumb. 4v4s are better, sure, i can go 20-30 kills in them, but it's not as -boring-. nor bs as 2v2s which missions ARE NOT BALANCED FOR. People can't tell when i go braindead anyways cause i still get kills and die. lol. I even get 1v2s and i stand at the end obj once the enemy got it, and just camp it killing them while letting them win, because i don't care about winning that much. "fun" maybe not" but with matchmaking and having to take it easy on newbies and 2v2s being the epitome of stupidity next to 1v1s. I think i'm doing aight in ending the round sooner. I do, if i'm taking it easy on newbies, I legit kill the higher ranked (typically gold r100+) one first, then joke off and take it easier on the lower rank silver or bronze. I've had matches where its 3 high ranked golds and a low silver, and i'll wipe the golds consistently then jump in circles around the silver while single firing a pistol for lols. I legit target higher rank/threats first in certain situations when possible. It's more fun imo. Plus, if im teamed with newbies, it gives them a chance to fight another newbie or mid rank without getting stomped by the higher rank as much, -
Shotguns are relatively high hard damage in close quarters. I think its to prevent that. It's kinda dumb hard damge using a strife, jg, or a shredder on a vehicle They just melt fairly quick.. While I agree the TTK for that is slower than an alig and the like, it would still be problematic. Eol's are perc launchers, it makes sense that they dont, especially the conc one. (arguably dumb but w/e) OPGL i think is fine from a vehicle window, but its basically suicide shooting straight with it xD.
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The core of the toxicity is the matchmaking.
Noob_Guardian replied to safdfsgkjhdgsjkhs's topic in General Discussion Archive
I always roll with a open alliance if grouped, because I don't mind randos. It's fine sometimes but i agree that removing it would probably not be the best, But if in a 3-4 man, they shouldn't need to have alliance off anyways. I will say though, I legit hate getting 2v2s because people want to play 2 players and "alliance off" alllllll daaaaayyyy. So annoying. 3v3s are aight but 4v4s are where it's at. If i could remove 2v2s due to alliance being on, i'd do it. Because they're so boring and imbalanced. 2v2's suck and I gladly just psuedo afk, troll around and not give a fuck in 2v2s. It's like oh a 2v2? There goes my will to care. So boring. So removing the option for 2v2s, like they did for most 1v1s, i'd take it any day. I wouldn't mind a "cross faction" matchmaking, but the issue is, with that, is shooting the same symbol as your allies is going to be confusing. When i see crim symbol and red name, i think enemy. It's not going to be good if you see their name and see "enforcer is working with crims" or something. Unless they "alter w/ different color" your faction symbol. To indicate you're cross faction. Otherwise, i'd say no. -
Try running it from the base .exe as Monkas Stated. If you pop up any launcher, it will "reset" the values. Otherwise it's a glitch. Offtopic: There's a fence in Asylum in the courtyard that no longer has collision as well in the one corner, you can jump through it. xD
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An Open Letter from the APB community
Noob_Guardian replied to MattScott's topic in Social District (General Discussion)
That's troublesome especially for balance. While adding different hitboxes for arm/leg/foot hits would be interesting if it reduced by a small %, having headshots in APB would be broken af and dumb, especially as you already hit the top of the hitbox, when players are -completely- behind cover. -
I can agree with the damage based on accuracy, though i am not opposed to curved recoil or bloom.
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8 shots on a 5 htk weapon at 80m is broke, especially when they want snipers to be the dominator at 70-100m. Obeya is still great as is imo, and its great on waterfront, aight on financial. Some weapons are not meant to perform as well in certain areas an maps and that's why WF and Finanical have different weapons that are heavily used in each or change based on location. Also, thats a 1.848 ttk perfect, vs 1.34 ttk for 11 vs 8. When even the HVR has a 1.75TTK. Which means that the obeya is put at range, on a similarl-ish level as the HVR if at perfect ttk currently. Which is a good balance imo. Obeya shouldn't be easily harassing snipers at 80-100m imo. So 11 shots to put it on about equal footing is A-Okay. It could be put down to 10 shots if you account for non-perfect ttk and average play standards, but 8 is certainly too low, 11 is fine for upper tier skill level since they can make the most out of it even at 80+m with the 11 shots. RFP was broke strong, I agree it's in a bad place atm though. But we don't want it to be on the same level as the old sprint shooting or even 0-40m melter that it used to be either when it wasn't balanced right. Also, it's still a decent, gun, but it's more situational, I'd still run it over the NFA and a few other joker box legendaries. I disagree that they overnerf everything. The game's gun balance is in one of the best places it's been. Though it definitely needs a few touchups. And to say that anything that is on equal footing with the .45 is balanced, is a far cry from reality as well. .45 is not greatly balanced, Fr0g however, is in comparison. .45 could take a hit to damage, similar to that as the fr0g's and it'd still be good. Though it might need a +1 shot in the mag to compensate.
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Hmm its been ages i forget how to embed images... But i appear to have the same glitch on my account as well. My character with 2 max 16 roles, and 3 max 15, appears to have lost all his max equiptment roles... xD
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I said i have, but it's in cases where the player is consistently in the bottom 50% of everyone in the match score wise. I doubt it. If you barely break even, and still get a win, you still gain score worth 5 kills over the other team. Unless you mean total. In that case, you're still 1st, you should not lose threat in that case as if free for all, you'd still be first on top. I've NEVER seen a "top scorer" who lost and was above the 50% mark dethreat -ever-, have you? I've seen the scorer on the enemy team or my own that is bottom 1/2 of 3/4 dethreat, even on a win. But i've never seen anyone who appeared to be top 50%+ dethreat. But I also never put that much thought into -that case- specifically, because the few times i recall the top scorer ever did dethreat as an enemy, was they had less score than even the worst player my team did overall. Which would have put them ~below the 50% mark.
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It's hard to say that it was done more towards "clarity" rather than to be more tight lipped on how to effectively dethreat. Even if it pits -everyone- against the other as if it was a free for all. There still has to be a determining factor with score, by points and where each person places, that influences whether someone went up or down and by how much. You are free to assume then that the top 50% which would likely be the winners, would likely gain threat, and the lower ones lose it. This percent ofc could be different, it could be top 40/30/20% of earners go up, have a no change, and then -reduce threat- percentage. With the percentage simply being the number of players that scored lower. - With it at 50%, even with the losing team, they could still gain rank to some degree, as they would have performed better than at least 1/2 the winning team if they did well. If it's you need to be top 40 or 30% of earners to go up, that's fine as well. But it certainly does NOT seem the case by any means. If it's a different percentage that gains threat based on the "free for all", that's fine. But for simplicity sake, (and lack of knowing the further intricacies and possibly seeing a few posts about it at some point) 50% is a good median number to indicate how well you -need to do- to -not lose threat-. If you are second from top score consistently, but not the top, you should - not lose- threat. It would be dumb to assume you did, considering that wouldn't be fair especially when on the winning team consistently, imagine going silver by winning games but still being 2nd from top like that. The only times i've seen people lose threat in this system (even with a win) is when they are consistently bottom 50% low performers, even among the winning team. (won, but provided nothing, compared to the other team and their own) Even if it's a "misread". It's still a fair assumption, and with how G1 was handling things back in 2013, it's likely they wanted to limit knowledge on "how to dethreat effectively" by being vague and editing it. (We had a massive dethreat problem back then.) Remember, you used to need negative score with 1 kill to dethreat a -lot-? They fixed it so you negative shouldn't count it towards dethreating. Which means you still need to score, but score -lower- than some amount of players. If placing bottom 50% is wrong, that's fine, but it's still more accurate then pretending that there isn't some % of players in the match you have to do better than, to not lose threat. We may not know that % completely, but it's definitely there, if each players score is weighted against the other to place who gains and who loses.
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anyone using FAR 'Spearhead'?
Noob_Guardian replied to Dexelot's topic in General Discussion Archive
The gun itself is a slightly better feeling star/ntec hybrid. So typical Bando/Extended mag, and Hunting sight 1-3 (depending on preference for cqc to ranged accuracy) and CJ/IR for preferred engagements. I normally ran HS3/Mobility Sling EM3, CJ, or IR3