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Noob_Guardian

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Everything posted by Noob_Guardian

  1. That really is a fun fact O<o Everyone tries to win, the difference is how much sweat they drop when trying to win.
  2. NFAS is litterally the most meta weapon right now. Just sayin
  3. Tryharding is litterally toxic behavior in APB:R's standards. The difference between trying to win and tryharding is the amount of sweat induced.
  4. i have like 8 but only play 1 and off and on 2 HA!
  5. Often found using ntec or jokercarbine/oscar. Spams GG or GG EZ when winning. Sometimes GG EZ when losing (no clear reason as to why) normally silence. Generally has some edgy name/clanname, mocking clanname, or wears the lame "hoodie style" ingame. Often found to be consistently 2-4v1ing at all times being in voice chat, can't 1v1 to save their life. Consistently kills people who just spawned while traveling to obj because killing the spawner (even if a newbie) and hurting the games outlook and population is more important than the objective. Generally cheeses item hold missions in extremely hard to break locations(financial park ledge) and switching to 1 ntec/obeya, 2 snipers and an osmaw or running with several explosives in a pio pushed by a vegas with blowtorch.
  6. There's 2 ntec nerfs. I have a feeling they will go with the ammo one rather than b. However if you try test B, honestly you'd be hard pressed to call it overnerfed. Its bloom recovery is pretty much a prebuff star version statistically.
  7. Silver waterfront and Social have people in em, but fightclubs are down completely, no bronze financial, no gold districts and no financial for green. edit, look to be back up
  8. No, but if they were changing anything for threat they'd probably announce it as an update as Settle the Score did, and the adjustment for gold to be top 20% rather than 10%, no such changes have been announced, so i'll take it that they havn't actually touched the threat system unless they have mentioned it.
  9. Except that g1 had expressly stated that they did look at a number of previous matches to determine threat, and since the point system, no such changes have been announced to the threat system to say they changed the system to the one you describe, without the match averages. Nor did they say that the system changed to not include the previous match information (not that they had to, but it would seem odd that they'd leave it out) I believe that this was also said around the time if not after Settle the Score came out as I've known about the ~50 match tracking ( since the summer/fall of gold lock because I HAD tried to dethreat during that time after learning about it, but decided it was too much effort). I forget when Settle the Score came out exactly. The system to my knowledge runs similar to what you're saying, but it accounts for your overall progress over a number of matches. You also talk about CV but how is it calculated? You simply talk about the glicko values. How does the confidence value change? What is that based on? Over how long is that CV based? How does it know that its confident? You can't have that value without some sort of performance over time basis can you? What about them trying to keep a ~20% gold pop ~30%-40% silver whatever it is for bronze and gold. How is that handled?
  10. to be fair, that has a lot to do with people not helping newbies but stomping them consistently in silver xD
  11. A hard counter completely prevents you from being able to use the gun. No OCA doesn't do that to ntec. Oca users barely bother me when using ntec. That's probably not the same as others, however my playstyle is more of a reactive "hide behind cover and ambush the defender" rather than "push in and get ambushed" type style. Which is likely why the oca doesn't bother me (I don't try to run facefirst into other players). NFAS counters almost everything in cqc due to its stupid amount of strength atm. But saying that the OCA is just as strong as one is sub10m is lol. Shaw does make you a sitting duck. That does not prevent its kill potential at times, however it makes it extremely weak in several key situations and more difficult to use against the players who know how to play around the shaw's weaknesses (mobility IS one of them). "kill potential" =/= mobility, I don't quite understand why you think they are the same thing. I've gotten rank 15 LMG primarily from the shaw, and a little bit of the AMG. I prefer AMG simply because you have more mobility with it. (btw all my roles are 15 except rifleman which is max so I do actually know a few things about weapon handling and weaknesses lol it's why I change gameplay styles depending on the gun I use)
  12. I don't know about you, but using det, kev, and medusa is fair. Teamkilling isnt though, buuuut i do it consistently at times
  13. okay, i wasnt sure about that, I always wondered about spawn cycles though. They do feel broke AF sometimes. I've killed someone and see em spawn in a few seconds, leaving me like wtf Pretty much. I know the respawns about the same but you also sit around doing nothing for 6 seconds before then
  14. can you imagine all the crying about it? Getting stunned already takes you out of the game, and to my knowledge causes longer spawns. Unless they rework the spawn system as needed...
  15. dear god, that's hilarious. It's a shame you cannot do that anymore easily. All vehicles now have a big mod header when you hover over them (unless someones driving it?), it's a real shame.
  16. true.... but we're also talking one of the highest ttk weapons in the game where if you get hit, you're dead anyways from a single shot xD
  17. oh no, hes talking about actually stopping people from sprinting into you after getting hit with a strife. He's not talking about making the strife stun. Would be an interesting bonus to it's high ttk, but it might be too strong unless tuned right. (plus it's pistol switch is slow af so stunning would be difficult if you werent in a team anyways)
  18. ". Simple, efficient, and rewarded actually trying to win." uh, it had to do with that section. The system got changed because of it being easily exploitable and abusable and encouraged bad and unfair gameplay. The old team had mentioned in a post that it averaged threat around ~50 matches this was not a blog post, but an actual comment in a forum post. You're threat "always" changes, and it has to have a baseline to go by and read the statistical average from. Where do you think the CV stat baselines are and how it determines if it increased enough to threat up to silver from bronze You can't have CV determine threat with certain CV baselines, and not have the average "cv/point gain/loss" over X time (well... you can but that's not how the system works). The X time is the average over X missions. It's not simply "score high get cv, score low lose cv". (That's a gross oversimplification of the system) It's "score high/score low to change the overall "average" CV enough that was netted over x amount of missions". Your "cv" IS an average. Otherwise it would be piss easy to dethreat over a small number of missions by scoring really low. The average is the average of how well you did over like 50 missions, which is why it can take days to dethreat.
  19. you're right, they should have just fixed the ntec correctly the first time, instead of attempting to psuedo fix it.
  20. Which system you talking about? 2013 G1 system was win/loss ratio (Revo and them literally stated this). How would you know win/loss ratio was different? We aren't talking RTW leaderboards are we? The G1 system up until they changed it to the current point system was win/loss ratio. It was averaged around ~50 matches. What standing are you talking about? You mean the threat level between you and your opp? How's that have to do with just directly wins and losses? If it was simply wins and losses, standing between your opp and you wouldn't have an effect :X The current system is a point system. Even if you lose a match in this current system, you can still gain threat, and if you win a match, you can still lose threat. Simply because of how the system works with points, as you want to do better point wise than the lower 50% to gain threat. However winning gives more points than losing so it's easier to lose threat if losing than winning. Until you realized how trashy it was for every person to run, glitch items into walls, and exploit everything to get there. Districts were always full on both sides because we had more pop and there was no threat seg. Even at the initial threat seg, gold was pretty full as was silver, simply because of pop levels. Yes, I love my taxi broadwing unless you're talking about hex, ive never seen his/her car.
  21. uh, like i said, win loss ratio. You win a lot, threat goes up, lose a lot threat goes down threat level was averaged around a 50 match basis. The current system likely follows a similar 50 game system as well to determine threat. It's also why it can take days to dethreat depending on how many missions and how well/bad you do. If you won a majority of your matches and ranked at a certain "ratio" you were a higher threat, than losing a bunch. Litterally "winners go up losers go down". Only difference is i'm speaking of the algorithm behind.
  22. threat system used to be based off of w/l ratio and had top 10%, it was changed to top 20% and then changed to the current point system
  23. The old team had discussed this before on the forums before LO. Only certain guns can stun, regardless of stamina damage some guns will NEVER stun. If they could you'd see guns that do highish stamina damage stunning after shooting someone with a pig or ccg, but they dont. (aside from DMR because its coded to be able to) Guns like the CCG, NL9, NANO, and DMR are coded/have a modifier that is not visible and is not stamina damage or health damage which lets it stun. JG cannot stun because it isn't coded to be able to, its not a glitch or a bug, its actually a feature that most guns have ingame except a small few. think of it like this: Health Damage: 250 Stamina damage: 150 Hard Damage: 60 Can Stun: No/Yes tdlr: Stamina damage determines how much stamina damage is done. But it doesn't determine if a weapon can stun because the ability to stun is not dependent upon stamina damage.
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