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Noob_Guardian

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Everything posted by Noob_Guardian

  1. I'm no design master so I wouldn't know how to go about that. hehe
  2. Probably not. Considering the game is "mostly" in a balanced state with only a handful of really underpowered weapons, and an even smaller number of overtuned weapons. Yes oscar is annoying, but it's not overpowered and it's easier to out ttk. You do realize that simply because a weapon is a starting weapon, doesn't mean that it should automatically suck and be worse than the only other f2p assault rifle in game? No amount of buffs will make the star perform as well as the ntec unless they gave it the exact same bloom recovery speed as the NTEC and made it an NTEC 2.0. That's what they were avoiding and why they buffed the star to have the same recovery as the FAR which had a better one than the STAR but not as good as the NTEC. (And yes, you can nerf a weapon several times and rework it until you feel that it's in a good state.) It's so much easier that ex-ntec players scamper towards the obeya like its gold. Obeya has the same principals as the NTEC with tapfiring. The only difference is you can fire faster with the ntec, which is why its punished more for failing to do right, but it's more cqc hence its faster ttk. Plus the obeya has more range so has to be more accurate. They fill a somewhat niche in mid range, until you get far range where the obeya clearly wins with it's htk and ttk, and it's ttk becomes similar to that of an HVR (8-9htk = ~1.5s). The TTK of the obeya helps prevent it from competing too effectively in cqc, unlike the ntec. Merged. 35m? Uh, AR's have 50m range, or did they finally drop it to 45m like it had been mentioned? Making the NTEC to be 40m after change? Or are you just making 35m up
  3. Not everyone will go carbine tho? The only people who would go carbine are the same people who use carbine and ntec often to begin with. The extremely competitive type "i must win people" will always move on to some other weapon that they deem ez for winning. IF that's the case that's fine, however not everyone is going to go carbine. Sure lets compare the NTEC to the star shall we? Better bloom recovery, better mid-range capabilities, better ttk, and better damage. Worse but easily managable recoil, and worse bloom full auto, but noone pays attention to that anyways when you can spray from a corner sub 7m. Overall far better than the star, its only other f2p competitor, which HAS been buffed already to try to compete better against it, but still falls short due to ttk, and bloom recovery. Obeya has a higher ttk than ntec, its meant for longer ranges then ntec, and competes somwhat decently against ntec sub 50m. However, most people leveling the semi auto role, will use carbine unless they are playing waterfront and want to play those longer ranges. Obeya is rarely used in financial for a reason and obir is even more rarely used in financial. You'll see both used in waterfront, but you'll see NTEC used in all districts because it's simply better and easier to use and fits the maps easier. Not an issue there but when you look at the only other gun being deemed, litteraly unusable because of the state of the ntec, and the closest somewhat "f2p" FAR which has the same recovery, but better accuracy than the star, is still not used. We all also know that if the FAR or STAR were nearly as strong or good as the ntec, all the cash cows, would have bought it and be using it. Like they did the C9 and ATAC. The event was alright, but it was horribly managed and the top tier of rewards was near impossible if you had any semblance of a life. I can't say gold lock was good at all, not after losing half the games population in a mere 3 months from it.
  4. Eh, i wasn't looking at the spelling. And saying that maybe not tap firing so fast would fix the issue is a legitimate fix so... /shrug It was underrated to a degree, however it still wasn't as easy to use as the other weapons in it's niche, hence why noone really used it. I mean, depending on what instances you mean about the self sabotage yes, however content wise, it has lacked as well.
  5. sadly, no mods will do that. The gun gets better the more you fire it, and that's also what makes it awkward, because its bad at the start, when you reaaally need it to be good. It's not a bad thing that it gets better over time at all, but tap and burst firing it to make it useful, is rough. I do best when just full auto sub 15m at times.
  6. not at all, Manic imo is much much better and more reliable than the Frenzy. I prefer the Manic over the oca unless i don't want to play MM 24/7. Frenzy is fun but awkward.
  7. I honestly can't see it. The gun itself is far more unreliable than the nerfed NTEC version.
  8. I can agree to this, the default sensitivity is absolutely appalling. No wonder new players have such a hard time playing off the bat, they can't hit anything. I can't tell you how many new players i've told to change sensativity and it help them because they lowered it. Star got buffed after the far came out, so that they function similarly. Which imo is great, but we all know despite both being great guns (imo), they are overshadowed by more accurate and powerful ones.
  9. The "gimmick" isnt an issue if you properly tap fire. But if you can't it punishes you. Might I suggest learning to fire correctly? I have no intention of making the STAR be spotlighted. I simply feel that nerfing the NTEC will bring a better balance overall and allow other weapons to be used. Not everything could be used effectively, it wasn't viable, and a number of the weapons weren't capable competitively, lets be honest here. Star was a joke before it got buffed to "useful but not as good as ntec", PMG was a joke before it got buffed, JG was always a worse CSG, still usable but not nearly as good, and DMR was a meme gun (Still is but it's buff made it used more) NTEC has always been a very strong, versatile weapon that people have consistently used over most other mid-range weapons due to how powerful it is. Hence it's nerf. You can't have a gun that causes every other weapon in the weapon role, to not be used, or be considered "inferior" because of its existence. That is NOT balanced. Yes, "not everyone who uses ntec's are good with it" but most time's they're still better off than using any other assault rifle or midrange weapon. APB isn't dead because of a few weapon nerfs. It's dead because the companies didn't add content, implemented horrible game designs (gold lock), and left glitches and exploits rampant without fixing them for months to years (car ram wall glitch, medium movement exploit, broken areas you can't get into normally being exploited). Gladly they at least fixed a handful of broken areas and glitches, it's a shame that many still exist and that many needed changes, came far too late.
  10. Nah, i enjoy using it, but it's too ineffective with that last shot, and timing bursts for 7 shots is awkward, You can't simply 2 burst or 3 burst easily with it like other AR's you gotta 3-4 burst it with different intervals. Plus the recoil can make it rough to manage even tapfiring, so it always ends up with a higher ttk than a number of other AR's at longer ranges. But can do CQC pretty decent.
  11. The problem however, is that it would be inefficient to just "buff" all the less used weapons. It's far easier to nerf a few problem weapons, and buff the remaining weaker ones after, than it is to buff the weaker ones to compete, then have tons of people crying "OP OP OP" on all the buffed guns because they are suddenly useful against say the ntec and potentially TOO good. It might make sense to buff every rifle to the NTEC's power, but it really does NOT, when you realize that to do that, the buffed weapons will actually have to function like the ntec with similar accuracy, bloom recovery, and versatility ending up with quite litterally "a bunch of guns which are very similar to the ntec". LO are looking at making the shotguns 3 hit ko's, to get them off corners by giving more time outside of the corner to kill. Not a bad idea, but we'll have to see how it is in practice. The playerbase has been hemoragging for a long time due to weapon balance, map design, mission design, and trashy vets who can't even take it easy playing newbies along with no new updates forever. I highly doubt that a large group of people will leave simply because a badly designed weapon that reigned for 7 years finally gets a hammer to it.
  12. You do realized that the random burst bloom is a side effect of incorrectly firing at a consistent rate right and firing too fast, outside of the bloom modifier's recovery causing it to bloom? They did bork the HVR though, sadly there is no effective 3ps3 nerf so they decided to burn the gun instead.
  13. i think that has to do more with limitations in the ingame designer than anything. I wonder if they might be able to bypass it that issue by making it as an actual "shirt skin"(like rather than a design from the studio, make the shirt as an image and a code links it so that an image of what's supposed to be on it appears on it for that particular item) Sort of like minecraft skins. The normal clothing editor has a TON of limitations like this. The other issue is that this doesn't appear like it is "wrapped" around the chest like you would normally see done for designs... I wonder if they accidentally forgot to wrap it and just placed it on, or if due to the size, "wrapping" it would make it look all wrong and ended up with that issue.
  14. I've used and seen it used pretty well, however its only in waterfront. Financial is too cqc, so the bullshark tends to do better.
  15. and that explains it :l LO had followed some of the suggestions others and I had suggested for IR thinking that it made sense to give it an actual downside that had an effect. Sadly, the TTK increases ended up being rather harsh and the idea was thrown out the window. As there was no way to balance it for different types of guns, it became excessively harsh for all weapons, rather than something like CJ which can be used on some, but not all weapons. It became unusable on every weapon, as the upside, was not enough for the harsh downside used to balance it. They had tested various ways, but it became obvious that increasing a weapon's base ttk, drastically made it perform worse to the point that it was unusable. I still feel IR3 should be looked at, but it seems that instead they are "rebalancing" the weapons themselves so that Ir3 is not an issue.
  16. it honestly would be, that 7th shot makes it so unreliable at times....
  17. they described it already, it deactivates vehicles and i believe consumables.
  18. IR has needed looked at forever, but they have no means of effectively balancing it. Just like they have no means of effectively balancing 3ps3. As for why not buff other AR's to .7, probably because while the STAR is the only "f2p" outlier which would do so, the other "assault rifles" from ARMAS are still higher than .7 as well. (misery, condor is condor a rifle?, etc). I find that it makes more sense to have AR's have a more .75 ttk and cqc guns at .70 (oca, jg etc). It's simply how i've always felt a decent balance would be. As for the FAR staying .7, i'm fine with due to it being so similar to the star. If it "has" to be put to .75 as well, I won't argue against it, but i feel that should be done at a later time. I think the range is simply because they are afraid of it remaining as viable at range with the current changes. I know it sounds weird, but going to test B and checking it out, the ranged effectiveness only changed "slightly" and the ttk increase means nothing when it comes to being tap fired. Nerfing bloom did reduce the ttk, but I think they wanted to reduce its ranged ttk further, without ruining other aspects of the weapon. ----thanks for the response merges---
  19. I enjoy using the PDW, but it takes a bit of practice since its generally not as good as the FBW unless the player has no cover sub 10-15m. NFA is good... but only in lik 3-5m and then its meh if you have to reload. UL's are decent but i honestly do better with the mob sling PDW than any of the ULS. I actually have to force myself to play UL for a small amount of time, and then switch to the PDW and because it makes me do better with PDW rather than just switching to it outright.
  20. Ursus deals more damage, but generally is harder to handle than the NTEC. I can understand wanting to nerf it with the ntec, however, i'd say let common sense prevail and let it remain for a little bit. If it feels too powerful for the new game balance, then yes nerf it, but I don't feel like nerfing something if it may not actually "need" one.
  21. To be honest, nerfing all 3 aspects isn't actually breaking the gun. The ttk change only "really" effects it's full auto capabilities which is fine. The range change helps reduce its range to allow the obeya and other weapons that like the 50m+ range to operate better, and the recovery change helps reduce its effectiveness while tap firing at range, however it does very little to hurt its burst/tap fire capabilities very slightly increasing the sub 50m ttk. The changes are NOT going to make the NTEC perform worse than the STAR, nor the FAR. But the NTEC will not perform FAR better like it currently does. The test B changes feel fine imo and i like them a ton better than the last test b. I can understand why you'd want the mag nerf, but the mag nerf does not actually reduce the ntec's effectiveness where it matters for other guns to compete better. With a simple mag nerf, there will still be no point to not use ntec, because it will still dominate where it matters. Merged. Please note that it still does more damage than the star, and far, which means that nerfing its damage puts it in line with the rest of the assault rifles which have ttk increases due to KEVLAR. Also note that its obvious that they want to make it less effective at range. Merged. it very well may be that they do not matter, however, it now feels similar to the FAR and STAR now in terms of handling. The gun doesn't feel nearly as powerful while testing, however the change does not feel over tuned. I was hoping for a nerf to the ntec similar to the current test B version, and i have to say that it feels like a good change. Merged. Here's my thoughts on test B after doing some testing on walls at different ranges up to 50m. (cause noones on) Rate of fire change: Feels good, I have no issue with it being at .75 (same as the STAR) I had been hoping for it to have the same TTK as the star for a while now. Bloom Recovery: Reduces its effectiveness slightly, it still recovers at a good speed, and is still reliably accurate with it at 50m. No complaints as its not "as" effective as it had been but still feels good. (The change feels similar to that of the STAR and FAR. Checking stats FAR and STAR have it at .4 rather than .3.) Jump modifier: No complaints. Health Damage: I can understand this change as it helps make it less effective at range and against kevlar (and CA). No real complaints with this change still causes 6stk in range. Effective range: Makes it less effective at range to open up a little more room for other mid-range weapons like the obeya, I have no real complaints with it. Overall i'd say the current TEST B makes the ntec feel more in line with the other assault rifles. Though I wish i could play test it for a better review.
  22. i just tested this in current test B and fightclub, and I noticed no ttk "sound" rof difference.... (currently the ttk difference should be noticeable) so no (to my knowledge and test), it doesn't apply to the ursus.
  23. Less hp damage but still 6stk (not a big deal imo but i don't understand the reasoning behind it less effective at range?) .75 ttk (yes!) jump mod is fine - same as original test B recovery looks fine - same as original test B range looks fine - same as original test B Looks like LO is listening to player suggestions for testing some of the weapon changes as well. Looking forward to seeing how the recovery is with the new ttk change on test B tho hoping it feels good.
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