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Everything posted by Noob_Guardian
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Why are you nerfing the NTEC?
Noob_Guardian replied to VladimirChekhov's topic in General Discussion Archive
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. -
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.
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Why are you nerfing the NTEC?
Noob_Guardian replied to VladimirChekhov's topic in General Discussion Archive
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. -
Why are you nerfing the NTEC?
Noob_Guardian replied to VladimirChekhov's topic in General Discussion Archive
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. -
Dark Prophecy: Priestess clothing
Noob_Guardian replied to Lixil's topic in General Discussion Archive
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. -
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.
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it honestly would be, that 7th shot makes it so unreliable at times....
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So about them EMP grenades.
Noob_Guardian replied to Trivirium's topic in General Discussion Archive
they described it already, it deactivates vehicles and i believe consumables. -
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---
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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.
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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.
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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.
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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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CANCELLED: October 2nd name release
Noob_Guardian replied to MattScott's topic in General Discussion Archive
Good luck -
It was a slight over-exaggeration. I get issues with star where i'll tap fire at someone standing still and not reg a number of the shots (within 20m), or seem to watch them hit the wall outside the reticule (for some reason?) Whereas the ntec or far will reg in the same situation. It's not something that happens all the time, but it was enough for me to use FAR or NTEC moreoften than star. The act has similar issues for me where i'll fire and it wont reg, or it won't shot hitmarkers/blood and still hit or wont at all showing it did. I sum both situations up to ghost shooting. i thought it was 1.05 rip it was less than lethal with open slots. They simply wanted to stay away from multi-mods on secondaries for balance reasons.
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While it applies with every shotgun, its especially aggravating with the strife to fire and see every shot land behind the enemy in a circle. xD
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Why are you nerfing the NTEC?
Noob_Guardian replied to VladimirChekhov's topic in General Discussion Archive
i've never thought we'd ever agree on anything True, however most of the statistics they gather during such tests are things like average kill distance (and possibly average ttk?). While FC isn't the most balanced to do so, if they wish to get a number of people to test certain guns AND ensure that they get needed stats, it could be a better start. However, claiming that all guns should be balanced around FC performance is asinine as well. If anything it'd simply be a stat tracker. Asylum would be fine to test cqc weapons, and baylan mid-long range. Mission districts would be better, but since there's no incentive to do so, testing them in FC (with bonus jt?) might get more people in... -
To be honest though, the act itself without hs3 is practically unusable, so i'm glad for the buff. Hopefully it doesn't overbuff the goldplate one, but since it's got a high ttk (1.5s), it'd be hard to claim it's op unlike the RFP which had the same ttk as an fbw (1.05). The act is already outclassed by all primaries due to ttk anyways. Hopefully it doesn't get touched since it's like the only T3 mod secondary aside from NFA? Which isn't broken and "somewhat decent". (even if behind a paywall, i'd be all for making it jokerstore if it isnt already) Tagger wouldn't be a bad idea honestly, and it would indeed be more gently than HS which would ruin the gun's cqc capabilities.
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Fang Discussion I own the fang and agree it needs reworked so here's my thoughts on what you've said. By the looks of it, the entire RFP line is getting accuracy and range changes. Now, we are talking about putting HS 3 on a now 15m - 30m pistol. I don't think that's a good idea. While I agree that it feels too strong because of its current range, you are already nerfing the range by 10m. I think the FANG, RSA, and ACT got accuracy buffs is that correct? (Though the fang got a worse accuracy modifier at 10m, which is now worse than the fbw's) HS3 may "then" be needed simply to counteract that modifier, but then it'll function as a worse current "base" rfp because of accuracy, range, and damage changes. It's a tough call honestly. Gimp its strafing accuracy and ability just so it resembles a decent in marksman "current" rfp? I honestly can't say that's the way it should go, seems counter intuitive to gimp it further like that simply so it can be "decent" in marksman mode. in which case ------------------------------------------------------------------------------- I might suggest mobility sling or 3 point sling. ----------------------------------------------------------------------------- - (I had not tested the RFP changes, so I'm only going off what I'm seeing stat wise and past experience with the weapon) -
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uh no? because you're not going to be moving a heavy item 3 m/s even realistically (thats almost 9 feet a second) lol. I do understand that it is "essential" because the mission locations are broken as f*** but that should be remedied by fixing the locations, not by allowing glitches to remain in place.