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Everything posted by Noob_Guardian
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maybe thats the point, shhh FAR is extremely similar to functionality to the star, except it has less ammo, and is a little more accurate in marksman mode. It has almost the exact bloom recovery.
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ccg has always been superior imo, even if nl9 allows better corner pop and damage. I've always felt its less accurate except that some weapons are also too good, regardless of how much "skill level" is needed. Yes, there's other weapons to move to (albeit none of them are remotely near as powerful as the ntec is), however nerfing the ntec to a degree has still been needed to allow longer range weapons to have a better chance. Not only that but it has overshadowed other assault rifles in the 0-50m niche for a far too long. Regardless of it being a f2p weapon. (glaring over at the star and far). There's about 5 to 6 other weapons they can move to that are in the same niche or similar functionality but not as good. Also note that the FAR has less ammo than the STAR, and is almost identical in functionality as a STAR. So there is really little to complain about with that.
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controlling recoil is fine if you're used to it, but i've always found mb to make it better, even if burst firing it feels a little more accurate, especially at range where the full recoil in a burst can damage your accuracy with a random shot in a direction or two matters the most in open fights.
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CJ3 is arguable, its better in cqc but you cannot range with it. I didn't care for CJ on a shaw honestly, however 195 MB is definitely better. I enjoy going blue mods, so bando would be fine, incase you spam a lot of ammo.
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Are grenades to powerfull in this game ?
Noob_Guardian replied to Player1's topic in General Discussion Archive
you realize every grenade has more than 10% stamina damage right? You'd have to nerf percs "specifically" to sub 10% just to prevent the combo. But it's not really an issue either. Reducing number of lowyields would be better imo, but would prefer that they reduce damage so 2 can't kill someone with em. Concs have a very small effective radius, and are i believe feel slower than most other grenades aside from maybe percs. They could use a higher hard damage imo, as a lot of cars got buffed and it no longer 1 hits a lot of vehicles like it used to. to be fair, direct hits on someone at 16-60m is REALLY hard to do unless they are standing still. Tha'ts why they aren't used, and thats excluding their drop mechanic which is both good and bad. (You can get kills behind cover with them when it curves, but you have to aim reaaally high at times to think of hitting someone. pretty much. A lot of people came to that conclusion, and it pops up every year just about. I do feel concs could deal more hard damage though, they did buff a lot of lower end cars so they don't get 1 hit a while back like they used to with the Alig buff. I would not mind upping the conc "a little bit" to compensate for the buff. -
You going to re-look at overtime?
Noob_Guardian replied to Noob_Guardian's topic in General Discussion Archive
in the past you could do an objective in the last few seconds, have the timer hit 0, take point and hold it for 5 sec to 1 minute and win with no time on clock. (Overtime clock runs faster than the standard tickrate). Currently this happens for some missions, however, for others it auto-ends even when taking the objective when you should have overtime. Some matches drag on too long, such as majong money, because the attacking team insists 3x in a row to take and turn in the objective with 1 minute or less on the clock, with 10 minute stages. The final stage is just as long as well. Most matches are fine, except for majong, and a few others. Phantom menace has like 8 stages of ~4-6 so its not "too" bad, but it's still a long mission. -
Stop 255s from being on Missions
Noob_Guardian replied to Kestrain's topic in General Discussion Archive
i've used a steam controller, i swear i can do better with its horrible aim system and getting 0-3 kills than some of these people who complain on forums about being silver. exactly, your team needs to coordinate with you to play the "bait n die" for you to kill the enemies! -
You going to re-look at overtime?
Noob_Guardian replied to Noob_Guardian's topic in General Discussion Archive
that's never been touched, it's how the mission was originally designed. It needs done if they ever go back through and fix missions. Let's not begin on missions like Majong Money and some other clearly broken ones. Lucky you, i just lost one the other day because we were taking 2 points at the same time of 3, and they had more points so there was no overtime while we were taking it. Before there would be overtime. Merged. Good points, i never noticed either of them before. It's been a while, so all i know is that if you were taking a point before, it would start overtime, but it doesn't do that anymore. Which lead me to make this post. -
You going to re-look at overtime?
Noob_Guardian replied to Noob_Guardian's topic in General Discussion Archive
No it was an official change to my knowledge, the entire overtime system didn't just "glitch out" without anyone noticing before. Why do you think noone's made a topic about it being a glitch/bug in years? -
Before G1 changed it you could go into overtime by taking a point with no time left. Now you can't. This new change is really dumb imo, even though it's gotten me some wins, it's really frustrating for example, to have 3 enemy location points for the enemies, start taking 2 of them, and instantly lose instead of having a chance to take and hold them while still on the points. I feel like reverting overtime, or making it more lenient at times would be nice.
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Razer Customs & APB Reloaded phone cases
Noob_Guardian replied to Lixil's topic in General Discussion Archive
i got mine for like 40 bucks, damn ATAT, but ive used it for 2 years about so i can't complain I may think of an APB one another time if a case comes for the Galaxy S9 -
the only time this "happens" is when facing shotguns, or at least, that's how it used to be like. i mean, someone did do a test and found that firing within like 75 to 150ms caused ghost shots, so that's probably part of that reason.
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Not everyone has poorly scripted macros, just sayin, and latency increases ttk not reduces it so they won't "skip shots" depending on weapon and macro rate settings. At least you face the poorly scripted ones, it's a much bigger pain to face people with well scripted ones who know how to use em.
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doesn't matter, its still minor even with the latency. Yes, i know, you've consistently stated you're okay with people breaking the game's TOS and rules on macros because you dont see them as a threat.
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i mean, to be fair, people HAVE set macros to the optimal ntec tap fire rate before... You can sometimes see it ingame, they'll seem to have two modes of firing, this tapfire and full auto, there wont be burst firing. They'll be tapfiring at perfect rate, you get near them and their firing speeds up as they switch it off lel Merged. macros were against the TOS last i checked so yes
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Always run (your pinky finger will thank you)
Noob_Guardian replied to supermariobrothe's topic in General Discussion Archive
it was also mentioned it was legal some time ago by LO, and G1 long before that. -
Always run (your pinky finger will thank you)
Noob_Guardian replied to supermariobrothe's topic in General Discussion Archive
actually this change is legal, its in the same files that you modify your normal graphics/keybind settings -
probably because they got called cheater when they aren't and say it's from their 5 years+ experience...
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Weapon Prototype Districts 1.20.0 (1158)
Noob_Guardian replied to Lixil's topic in General Discussion Archive
they are reworking shotguns sooo -
Weapon Prototype Districts 1.20.0 (1158)
Noob_Guardian replied to Lixil's topic in General Discussion Archive
i meant most times i've seen weapon changes like damage changes i thought they say "damage decreased to 6 htk increasing the ttk slightly (ntec)". Other gun's however have also remained the same while the htk increased (nano). I assume you've tested the changes though so the TTK is increased as well then. It's a little bit awkward for them not to specify, but i guess it is a new company. -
Weapon Prototype Districts 1.20.0 (1158)
Noob_Guardian replied to Lixil's topic in General Discussion Archive
I didn't realize that, however they didnt state a ttk nerf, it could easily be 4 bursts in the same ttk, unless they ignored that in the post. -
Weapon Prototype Districts 1.20.0 (1158)
Noob_Guardian replied to Lixil's topic in General Discussion Archive
suck implies making it worse, aka nerfing it. They're buffing it. While i now get what he means, the way he implied it made me confused. -
Weapon Prototype Districts 1.20.0 (1158)
Noob_Guardian replied to Lixil's topic in General Discussion Archive
oh please, i own the IR3 RFP and normally dominate within its range with it. Increasing the range is too much imo, especially if they dont increase the TTK, or nerf its accuracy to prevent it from 3 hitting at that range consistently. -
Weapon Prototype Districts 1.20.0 (1158)
Noob_Guardian replied to Lixil's topic in General Discussion Archive
if you're increasing the rfp's ttk fine, make it mid to long range, but by how it sounds it'll even further outclass the act and rsa. That's not even looking at how badly the ACT misses even with enemies in reticule.