-
Content Count
9989 -
Joined
-
Last visited
Everything posted by Noob_Guardian
-
hopefully. Most of the changes though i would like to see come from the spawn system and spawn waves in general
-
I'm going on "Mandatory Fun" time for 3 weeks when this goes live ironically. So....
-
The final stage for VIP missions can feel extremely frustrating, and even one sided at times. Here's some suggestions to help alleviate it. - Prevent VIP from spawning within 120m of enemy players. This is especially true in open areas like waterfront where you spawn in the open as VIP and have little to no chance before getting sniped from spawn. - Prevent enemies from spawning within 60-70m of VIP after death. Respawning as VIP can be horrendous, you pick a spawn and die to an enemy spawning next to you, this shouldn't be happening in general, but it does, and it's especially frustrating as VIP. This would mean the spawn system itself would need to be looked at and adjusted, but it would help prevent some annoying issues with spawn choices. -Make the VIP hud marker not be visible after spawning- Tie it into the greyname mechanic. (If grey, enemy can't see VIP on hud, once the name turns red the enemy can.) Self explanatory, helps prevent VIP from spawning and instantly being targeted, gives the VIP a short time to potentially get to cover before enemies have a time to see his spawning location. Also prevents VIP from spawning and enemies in vehicles from swarming him in seconds without any cover or protection.
-
fixed it by getting into mission and then being invited to group.
-
why is this dumb nfas not nerf yet Hello?
Noob_Guardian replied to Scarlet's topic in General Discussion Archive
ironically JG has a much larger spread than the csg (and i havnt been able to get kills with jg for some reason without firing 4-6 shots at 5m) -
Trying to invite a 4th person to group today but its only allowing a max of 3. Is it due to district population? or an unforseen patch "addition"?
-
probably about close to max on everything, but i run with like 1366x768 or so
-
looks like 70-90 while driving 80-100 on foot, drops to 70s at times (i'm not overclocking)
-
why is this dumb nfas not nerf yet Hello?
Noob_Guardian replied to Scarlet's topic in General Discussion Archive
to be fair its extremely difficult to even use any other cqc weapons due to the nfas's current effectiveness. While I'm fine with the ttk being as low as it always has been, it really does need toned down some. Probably a spread increase slightly, or reduce the bonus from the pellot ramp. -
ill have to get to it tomorrow sorry
-
I use the Ryzen 2700x and the game runs pretty smooth, i only have major fps drops when i first enter district but after a few minutes they end. After that It seems to steady out at a near constant 60+
-
wait so shaders like borderlands? or just remove hue and stuff
-
i'd rather they add an autokick for macro usage, it is bannable after all.
-
I'd keep the stk, or increase it slightly due to the mag size (its like 60 rounds), while decreasing the ttk to ~.7. The TTk of .67 or .65 may be balanced as well but i wouldn't know without testing. The bloom i feel could be bettered slightly, but it isnt needed in the accuracy recovery one since it gets better over time. If they can be accurate and get kills at ~20m reasonably well (about the same reliability as the oca at 20m) i'd call them balanced with a lower ttk. It would depend on their intended niche whether its closer cqc or further cqc.
-
Oh i can agree to some degree. I bought a bee series and never use it cause of that recoil. But norsemen are kinda fun imo, they feel different with each one and its like using a different weapon almost. It just sucks that their ttks are so high. I disagree with the dmr reverse drop though. The DMR was under powered and useless for the longest time, and now you have reason to fear it and use it. The HVR accuracy link sucks imo, i felt there were better ways to fix qsing... but that issue was singularly with 3ps3 and its effects on the sniper. The gunplay system was never "polished" it always had its glaring issues. From broken guns (c2, buffed csg, atac prenerf), sprint shooting, and broken shooting mechanics (qsing, jumpshooting)
-
i love the reduced spread one, but its ttk is horrible. I think the ttk allround needs decreased to at least .7-.73 to be considered "effective" for them. But that means either increasing ROF or decreasing STK. I feel STK is fine, so decreasing TTK would be the better option. Or even increasing STK and decreasing TTK due to mag size would be fine. the unique mods are fun with them, but the problem is that they all have a really crappy ttk. Otherwise i'd use em more. It's extremely hard to get a kill with them because oca fires several bullets more over its ttk than you get just to hit your STK.
-
Shotgun Muzzle Break - IR replacement and other shotgun changes
Noob_Guardian posted a topic in Game
My suggestion is to make a mod for shotguns to benefit from and make Improved Rifling work only on rifles. Similar to the idea that was mentioned by others and LO about a mod for shotguns. It may need alternate effects for weapons like the Strife, nfas, or the shredder though for proper balance purposes. Shotgun Muzzle Break: Effecting JG, CSG T1 Reduces Spread Slightly (10%) Reduces Ray Pellet Scaling Damage slightly (20-30%) T2 Reduces Spread Moderately (15-20%) Reduces Ray Pellet Scaling Damage Moderately (40-60%) T3 Reduces Spread Substantially (20-30%) Reduces Ray Pellet Scaling Substantially(70-90%) These changes allow shotguns to be more deadly, however, it reduces the ray pellet forgiveness of the weapons drastically so that the guns rely more on actual hits, and partial hits become less forgiving. Most shotguns may gain a slight range advantage with this from their current states, however it may be counteracted by the reduction in the ray pellet scaling. ------------------------------------------------------------------------------------ Possible effect for shredder Shredder: Increases range -3m -5m -10m Reduces spread 5% 10% 15% Reduces Ray Pellet Scaling 35% 70% 100% This shotgun relies more on range and cover than cqc kills due to its high ttk. Allowing it to touch further I feel would be balanced, however spread would be slightly bettered so scaling would be removed entirely due to the accuracy. The shredder has very little spread to begin with, so the reduction in scaling would be necessary, and the spread would likely make it a "laser" moreso than now. This would hopefully be balanced out by the 0.84 TTK of the gun, however, if it is too strong as is then, the spread reduction can be removed along with pellet scaling to give it a psuedo "Improved rifling" effect. --------------------------------------------------------------------------------------- Strife: Reduces spread -10% -15% -30% Reduces ray pellet scaling 15-20% 30-35% 45-65% The strife cannot gain any more damage or else it would be a 1 shot kill (aside from the current fragile kill), which would be bad. This suggestion allows it to be more accurate within its 15m range, but still reduces its pellet scaling. It still has a high ttk of 1.25 seconds, so the accuracy would be balanced out by the ttk. --------------------------------------------------------------------------------------- Effecting NFAS Reduces spread -10% -15% -20% - Reduces scaling 15-20% 30-35% 45-65% --------------------------------------------------------------------------------------- Shotgun changes: JG - None Mod would decrease spread to almost the current strife spread, which seems balanced on paper imo. Still more spread than the csg. CSG - Spread increased up to 80-90cm at 10m (currently 75cm) Slight spread increase to prevent too much gained accuracy at ranges -10-15m which would put it to 52.7cm at 30% and 60cm at 20% if at 75cm. If increased to 80cm it would be 64cm at 20% 56cm at 30%. ----Perhaps less spread decrease bonus from the mod-- Strife - no change NFAS - Currently I feel it is too strong, however i have no suggestions to fix it aside from perhaps less ray damage scaling so that 7 pellets is equal to 300 damage. The mod reduces ray scaling so it may not need changed after testing. The TTK and Pellet scaling currently has it extremely forgiving and easy to use. It wouldn't be much of a problem except that it can far too easily teamwipe in comparison to other cqc weapons with higher ttks. ----------------------------------------------------------------------- Ray scaling decrease means that it is reduced by that much. A 100% reduction means 0% increased damage from ray scaling with 50% being half the damage from ray scaling is attained. The primary idea is to reduce the spread of the shotgun making it more accurate, but as such the ray pellet damage must be decreased as well. Edit: Removed damage increase -
I agree, revert the firerate, that change was never needed. Didn't need that accuracy buff but it doesnt bother me nearly as much.
-
grenades unless direct impact can "accidentally" glitch into the ground. Most noticable with the opgl's as the number of grenades increases. Concs seem to have a glitchy radius anyways, even if under, or even when straight on they dont seem to deal damage at times.
-
Bullet Trajectory Changes?
Noob_Guardian replied to Noob_Guardian's topic in General Discussion Archive
i had been sitting still for a few moments so i doubt lag. My only explanation is that when someone is entering vehicle, the bullets which should be going in the reticule on the enemy (as red normally means hit) kinda glitched due to the hitboxes combining with the vehicle and the character while the animation was going and showed i hit the bumper "towards" where the driver would be. It doesn't always happen, but ive experienced it enough that it makes me question it lol... -
a wise quote from a wise gamer
Noob_Guardian replied to gamergoggles's topic in General Discussion Archive
I meaaan..... -
Bullet Trajectory Changes?
Noob_Guardian replied to Noob_Guardian's topic in General Discussion Archive
there's a door hitbox? But no, I was on the rear side facing the front so if there is a door hitbox, it wouldn't of messed with my aim. I was in the open like 20-35m from the enemy at a nice angle with the RFP. The bullets clearly were hitting the bumper despite my reticule being on the person, and the bumper being 1-2m beside where i was aiming (due to the angle). I was getting red hit markers from two bursts, the third had bullets on the bumper rather than where I was aiming, and forth landed where I was aiming on the enemy, but he had the entry animation and thus he was "invincible" and part of the vehicle by then so I was then getting white markers. I doubt it was lag because lag doesn't make your shots hit outside of reticule like that. I think it's more of a glitch since i've encountered it fairly often when firing at people who are entering vehicles, but I normally ignore it or thought i was missing. But the RFP doesnt have that kind of horizontal recoil and I know snipers dont either. It reminded me of how grenades and even bullets will "bend" (go off route without touching anything) sometimes if you're firing "next" to a vehicle. Despite not having a vehicle near me for it to happen. It's not the first time i've noticed shots going and hitting out of reticule. Didn't know about the hitbox thing, maybe they'll fix firing over cover without having the high ground. -
Anyone else notice when they fire at someone who is trying to enter a vehicle, their bullets suddenly start hitting the vehicle beside the enemy rather then the enemy where you are aiming at? As an example, I was using RFP earlier and had a good shot, semi broadside of the vehicle facing the rear maybe at like 30 degrees from parallel with the back at a range, but when i fired at the person who was stealing the vehicle, my bullets were hitting the back bumper ~1-2m from where i was aiming, which was the enemy doing the steal animation at the driver side door. (RFP has near to no horizontal recoil) It's not the first time i've had this happen, i've noticed it with rifles and snipers. So... has anyone else noticed this?
-
APB now feels like its run by a couple randoms
Noob_Guardian replied to Garemie's topic in General Discussion Archive
watch it be G1 coding that they are trying to fix on the servers to get them working again -
yes, sight mods do not effect spread size, it effects the where the shot is "centered" within the reticule. It's a barely noticable difference. RS3 provides no real benefit, but other mods are fairly useless, unless you use mobility, IR3, and Bando.