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Noob_Guardian

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Everything posted by Noob_Guardian

  1. i don't notice any changes leme see. Last changes were in 2020, where they increased the max bloom tp 1.65, reduced ammo by 8, and jump modifier. But that was 2 years ago, and people were crying for its nerf even after that. So unless APBDB missed changes, it hasn't been touched since. Or did they add a "special effect" to it? I noticed nothing in game.... Did they add that to all AR's? Even then it's kinda irrelevant depending on how long that change was done. You sure it was G1 and not LO?
  2. Was the FAR actually nerfed??? I know the "Cobra" got a TTK buff/bloom rework. The FAR statistically is a "slightly more accurate STAR", the COBRA is a different beast entirely and nothing functions like it anymore, it used to be like a joker carbine but high ttk. NTEC is meant to be tap fired or burst fired, and can be tap fired with perfect accuracy at TTK of like 1.27s. Burst fire is pretty good as well with a similar TTK (maybe faster?)
  3. Oh you mean the financials lil island building? Yeah theres ways up but you have to jump the vents if that's where you're talking. You can snipe it from the mall or the other side. There's no blatant ladders there. There's 2 ways up but they're close on the same side of the building, split, so one can be used to get up and flank, or run across the pipes to the other one.
  4. Sounds delusional. The only people who threatened DDOS was like -insert Joker Hacker names here- and that was over LO handling the game like G1 did. It had nothing to do "banning" golds. Anti-cheat exists as well last I checked, there was issues with the last one, arguably. The desgregation is fine. The game originated with it. G1 added it and the game unironically went -downhill- from there. (Though I was for the desegregation at first because I was a newb r100 player getting my patootie stomped by the ol' cheat clans that -actually- existed. I am perfectly fine with a R50/75 rank cap until new players have to join in with the rest of the population. I even advocated for it at one point on the old forums, to occur with the desegregation. ATM, it's the same as it was when I started playing APB, just with a lot different gunplay and mechanics. There's nothing bannable about running around in dumptrucks and hitting people intentionally in it. Just as you can do the same in a vegas or pio. The only bannable thing is if they -follow you for like 10-15 minutes- interfering and blocking mission objectives and the like. Depending on language something -could- be done, but you could also -save chat logs- and send those to LO through support if you wished for something to happen. Just don't shittalk them back and ask them to stop. If they don't you then have a case. (or you can just /block name them) /shrug
  5. The meta has always been NTEC, HVR, and OCA/PMG, with edgy carbines/oscars sprinkled in. I don't even mention the atac because i've never even considered it a "problem" weapon except when it first came out. The other issue is that the game has -fewer players- than it used to as well. When you had 500 players on joker, there was certainly a wider variety of weapons. When you have sub 150, you're going to have a vastly lower pool of weapons. It has little to do with engagement in gunplay. Most people quit not because the guns/gun clunkiness, but because they get steamrolled, find a newer/better game, cheaters (hardly an issue anymore imo), and general wierdness of a 3rd person game and "how did he know i was there, wtf why cant i ever flank etc etc" that comes with being a 3rd person game, spawns being garbage (getting spawned on/car spawns), item movement exploits (no really, you have no idea how shitty it is for players to experience the medium item exploit and never be able to -catchup- to people who either mastered it or macro it, we take it for granted but it's shit), lack of hit registration, etc. I'd personally be fine with buffing weapons to be more laser-like, at the cost of increasing their TTKs, and increasing the "base" .7 ttk for all weapons higher, but then by doing so mid-range combat becomes faster, and i don't think that's a "good" thing. Both right and wrong. Bloom adds randomness for those attempting to reach min ttk -AT THE COST OF ACCURACY- it's meant to be that way. Oscar is dumb strong because its mobility and it being an out of mm weapon that can fire up to 40m without issue (it's also why joker carbine and PMG is seen as dumb af and on par with being annoying), not so much because it has no bloom. Though it is a factor. OSCAR is on par with cqc weapons except that its ttk is higher, though people complain about it more because its mobility no bloom accuracy, if they reduced its overall accuracy it wouldn't be an issue. The easiest way to "fix" the oscar is to make it an "in marksman" weapon, rather than being so accurate out of marksman. It wouldn't need a heavy nerf to the out of mm accuracy. However, it's certainly the biggest reason people complain about it, and it gets conflated to it having no bloom. NTEC has a faster burst/tap ttk than oscar, but oscar can dance around the ntec. OCA can do well against it, but oscar has a glitchy animation which makes it harder to track. Most people who face oscar complain about the glitchy and quick strafe movement it has. If it wasn't as effective at that, it wouldn't be nearly as much of a problem. I'm not advocating to give it bloom either, but making it accurate up to 20-25mm out of mm, then "needing" in mm, seems like a fine balance for it. I rely on my aim to win, and I rarely have issues with bloom. I actually lose more kills in-game to recoil, than I do bloom. But that's because i know how to control bloom and generally maintain the best accuracy to ROF for a weapon, where-as recoil is more random than bloom and needs to be factored in -per shot-. Bloom will always be -static-, set on a set amount of shots, at a set amount of time with a set amount of recovery. It's manageable, and easily factored into gunplay. Recoil, is completely random, and is not. Both provide good balance in their respective ways. My favorite weapons for fun, are the "ODIN" series, are they lazers? Yes, but they have a high cqc ttk (.79, roughly on par with the oscar which is .825, yet "oscar" is the broke one and odin series is underpowered) The reasoning is simple, accuracy/mobility differences. Mobility being large overall accuracy being the other. Bloom can be ignored for the comparison. Obir was broken so i don't really pity it it felt horrible to play against. Though they could buff it slightly, it really shouldn't be back at full strength. NTEC is fine as is, it's still one of the best f2p weapons in the game and there's really no changing that fact. (isn't that sad, that a weapon that's been nerfed arguably to the ground, is still "better" than most of the other weapons in its class? lel even when all the other weapons got buffed, should tell you plenty about its strength and why it got nerfed in the first place) obeya has -almost- always been strong except for the few months where it was garbage tier, Ursus has been used heavily ever since it came out as well. There's really no arguing with that. Obeya has been reworked -a lot- to put it somewhat in a decent spot. Ursus is just dumb because its almost just like old style ntec with just a little more recoil. It was used a little less, when NTEC had 5 shots to kill (or was it added after the nerf as a cash grab? I cant remember). There's no arguing with how strong a 5 htk weapon is in APB in comparison to 6htk weapons. It's why the carbine, fbw, and NTEC, had received the same treatment to nerf their damage. I'm surprised Obeya didn't get the same treatment, but that's probably because its .84ttk and less out of mm accuracy and lack of mobility is it's balancing factor, that and they wanted it to stay in the same damage falloff range. I do feel that a lot of people don't get the finer points of why so many things were -rebalanced- to the way they are now. Like, a lot of weapons were very blatantly buffed, a LOT of weapons in a vain attempt for them to be better, or at least be seen as -usable-. A LOT of weapons good and very usable now, but they are seen as -garbage- because it takes a "little more effort". rant
  6. Legit never had issues adapting to the changes and -not spraying-. Pretty much every gun in the game performs better via bursts and tap firing even at top end play. I will include the OCA/PMG/shaw in this as well, because I've found it's better to -stop firing and re-aim- over just spraying many times. The idea that the bloom has ruined the game is a false one. People just don't want to take a moment, and aim properly, you know, via recoil AND BLOOM control. I feel the people complaining about the bloom just want another COD or CSGO spray and pray recoil control shooter where you can set up a macro for the recoil on every weapon and go. Or they want to spray the entire time like the atac/oca/pmg except with "every other weapon" and get great results. My ONLY complaint about the bloom, is that sometimes it seems that shots that should be in the reticule, at times fire outside of it even with an enemy standing still. Other than that, I really have no complaints, and it could even be explained that it's because the reticule accuracy is at 10m and not further. Bloom has always existed in APB, and both G1 AND LO had nerfed weapons by increasing bloom, because that was the only way to rebalance them. Increasing TTK makes things worse in CQC, we saw the effects of the IR re-balance test/changes. Increasing ttk -feels bad- unless every weapon has those changes done to increase the base .7 ttk to something higher, and just increasing TTK or recoil, does little in terms of APB's accuracy when tap firing at mid range. Especially when you're trying to balance -midranged- weapons. This means you reduce the ROF arbitrarily, which feels bad, increase recoil, which has little impact, or increase bloom per shot, which is the only realistic way to balance mid-ranged weapons in APB so that they aren't lasers. Gun balance in APB atm is honestly, the most balanced it's ever been. Even with the bloom changes, because the bloom changes have effectively balanced midrange combat to a -reasonable- ttk, No more -always lazer- obeya at 60m -at min ttk- as often no more ntec spray that melts everything in cqc and up to midrange. Mid range combat in APB, was never balanced at .7-.8ttk, its balanced closer to 1.3s, and snipers are balanced at 1.3-1.7. The bloom is necessary to keep mid-range combat balanced. To remove it would be suicide, without first removing the capability for weapons to shoot *past* their max damage distance. No, Reverting to 2012 or 2013 is not a -good idea- either. There's a lot of balance changes that were necessary through the years, especially to weapons that were -added- after 2012. The only thing I liked from back then was laughing as i ran out of "bullet range" of enemies. But the weapons being lasers up to then was not very fun nor engaging. If you want that, remove car spawners and spawn choices instead. People would start using their brains again. The game got dumbed down with their additions, and it's not even a weapon/ttk issue. Oh i died? Cool i can spawn here now, that's way better than my last position. People don't avoid death, because half the time it's a better choice to just run in and die and respawn. I think people also forget that most of the people who actually care about not dying a lot, and were the heavily "competitive" players, left APB. That gameplay isn't going to come back without heavy changes and the population coming back.
  7. Oh see, I legit use epipen and -run- max distance with it all the time for various reasons. Sure it's useful to get away -sometimes-. But I prefer using it for pushing/rushes/spawning much more haha
  8. Oh trust me, I've made a LOT of veteran and high skilled gold players go for the radio box. Also, It works because all it takes is a single bullet to show up on hud, so a single sound that sounds like a gunshot or is silent (for those who go off hud like me) also works. Some people if they don't realize that it wasn't you who shot (out of game player) or that anyone shot, they'll still investigate because it's a red triangle, and if you turn it off after 6/7 seconds. They'll not know it wasn't a player without investigating and actually -think- someone was there. It's very important to use it silent and have the time cut-off correct. Because if it is, then people will fall for it, at least once. Dunno what you mean about max useful distance. I've used epi to push from spawn on things to get away from gun fights, to push a flank faster/cross the road before an enemy can push the following corner and get a clear shot at me on the road.
  9. I mean, i've killed a lot of people because they decided to epiphrene as well. And Radio is fun to trick skilled opp with, as really rushy ones will push it if used right. I'd be fine with consumable choice tho. I always found it annoying to go through like 50 of one, in a weekend or so, and only gain a handful back
  10. I'm fine with it being back as a consumable honestly, that change irked me because it made no sense. (i loved ammo box and mobile cover) Every mod or thing that has been added has been a "disadvantage" for new players. You can't balance the game around that fact sadly. I Like a number of the downsides for the consumables, though i do hate how fast I go through them. I'd be fine with turning them all into a -yellow mod- instead taking the same place and not being consumed. G1 seems to have intentionally screwed up the previous High TTK test districts and the like to get people to stick with the current standard and shut up about wanting the higher ttk back. We had that chance at least but it was kinda botched from the start. The door kicking needs adjusted to kick at an angle, or let explosives open up doors. (cool new consumable maybe? LEL) Ladder wise, they've always been a pain even in 2011/2012. Best thing to do with them is to prenade and push it, or get an opgl. Though most people cant be bothered with the gl. I don't see any real fix on the cover until the "upgrade". G1 had originally planned map changes once it came through but it all fell apart. So hopefully we get lucky reworks.
  11. I've played plenty of competitive games, and APB is -NOT- a "competitive" game. However, you are right that every mechanic needs to be thought out and deliberate in balancing. Med spray is NOT broken. You begin regen in -under- 1 second with CA3, its like -8- with CA2. It's used primarily in situations where you have -cover- and can use it to heal up some. It's doing exactly what it was intended to do. On top of needing grinded for to have any large amount of any consumable, it can also regen "enemies and allies" alike if within range. Regen stops upon taking -any- damage. They could increase that range to 7-10m and it still be "fine" but i think that's a bit far. You're right, you're never going to convince me because I played years against it and have never found it a massive issue. In fact, I DONT EVEN USE IT, because I find epiphrene, radio, and mobile cover/ammobox -more useful- than med spray! Why? Because they compliment my playstyle more than medspray! Someone uses medspray and I go -woop, time to tag em real fast/push or grenade again-. I don't go "omg that scrub he's using med spray -insert unintelligible rage here-. Why? Because i've already adapted to countering the thing to the point that it's a non-issue to me.
  12. and yet without patches and updates, the game will never -improve-. CA3 starts health regen at .7s or so. That's about as fast as most people's reaction (probably faster) to start recovery using med spray. Med spray is also AOE. If you hate it so much, start using it. It's not even a cheap tactic like perc spam is.
  13. I mean, it took G1 3 years to figure out that character models had applied "double" the intended value to scale/sizing or something. We know that increased customization causes stress on the server, and that using things like USPStyles thing to remove even character textures can reduce lag and fps drops (because models and textures have resolution ranges and the like). To me it's not far fetched to believe that that's the cause. Especially when there's no other explanation as to why when aiming or shooting at -that- specific player(s), I lag out, but have no issues with any others. Though this is something that had occurred a number of years ago. Maybe LO fixed it in the back end by now in the coding or something. I haven't exactly been active lately. It's just something I starkly remember, because it was always the same people lel.
  14. Oh trust me, we all like to joke about it. But i literally have had this issue against a handful of players. I don't think it's cheats or anything, i think it has to do with character customization, or maybe the server being just a crapshoot because the person's a BR or something. But I can't deny i've actually froze/stuttered out when aiming at a guy, always the same guy, even after a game restart, and it -only- being that one guy, even weeks apart.
  15. 0-0-0 black or an "adidas-esque hoodie. Primary weapon must be the NTEC, Carbine, Scout, OSCAR, or PMG. But really, i've had this happen with people, but it's always the same people, and no-one new. Probably have their character customization and -every- customization slot filled max under the hoodie.
  16. Oh no, you can't start health regen faster! -laughs in clotting agent 3- Oh no, You can't be allowed to MOVE THAT FAST! -Charges them with a vegas on spawn as they run into a building. OH NO YOU CANT HAVE COVER! -looks at the shit cover system and thinks that removing one of the only good things in APB is a -good idea-. Half the stuff wasn't even lazy game design. If you know the game needs cover, you give them more. If you know that mobility is necessary in the game, you give more If you know that healing is important, you give more ways to heal If spawning is important, you make it better/easier Yeah, it's also a bandaid for game issues. But all of them are much better than not having them. The game became better with their addition. Not worse. Just because you want to be a saltymctwo shoes, doesn't mean the game should change because you don't want to. Every game just about has some form of healing, mobility, and added cover system. The fact that APB's is considered "wrong" (it only took what, 5 years?) because players can't get over themselves is sad. Consumables are balanced for one, and are decent mechanics. All players have consumables and have the choice to use them, and which one they want. The problem is you believe you're -entitled- to the kill that was "denied". The reality is you deserve nothing except that which you have earned. So instead of crying about not killing someone, get good and actually do so. Shields can be picked up by allies and enemies and moved. You can pick up shields at the top of ladders and drop them down as you fall. A single conc, destroys a shield. Shields are easily countered, and negated with minimal common sense. If you haven't figured out how to counter them in 4 years, that's your problem not the game companies. If medspray is the issue, then just nade and charge the guy, or flank them. If you know where the cover is, it shouldn't be an issue to counter it effectively. I've NEVER had issues countering mobile cover. A frag still does 750 damage, who cares if they healed up a bit, they're now 1-3 bullets to kill again. The fact that you're -thinking- it's an issue is the whole reason you're struggling to counter them. Epiphrene is an -extreme- risk. You lose half the life you have to use it. If your team has a sniper or shotgun in range that's a -free- kill. NTEC? STAR? Almost ANYTHING will kill him easily if you aim (no really, 1-3 bullets is litterally all it will ever take). Maybe your hate for epiphrene then is the fact that he -got away- on low life, and you hate yourself for letting it happen. So you want it nerfed instead. Makes sense to me. The bandaids, aren't there to fix bad decisions. They are there to alleviate in-game problems that are -worse- to deal with that can't be easily fixed and negatively effected gameplay -for a long time-. As well as provide a useful and sometimes -fun- tool for the user. Consumables are here to stay. I'd advise you to learn how to deal with it.
  17. Not really. If you noticed, the only things that provide explosive cover in game, is any "cover" that is built into the map itself which covers the entire hitbox. Even balconies don't protect from grenades -unless- they're the concrete ones. It's likely got to do with how the props are placed and made more than anything. It's a shame certain props don't actually provide any form of explosive cover, because the game would probably be somewhat better for it. To be fair, there have been a number of -issues- in APB that were "looked over" or "ignored" for years. Oversight or not, it's one of the few things that probably get new players killed over and over again unto leaving at this point. I've seen it time and time again in games. [dies] "I WAS BEHIND COVER" over and over [leaves game]. They should really make a loading screen explaining it at this point. Because it's the least obvious thing that will get you consistently killed otherwise. Even if it's only "garbage cans" that act as it, it'd be better than currently. I legit use mobile cover to tank explosive damage and grenades without needing to panic deploy it. Panic deploy occurs when you're being shot and you use it. That doesn't mean you should be able to -perc- thru it because you're salty at a panic deploy. (Panic perc is worse than panic deploy anyways) I'll set up cover next to a corner before a combat and run behind it as grenades are coming and be ready for a push as grenades are getting thrown in, or to drop it as a rocket comes my way, or drop it so i'm protected from at least 1 opgl blast while im in a corner. Gameplay like that shouldn't be punished just because you're salty that you can't shoot people because they use it. There's legitimate uses of mobile cover that without the benefit of protecting from grenades, would drop it immediately to being -unused-. It's bad enough they made it a character mod, instead of leaving it as a consumable. You make it so explosives go through it, the only people who will use it are newbies who will quickly figure out why it's garbage and throw it to the bin of never used mods. Who cares if it protects from bullets, you have even some high ground and you can shoot over it, you can throw grenades next to it or fuse it over, and either kill the person with it, or kill em as they get up to run. As you know there's plenty of ways to kill the people using it. If grenades go through it, there's no reason to use it because it won't be useful, and even now it's only situationally useful. But i guess that's your intent. I've seen them as nothing but a net positive for the game. Need cover to defend a spot in the open but don't want to get shot under via vehicle or hope an enemy doesn't use x flank? -Mobile cover- Spawn alone as VIP and getting pushed by 4 vegas's? -Epiphrene Get hit hard while using flak or kevlar? -Med spray Need ammo but want to use a less optimal mod than resupply? -Ammo box- They've done nothing to severely negatively impact the game. They've actually improved it. Meanwhile, mods like mobile spawn (seriously htf is 35m considered "balanced") and glitches like the medium item jump/movement exploit have never been fixed/balanced properly and consistently have reduced the quality of matches; and missions like Mojang money for some reason -still exist-. There's plenty of other reasons with much higher -negative impact-. But yes, lets blame something that gives -players options- for survival as a negative. --------------------------------------------------------------------- Can we stop pretending that most mods and consumables, aren't bandaids to alleviate actual in-game issues? Like how there's no real meaningful cover (mobile cover/epiphrene), how CA in some form is almost necessary (med spray), how having an ammo box 24/7 is exceedingly important (resups), how the spawn system is broken so they made a mod to alleviate that fact, but left it broken as well (Car Spawner), or being left to spawn alone and die over and over again due to vegas pushing on spawn (epiphrene)? Hell, they probably only added consumable ammo boxes, because everyone STOPPED using car ammo boxes, because mobile respawns became almost -necessary- and wanted people to use other mods than -resupply-. If they can tackle the base issues, then consumables won't be as necessary. However, since those issues are litterally -at the core- of APB, they thankfully won't be removed.
  18. Every other cover in the game doesn't block grenades and it's a -stupid oversight-. However, It's likely that this is because all cover has holes and the like -underneath- it,, or are in some ways identified as -non-existent- as cover by the system because it's meant to be destroyed. That doesn't mean mobile cover should be useless too, especially when you can -litterally throw a grenade behind it- or -run it over-. Using grenades properly and aiming them would fix the issue without nerfing something that doesn't need nerfed. And panic button people with it can still have a few shots hit their feet before the cover fully deploys. All you'd really be doing is hurting legitimate usage of it because you don't feel like using grenades the proper way. If you want grenades to do something to it, then aim the grenade beside it instead of calling for it to be nerfed because you just want to throw a grenade at the front of the thing >.>. I've countered soooooo many mobile covers because I drop a grenade beside it rather than hitting the front of it. The fact that this basic concept evades people is nuts. The ONLY time you want to hit the front with a grenade, is to conc it, and that's "only" if you're aiming at destroying the cover, instead of killing the person. Next time you encounter them, start popping grenades beside it, and learn to throw them accurately based on distance. You'll see that mobile cover is easily negated and it's only a massive roadblock if you haven't bothered to put in marginal effort to counter it. Because it's really bloody easy.
  19. Not at all, especially since it's not broken in the first place.. It's bad enough that garbage cans and the like don't protect from em. Add into the fact that most people just spam grenades and explosives at mobile cover -in the first place- it'd make them useless. Yeah cool you blocked 3 bullets, here's 3 grenades and a rocket. (and yes, i've had that happen)
  20. That would make them entirely useless, with litterally 0 point to using them. If you're concerned about grenades, time/aim them better to hit behind it instead of in front. Cars can be shot -under-, and carplay is dumb af in general when it comes to waterfront and some things in financial. I use shield in waterfront and have good aim, but i'm not going to sit like a dumbo and be shot under either by ntecs, obeyas, or snipers. It's not -instant- deploy either, and you can shoot "under" it as it's being placed. I mostly use it with snipers, where you -need- the extra cover at times. (aka smart usage) Crouch spamming, and corner pop spam, happens with -every- mid-long range weapon, and is necessary in high skill fights. Where being without -any- cover, means getting TTK'd. It's also necessary against cheaters who aren't -trigger botting-, as you can get an edge and bullets in -before- they can react. If you're without cover, you're playing wrong. A skilled player will use and make use of any and all cover available, whether it means to ambush, flank, or trick an opponent, and will best operate in a fashion that ensures the enemy is left with none long enough to kill them without them being able to run back into any. Consumables can be annoying at times (healing spray, or epiphrene as VIP imo can be), but i honestly like them. Car spawners made the game 8x more imbalanced than the consumables ever did. All consumables did was shake up timings, and how the game was played originally. By now those changes have been cemented for long enough that any complains are due to a lack of counterplay and tactical thought. Car Spawners however, have been under numberous reworks, because of how imbalanced they are with general gameplay, nothing says balanced like enemies spawning 36m from you.
  21. a single conc destroys it now right? and grenades can be thrown beside em and people just go "well fuck"
  22. Every game has a limit on consumables though, and honestly 500 -is- quite a bit. It's just that people hate playing the -manage my resources- game in apb.
  23. can't really blame there though. He could post stuff when there were things to report, but once they hit a ton of roadblocks, failed to meet the expected roadmap/deadlines due to them, and had to throw out 2.0 for a different "version". They kinda had to go silent and figure out what to do next and ditch timing because it creates expectations and they're likely still hitting roadblocks...
  24. Psh, they only nerfed em because you were using them. Once you caught on they stopped nerfing them to pretend that wasn't the reason.
  25. There's no issue with such events, why not xP
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