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Posts posted by Noob_Guardian
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On 12/18/2022 at 6:48 AM, Revoluzzer said:At the steep price of those terrible, terrible curve-mechanics.
The gun-feel was much better when weapons performed in a linear, expectable fashion. Let alone completely nonsensical designs like damage based on weapon accuracy.
I can agree with the damage based on accuracy, though i am not opposed to curved recoil or bloom.
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On 12/13/2022 at 9:49 PM, BlatMan said:People started using the Obeya CR762, but then Little Orbit nerfed it's damage so now it takes 11 shots at 80M instead of 8.
But that's Little Orbit for you. Over nerf everything. Look at the RFP-9. It was competitive against the .45, now it's worse then every secondary.
8 shots on a 5 htk weapon at 80m is broke, especially when they want snipers to be the dominator at 70-100m. Obeya is still great as is imo, and its great on waterfront, aight on financial. Some weapons are not meant to perform as well in certain areas an maps and that's why WF and Finanical have different weapons that are heavily used in each or change based on location.
Also, thats a 1.848 ttk perfect, vs 1.34 ttk for 11 vs 8. When even the HVR has a 1.75TTK. Which means that the obeya is put at range, on a similarl-ish level as the HVR if at perfect ttk currently. Which is a good balance imo. Obeya shouldn't be easily harassing snipers at 80-100m imo. So 11 shots to put it on about equal footing is A-Okay. It could be put down to 10 shots if you account for non-perfect ttk and average play standards, but 8 is certainly too low, 11 is fine for upper tier skill level since they can make the most out of it even at 80+m with the 11 shots.
RFP was broke strong, I agree it's in a bad place atm though. But we don't want it to be on the same level as the old sprint shooting or even 0-40m melter that it used to be either when it wasn't balanced right. Also, it's still a decent, gun, but it's more situational, I'd still run it over the NFA and a few other joker box legendaries.
I disagree that they overnerf everything. The game's gun balance is in one of the best places it's been. Though it definitely needs a few touchups. And to say that anything that is on equal footing with the .45 is balanced, is a far cry from reality as well. .45 is not greatly balanced, Fr0g however, is in comparison. .45 could take a hit to damage, similar to that as the fr0g's and it'd still be good. Though it might need a +1 shot in the mag to compensate.
Merged.
4 hours ago, R3ACT3M said:A big problem with companies looking at game balance is they simply look at how often a gun *wins* a game. And if said gun is not winning games it gets buffed. When in reality the gun gets tons of kills but just doesn't win games and/or is just very unfun to play against. Generally speaking weapons that take less skill to use are what's going to be annoying to fight. So instead of making them weaker, make them take more skill to use.
I believe the last statistics LO and them were using to balance weapons, were not just "wins". But also, usage and average range (distance in game) of kills. I'm not sure about TTK as well at those ranges.
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Hmm its been ages i forget how to embed images... But i appear to have the same glitch on my account as well. My character with 2 max 16 roles, and 3 max 15, appears to have lost all his max equiptment roles...
xD
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On 11/8/2022 at 5:34 PM, glaciers said:you've never seen someone win a mission but dethreat or vice versa?
thats because the player failed to achieve the performance that the matchmaking system predicted, regardless of where they place on the scoreboard - if the system thinks you'll obliterate 2 bronzes and you only end up barely breaking even scorewise, you'll lose threat even as the top scorer
edge cases aside, from a practical perspective you're right that the finer details and exact percentages don't matter for the large majority of players, especially without much more granular threat representation
I said i have, but it's in cases where the player is consistently in the bottom 50% of everyone in the match score wise.
I doubt it. If you barely break even, and still get a win, you still gain score worth 5 kills over the other team. Unless you mean total. In that case, you're still 1st, you should not lose threat in that case as if free for all, you'd still be first on top. I've NEVER seen a "top scorer" who lost and was above the 50% mark dethreat -ever-, have you? I've seen the scorer on the enemy team or my own that is bottom 1/2 of 3/4 dethreat, even on a win. But i've never seen anyone who appeared to be top 50%+ dethreat. But I also never put that much thought into -that case- specifically, because the few times i recall the top scorer ever did dethreat as an enemy, was they had less score than even the worst player my team did overall. Which would have put them ~below the 50% mark.
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1 hour ago, Revoluzzer said:There never was a 50/50 split. Ever. Some people misread the contents of the blog post which introduced the score-system and concluded there was .
Unfortunately, that old blog post seems to have been removed when LO bought G1 and changed the blog.
Fortunately, the internet archive exists. So here's the archived version of the 'Settle the Score' update blog post.
Edit: I've been informed by @Amayii that the old blog-entries have been archived on blogspot. So here's the blogspot-link for that particular article.
And here's the relevant bit from that blog post:
"At the end of each Mission the system will rank everyone according to their Score (people that win matches get a bonus to their score that averages around the same amount of Score as about five kills). The Threat system looks at everyone’s score and then ranks them against each other as if it were a free-for-all match. While it’s likely that the team that won will have the most score, it’s not always the case. We've seen occasions on OTW where the losing side had higher individual scores but these were when matches were incredibly close calls."
As the blog indicates, this part was edited for clarity after the initial release. Particularly because of the 50/50 issue, iirc.
Also interesting:
"Getting a significant amount of score in one match compared to everyone else won't move your threat any more than a very close win but it will give you a significant amount of cash as a bonus."
This suggests there is a hard limit to threat mobility per mission. Or in other words: Even if you significantly exceed the threat-system's expectations, it won't move you around drastically all at once.
It probably impacts your confidence-value more significantly, though.
It's hard to say that it was done more towards "clarity" rather than to be more tight lipped on how to effectively dethreat.
Even if it pits -everyone- against the other as if it was a free for all. There still has to be a determining factor with score, by points and where each person places, that influences whether someone went up or down and by how much.
You are free to assume then that the top 50% which would likely be the winners, would likely gain threat, and the lower ones lose it. This percent ofc could be different, it could be top 40/30/20% of earners go up, have a no change, and then -reduce threat- percentage. With the percentage simply being the number of players that scored lower. - With it at 50%, even with the losing team, they could still gain rank to some degree, as they would have performed better than at least 1/2 the winning team if they did well. If it's you need to be top 40 or 30% of earners to go up, that's fine as well. But it certainly does NOT seem the case by any means. If it's a different percentage that gains threat based on the "free for all", that's fine. But for simplicity sake, (and lack of knowing the further intricacies and possibly seeing a few posts about it at some point) 50% is a good median number to indicate how well you -need to do- to -not lose threat-.
If you are second from top score consistently, but not the top, you should - not lose- threat. It would be dumb to assume you did, considering that wouldn't be fair especially when on the winning team consistently, imagine going silver by winning games but still being 2nd from top like that. The only times i've seen people lose threat in this system (even with a win) is when they are consistently bottom 50% low performers, even among the winning team. (won, but provided nothing, compared to the other team and their own)
Even if it's a "misread". It's still a fair assumption, and with how G1 was handling things back in 2013, it's likely they wanted to limit knowledge on "how to dethreat effectively" by being vague and editing it. (We had a massive dethreat problem back then.)
Remember, you used to need negative score with 1 kill to dethreat a -lot-? They fixed it so you negative shouldn't count it towards dethreating. Which means you still need to score, but score -lower- than some amount of players. If placing bottom 50% is wrong, that's fine, but it's still more accurate then pretending that there isn't some % of players in the match you have to do better than, to not lose threat. We may not know that % completely, but it's definitely there, if each players score is weighted against the other to place who gains and who loses.
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On 10/31/2022 at 2:07 PM, Dexelot said:hi, I have a question since I like this AR and use it a lot, are there any optimal mods for it or is it fine without mods? just like STAR, i pretty much only have bandolier on it
The gun itself is a slightly better feeling star/ntec hybrid. So typical Bando/Extended mag, and Hunting sight 1-3 (depending on preference for cqc to ranged accuracy) and CJ/IR for preferred engagements.
I normally ran HS3/Mobility Sling EM3, CJ, or IR3
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On 10/30/2022 at 10:20 AM, Revoluzzer said:True, because everyone manually joins districts.
Letting the game decide which district it puts you in should prevent this. Although colour-locked districts mean that system is either disabled these days or severely handicapped.
You need to update your knowledge, then, because those things are very much incorrect.
That's how it was a year or so after gold lock when they changed to the Win/Loss top 50% bottom 50% system where score in a match became the determination for threat level rather than just straight win/loss that it used to. There may still be tiers and the like, but there is definitely a "match number" limit that determines rank (which I never heard they removed) you are based on the last x matches, and they still should have the top bottom 50% rank increase decrease based on match score. Because they never said they removed it.
I know they made changes since it's been 5-6 years since that implementation, as i haven't been nearly as active as i used to keep tabs. But i also never heard of them changing from the score based and past x match system combination, even with the glicko tiers likely still in place.
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On 8/9/2022 at 2:19 AM, Queen of Love said:I got this explaination years ago, neither sure if is true, but could be pretty near.
Which is Exactly the Threat System Working?There used to bel a background 1-10 system, not sure what it is now. Your threat and rank is determined by the last like 20-30 missions you've played. If you're top 50% in the match it goes up, bottom 50% in score it goes down. Losing with a good score prevents threat degradation. But that's all I know anymore.
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2 minutes ago, Uhtdred said:dmr agrotech is an op gun, fixed it for you.
PD: agrotech pr1 is better than pr2.
HOW SO?
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On 9/19/2022 at 1:00 PM, a Pair of Socks said:
Asking for a friend.The same time we get our motorcycle mounts
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12 hours ago, jmiIos said:yes they can lmao, idk why u keep repeating that. There are even clips of some RK members getting kicked and banned by GM, the message literally says "kicked by a GM" and he never played on that account again, so it's defo not just a timeout. Also what would be the point of GMs on tourneys if they can't do anything about trolls. And I highly doubt they just time them out for a few hours since those names are never seen again.
That depends, if it's an actual GM such as Mattscott or game dev, they would have the power to do so. If it's a "player gm" who went through the open application process ages ago (i don't even know if that is still around or not) they I believe don't have that kind of power to ban, maybe kick, but not ban.
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On 8/22/2022 at 3:48 PM, MonkaS said:golds always been easy I was gold back in reloaded closed/open beta with 5-10 fps
True, During "gold lock" i was a consistent sub 30fps and was still gold, and went on a like 21 mission win streak around the time of that that gold lock event thing. The amount of sweat that required though xD
On 8/22/2022 at 10:27 PM, Hexerin said:Early second week CBT, 2009, here.
Yeah you've been around for a while.
12 hours ago, YEEEZZ said:RTW Player here
still got the RTW APB Box in my home
edit:
i never received my RTW titel.....I had issues with my OBT title, I had to email G1 ages ago and ask about it, they checked the system for my account age, and got me it. If LO still has access to the stuff, they might be able to assist if you open a ticket and they look at the account ages.
12 hours ago, MACKxBOLAN said:Contradict yourself. I don't believe u could 'Mentored Anyone.
But your saying you 'Carried them to gold, so what excluding aimhax n such, your saying you scored low on purpose
letting the lower threat do the work, thru grouped teams/ Buddies n friends.
That's Exploitation of your knowledge of the system, and the prize being Fools Gold.
That ain't Gold. n I could care less for 'Getting Gold', but if I ever did.
It would be Earned Alone n with blood as in Kills, not riding on some sweatys coattails
Not at all, you see, how the system works, is that if you score in the top 50% of the scoreboard, you go up in threat. If you score in the bottom 50% you lose threat.
If you win, you have a good 25-50% chance of the entire team, having more "score" than the enemy team. If you carry hard, and ensure that the other team, except 1 or 2, get little to no kills, or fail the objectives. They end up lower on the scoreboard than your "silver group" then that means 2-3 players on your team is "in the top 50% and goes up in threat.
Some missions you can get 2-3k score on a win, and generally, only 1-2k on a loss unless you got a "ton" of kills while losing. Which means by winning, you're inadvertently ensuring your team goes up in threat.
So to basically, "carry" someone to gold, all you have to do is carry them, and hand them an HVR, or teach them to tapfire an ntec properly along with range increments in general and get them 1-5 maybe 7 kills a match if possible. Boom they hit gold within a few days to a week or so.
Has nothing to do with making them do all the work, all they have to do is exist on the same team as you as you simply "play the game" and if you do really well against facing other golds even "alone" boom they hit gold. If you mentored them well, they'll outperform the silvers and bronzes with some but mild issue, and they'll go up to gold simply based on that as well. (One of the biggest things I always start with is to have them lower their sensitivities in-game. The base ones are atrocious)
And yes mack, I've "mentored" new players, given them mods, vehicles, and tips and tricks for how to play APB:R. I might have an "elitist" attitude when it comes to APBR after playing for years it tends to happen
but even I recognize that new players need to be mentored and helped for the game to survive. There's a reason I took the name "noob guardian" as a handle. I've also probably blown over 1-3mil in game giving away things over a few years of off and on playing as well. Not that you'd believe me anyways.
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On 8/20/2022 at 11:42 AM, CookiePuss said:What do you mean by this?
Old G1 back in 2013/2014 changed the threat distribution and reduced the requirements to be gold from like the top 10/15% to 20%. It's something people don't talk about much anymore, but it had been somewhat complained about mildly by certain members for a short while, as it happened around when threat segregation by reward loss occurred,
On 8/21/2022 at 3:28 AM, Hexerin said:TIL that Cookie joined the game after G1/RG shifted the threat curve down. So many things suddenly make so much more sense.
^ basically this
I started back in like Sept-Nov 2011.
On 8/20/2022 at 12:33 PM, MACKxBOLAN said:these sociopaths have been gold so long and relied on the XXXX that got them to gold, unlike legits who actually have to point n click.
So they feel its not name shaming or bully rhetoric to ramble on about how ez gold is.
When its not. Its the distance from Earth to The Moon or less to go bronze to silver.
It is then from the Moon to way past the Kyper belt to gold.
Now that the Gold came n Cried to the forum moderator, who then let them into bronze,
They run around bronze talking head about having shit tm n opp that are silver or bronze.
The gold even insult each other saying one is playin like a silver.
They spend the day stroking their ego n bashing lower threats in chat,
really seems to be the only reason they play, is to blow up chat about themselves, make sure noone else can play.
It does, it angers them to no end to see a silver or bronze in bronze dist after they cried to get in,
they run around now acting like we dont belong in our own district.
(n Yes it is Bronze dist even if not named, Why Cuz U Golds Cried for it, n the Dev listened to only U, not like
Bronzies came n sniveled n cried to be let into gold dist)
I have literally mentored and carried R50 silvers to gold threat within a day, and have had bronzes hit gold within a week. Can you like... not pretend that it's that hard to get? It's really not xD
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7 hours ago, glaciers said:back in the g1 days there was disabled player who used a controller with his feet, and he was gold
im not big on raging in chat or shitting on silvers, but its always been wild to me that there are physically fit people who can't measure up to a guy playing with his toes
gold is exceedingly easy to get if you aren't a newbie. I have been perm gold since they made the top 20% rather than 10% gold, and i've never managed to dethreat - even when I had tried intentionally during "gold lock". I can understand not being gold if you're always drunk as a vet player. But holy damn its piss easy to keep and get. You almost have to -try not to- get gold to not get it,
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On 6/2/2022 at 2:31 PM, safdfsgkjhdgsjkhs said:I like how i get forum warned for pointing saying a player was banned previously (and was on ffbans so its not a lie) yet everyone here is generalizing russians as being cheaters (which is obvious to anyone playing APB, but still not every russian is actually cheating).
hehe, i feel yeh, but it's not naming anyone specifically. Half the Americans cheat in APB, and West Coast Colby players are the worst offenders. :trollface: I'll never forgive LO for removing the :trollface: emote D:<
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22 hours ago, FartyBumBumGuff said:I get that, sometimes the NPC's don't even die right away when I shoot at them, I think at least half my shots are ghost shots that don't register. That 45 pistol confuses me though, I read it was OP so got one and it shoots so slowly I found it useless, I have better luck running up on them with my machine gun pistol thing.
the .45 has the same ttk as the Fr0g series. Its got a .8 ttk, and fires faster than the FBW which has a 1.05 ttk. I assume you aren't firing it at the correct ROF. NFA kills the fastest for pistols. Unless you mean PDW for mahcine pistol, which is still higher and less accurate.
15 hours ago, Weaboos said:My man confused Colby .45 ap for Colby RSA. Also your legendary WiFi connection does not help

Merged.
That explains it
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On 5/31/2022 at 10:57 PM, cowhorseman said:*laughs in euryale*
*laughs in skilled shaw user*
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On 5/30/2022 at 10:08 AM, FartyBumBumGuff said:It's not difficult to be skilled when you have a gun that can kill people 5 times quicker than any gun available to most players who haven't collected a million JT
*laughs in odin*
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8 hours ago, LilyRain said:I wouldn't call it a failed test, quite the contrary, very successful. Not only an error/reaction_time of 0.1s is quite impressive but additionally, if you follow through all weapons with the same approach, you're going to reach the same ranking or 'tier-list' conclusion if you're trying to find out how fast weapons perform at their best accuracy like OP asked for. To enhance it further, you'd be slowing down your experiment into what people refer to as frame data but you don't really need to go all the way. A job well done, honestly.
I meant the macro itself failed, as i was expecting it to work within the proper -ms- ratio to time but it didnt lol. But it did work otherwise for getting a rough estimate using the lap/timer, and thank yeh.
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18 hours ago, LilyRain said:I double checked, 1s is correct. Doing the math with hard-data from APBDB is always more accurate than randomly setting macro-intervals to 'what feels is right'.
Unless we are about to reach a discovery that exposes APBDB to not have been thoroughly updated.
unless my macro is broken on my keyboard....
Below- my test failed - somewhat
Mouse down
delay 1ms
mouse up
delay 30ms
mouse down
delay 1ms
mouse up
delay 30ms
repeat
is the only way i managed to get perfect accuracy... Anything when setting it lower, caused bloom to occur. This then sets it to .31s between shots. I wonder if my keyboard macro is off, or if that's actually what i'm getting.
If i set it to repeat any more than this, by using a full 6 sequences, it would cause me to fire too fast, and if I set it as a single loop, i had to have it set to like 1/50, or it would bloom. So my macro is likely may be broken xD If i knew how to record, and get the MS from a video. I could probably get it accurate, as it's currently set where -any more- and it blooms, and -less- and it doesnt.I did a -clock lap- on my phone timing with the sound while using my macro, and the average i got was .22-.25s which equates to about a 1.1ttk with perfect accuracy, which aligns much closer to your calc, if we add in human error. I dunno but it appears my macro is unreliable af xD. Not that I use it for anything other than copy/paste and work stuff. But it's good to know.
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3 hours ago, MonkaS said:Everything just has worse starting/max bloom and bloom recovery which imo makes the game feel worse its LO/G1 knowing they need to slow the ttk due to entire game being originally designed (maps & animations) for it but there's someone who prob still works at the company that doesn't want to admit that mistake prob the same person who originally adjusted the ttk. btw not asking for rtw ttk/gun values since that wasn't ideal either.
Noone is going to notice even half the bloom changes if they started. Older players would, but most left so you can discount most of them. G1 had plans to rework the maps to be better once the upgrade which ironically never happened. Maps were meant to be reworked, and the animations were all but removed by g1 leaving a ton of abusable glitches around.
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5 minutes ago, MonkaS said:Man this thread became a gun balance thread quick maybe LO should actually listen to the community for once and just revert gun balance to like 2014/5/6~ game just honestly feels worse besides quickswitch fix, low yield balance, pig/perc, and hvr(even tho damage ramp up would've been better fix imo).
I actually like most of the current gun balance. The issue isn't so much gun balance anymore, as it is skill cap - lack of cover/unprotective cover, and the like. Though I will be honest and say that with most jump shooting removed, gameplay feels more clunky at times. They had done some cqc weapon reworks that weren't necessary (buffing oca, then nerfing it back to where it should have ben) and other things which made it wierd. Add in the wierdness of shotguns and lol...
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On 5/19/2022 at 10:59 AM, ColorBauss said:I've long been interested in what I like to call "minimum accurate kill time", which means how fast a gun can kill while maintaining maximum accuracy. For example, how long does an ntec take to kill when:
- All 6 shots hit
- Shots are fired at the maximum fire rate that allows the bloom to reset completely
- And obviously no health regening in between shots
If there's any mathematically inclined people here, I'd like to know these stats on some weapons. Specifically on assault rifles like ntec, far, cobr-a, and rifles like obeya cr. These stats can most likely be figured out by looking at the stats at apbdb, but I just never bothered to do it.
I mean, i have figured it out using a macro to test the NTEC, i didnt care about the other weapons.
On 5/19/2022 at 6:03 PM, LilyRain said:N-TEC 5 requires exactly 1 second to kill if it fires as soon as it fully recovers after every shot.
FAR: Requires 1.175s.
COBR-A: Requires 1.37237s.
Obeya CR762: Requires 1.17533s.Lily, the NTEC stat i believe is incorrect. It should be like, 1.26 or 1.28s, as I had used a macro in game to adjust firerate until it was perfectly accurate without any "shots fired with minor bloom". Unless your test was more recent than mine....
Sadly this information also is great for those who like using macros to set weapon firerates. Which ironically, people have done before.
On 5/20/2022 at 2:46 PM, yourrandomnobody74 said:• Removal of bloom - would lead to ADS being 100% accurate (or if you wanna gimp players, up until a certain bullet count, somewhat similar to OW's soldier old rifle gameplay for the NTEC for instance)
• Increasing TTK overall to ~1.1s of all guns (this is very relative, on estimate +2-3 STK
• Adjust health regen (either making CA3 the default regen by default and making CA2 into Clotting Agent or the opposite, streamline character mods like they should've been in the first place. Great thread on it in the suggestions forums.)
• Balancing mods: Making green mods viable and removing downsides of blue character mods. Removing weapon mods such as Cooling Jacket and Improved Rifling (no gun should get a instant upgrade in form of better range and lower TTK, regardless of bloom factor and inaccuracy). Adjusting Hunting Sight to give lower FoV and not more first bullet accuracy and overall accuracy (all guns should have their first bullet be 100% accurate in ADS, making the game less reliant on mods, they should be sidegrades not upgrades)
• Adjusting weapon ranges accordingly
• Make all snipers and shotguns ≥3 STK
• Removing the atrocious mechanics on the HVR and Tommy Gun and all the other mechanics which are not intuitive at all.
• Increasing crouch movement speed (Dopefish's thread has more in-depth suggestions, sadly the old forums have a ton of good suggestions removed, such as balancing spots in Waterfront as mentioned below)
• Adjusting broken map spots, especially in Waterfront
• Making a PROPER tutorial with the help of the veterans of the community.
• Reverting shaders to early G1, RTW era
Link to Dopefish thread (can't embed properly) : https://web.archive.org/web/20150128031946/http://forums.gamersfirst.com/topic/288723-dopefish-list-of-suggestions-and-issues-v2/
I have ton of other suggestions in mind, which a ton of the left-over community base wouldn't agree since only silvers are left from what I've seen, so they wouldn't agree on making the game harder to master.
After engine upgrade release:
• New content in form of contacts, vehicles, symbols, clan activities, battle passes, 3 fight club maps (hopefully this'll happen after getting rid of Kismet, the old UI APB has. APB runs on Kismet + Scaleform and this can contribute to some major FPS drops, it's a big performance culprit tho in this day and age it's irrelevant as APB runs fine on modern systems)
• Adjusting vehicle handlings (requires new engine upgrade for increasing vehicle speed)
• Adding movement mechanics akin to Bloodhunt and other movement games
• Adding headshots if above changes are done.
Removal of bloom would be horrible. You'd have to heavily rebalance recoil, or you'll end up with Modern Warfare 2.0 where every gun litterally -handles exactly the same-. That's not the goal of APB, ALSO, if you remove bloom, you ALSO, have to hard -remove- damage passed the "max weapon range". Making bullets -disappear- midair like in 2012/2013, to even think of balancing anything, because you'' then have everyone running ATACs to melt everyone because who needs bloom to make it inaccurate so it -doesn't- melt everything at range?
G1 blew any chance of a mass TTK increase out the water. Sadly, that would also require a lot more work to even think of rebalancing any weapons, as the entire gunplay for the game, would slow down drastically, unless you're making everything a free kill laser which seems like your intent.
Balancing mod suggestion is bad. While I agree making other green mods than CA more viable, and less situational, the only one that can really be said to suck is fragile. Removing red mods is dumb, every game has ways to increase ROF and TTK, and you want to remove the only way to do so in this one to balance your broken perceived perfect balance. Hunting sight is fine, and no weapon should guarantee a first bullet hit. Imagine sniping 35-45m with IR3 with an OCA just because you put a dot on your screen and tap fire fast enough. ROFL Yeah no.
Snipers are fine as 2 shot, shotguns really could go with 3 shot though.
The HVR mechanics are there explicitly because "3point sling" exists, Unless that gets heavily nerfed, then it won't be going away. Thank 3ps3 quickswitching and using fbw/.45 then sniping cqc with it before you can get killed from the -cqc- based weapons. It forces pistol use in cqc. (though it feels glitchy at times)
Tommy mechanics should be re-worked to pre-nerf. It's just dumb that they ruined it. Even if they rebalance it after. Crouch movement is fine, unless you're asking to crouch run/job, which may be cool but also be broken. Only testing would really tell. (new blue mod anyone?)
Maps got one or two balance patches and then they didn't touch em anymore citing APB 2.0. So i hope they actually go and fix some of the stuff, because it's honestly broken otherwise.
Headshots are broken AF.
I'm surprised the UI hasn't fully switched yet, but i guess that's coming with upgrade?
Increasing vehicle speed would be a bit broken. Just come flying through at 75-90m/s and run someone over? Car push and break those missions? Rework explosives to fire faster because you just broke something? Yeah no lol. We don't need any more vegas speed monsters running around lol. But i do agree on fixing handling or doing something cool with the camera.
Movement mechanics would be cool - depending - on what they are.
Headshots? Forever broken, in APB, and can be dumb AF in most other games no thanks lol. You're asking to add headshots in a game where you can hit the -head hitbox- while the enemy is crouched behind 85% of cover that exists, without actually seeing the head. They're some of the dumbest things in most FPS games, especially due to where they place their cameras to shoot back.
-see tip of head but no gun- -headshots you- wtf? No need to have that but to a worse degree in APB, unless they increase the size of every cover and railing by like 5 inches, and THEN, they are going to have to increase the jump height as well. lol
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On 5/17/2022 at 9:15 PM, Winter Shyvana said:Good to see old names from the old days still hanging around ;D
Only the old names remember Borus tho

An Open Letter from the APB community
in Social District (General Discussion)
Posted
That's troublesome especially for balance. While adding different hitboxes for arm/leg/foot hits would be interesting if it reduced by a small %, having headshots in APB would be broken af and dumb, especially as you already hit the top of the hitbox, when players are -completely- behind cover.