-
Content Count
9989 -
Joined
-
Last visited
Everything posted by Noob_Guardian
-
can be banned for use overwolf?
Noob_Guardian replied to TheManWithoutName's topic in General Discussion Archive
Not what i meant. The overlay i had used got "removed" from overwolf and I couldnt access it on my computer, and couldn't find it anymore when i looked it up on overwolf. Something saying about removed by owner/overwolf due to gaming company something or other action. -
can be banned for use overwolf?
Noob_Guardian replied to TheManWithoutName's topic in General Discussion Archive
last i checked the crosshair shaders were taken down (at least the ones i used a few years ago last i checked) and couldn't be used since. Havn't bothered checking again, did they make new ones or something? -
thats why the changes made to it makes it worse If they could have fixed it without nerfing the damage like they did i would have been happy
-
360 shawcopter vs blatant wallhacks with softlock aimbot. Pretty obvious who's going to get banned first
-
HVR quickswitch was horrible for game balance, its better now that it can't but the changes made to it makes it worse. Shaw/eryale is actually a really good weapon(s) against "cheaters"
-
Colby SNR Range and Accuracy
Noob_Guardian replied to ZoriaDunne's topic in General Discussion Archive
gold plate doesnt tho, only the normal act -
You'd think we'd be good with guns after saving EU so many times by now. Guess not.
-
how to strafe left/right 4 feet each way
Noob_Guardian replied to gordoIsMyName's topic in General Discussion Archive
They changed it from the .35? Or wasn't it ever .35 to begin with... I know they did some tinkering with it though on several occassions. -
community has never felt comfortable with half of the current state of "anything".
-
How's it false or dumb? I've used the JG plenty, and it's always taken me 3 shots+ passed 7m, even before LO's changes. Why agree? If it's not going to really help at all what's the point in doing it? Yay he can "tickle" me with 1-3 pellots every .7 seconds, that's not really doing much. "Team game" isn't an argument either for weapon balance either. CSG had even been changed and nerfed several times by G1 before LO did their changes because they realized that it was too strong as it had been. We all know it would take weeks for LO to revert the change which made it too powerful. I'm questioning why, you would bother wasting primary gun ammo and time by taking a minumum of 5 shots at 20m (0+.7+.7+.7+.7) 2.8s in a "perfect scenario ignoring reaction time, (since macros are bannable) and missed pellots when your damage would be more effective and consistent and timely using a pistol at that range to help a teamate. It takes more than 5 shots if you don't hit the necessary number of pellots for a kill, which became harder after they randomized CSG's firing pattern. While it may be easier now after LO's changes, they would likely have to roll back the pellot changes for the CSG and the spread to what it was before just to maintain a semblance of balance without breaking it again. It can use "some" more range, but i don't have to agree on your suggested amount. How is it being 15m and not 20 an issue? It would still be BETTER than what it is now, and the reason they made it weaker was they felt it was too strong to begin with. Probably because they felt that most shotguns are for closer ranges, and that SMGS should be 15-30m. If you looked at the various weapon and range changes, you might notice what they are trying to do. They clearly don't want the CSG to be the powerhouse it had been before.
-
I still play, got APB on discord and I ghost forums still. Sometimes i'll play apb for weeks at a time take a lil break and come back. My most recent was a 2 1/21 month break from yesterday or so. It would be dumb to just quit a game i spent faaaar too much money on anyways. Normally i'll hop on for a few days and hop off if i meet no one to hang out with while playin.
-
JG won't be "op" at 15m range, but it would hardly matter to begin with i feel due to its spread (it's worse than the csg's and isn't half as reliable). It normally takes 3 shots at 7m (even before LO changes) more range isn't going to help it much, especially since it's never been even half "good" past 10m (which would take 5-6 shots to begin with). CSG was always the one that could reach out and be good at it. While I agree it should reach out further than the JG, I do NOT want any semblence of return back to the 2014-16 CSG which is why i feel 20m for full damage pellot damage plus bonus is a bit much, while i know spread can help fix that, it would depend on how they would adjust the pellet bonus to compensate. Clearly the team dynamic is lost on me when i have to solo que carry all day. APB is also a game where you should switch weapons based on location, enemy loadout, mission type, and adjust your sidearms for your primary weapon's weakness if it has any. Aka mid-long range with a cqc weapon, cqc with a long range primary, etc. It also has a damage drop mechanic which means that you have to also be aware of your weapon's range capabilities, radar, enemy vehicles, and in the case of shotguns, spread AND range. Having range doesn't help if you dont have the spread or accuracy to back it up. If the csg was never good at those ranges why would it matter so much to you if it can fire at those ranges or not? If it's not good at those ranges why bother giving people the ability to try and just die like fools trying? Taking 6-7 shots at 20m is asking to be killed since that takes 3+ seconds. The CSG does feel weak, but i feel like that's more to spread than range due to the changes. I'm fine with it being 15m though.
-
how to strafe left/right 4 feet each way
Noob_Guardian replied to gordoIsMyName's topic in General Discussion Archive
Nah, even the old so-called "pros" and even the old cheaters of the time did it all the time. It had caused hitbox issues when you accounted for the original sprintshooting "time to sprint speed" which had been .10/.15 before (now .35 i believe). Mostly all it did was make the animation glitchy, but then you go and hold shift (or do the sprint always on modification) with the way they strafed, mixed with network issues, coding issues, and the "player location assumption system" (whatever the automatic system is that makes it look like someone is at a location) it caused a lot of noticeable issues ingame. I had plenty of times where i'd be seeing blood on thin air where the enemy "had" been before a second before, or get kills by aiming "off" of the character to the left or right but would miss almost every shot when i aimed on where i "saw" the player due to it. It's why before you could crouch glitch your hitbox until it glitched making you near unkillable, and after that, the use vehicles to "trap" your character and hitbox, while free-roaming camera at superspeed. With a few other things that used to occur. Nowadays though it's more of an annoyance with glitchy animations, but the bigger problems with hitreg from it are fixed. Something old "pros" used to due with joker carbine and stuff to seem edgelordy. Rather dumb now since it does nothing other than glitchy animation. It can however help you hit you when they do it if done right. It's because they move off of you with the reticule, "v" and it moves the other direction to be on you. (It's somewhat difficult to do imo, i was never good at it) -
how to strafe left/right 4 feet each way
Noob_Guardian replied to gordoIsMyName's topic in General Discussion Archive
oh crap, you're right thanks for pointing it out, xD Though by the looks of it, most weapons have the same modifiers until marksman mode... OCA: Movement Speed Crouched Speed 90 cm/s Walk Speed 139 cm/s Marksman Speed 275 cm/s Run Speed 412.50 cm/s Sprint Speed 600 cm/s NTEC: Movement Speed Crouched Speed 90 cm/s Walk Speed 139 cm/s Marksman Speed 175 cm/s Run Speed 412.50 cm/s Sprint Speed 600 cm/s Oscar: Movement Speed Crouched Speed 90 cm/s Walk Speed 139 cm/s Marksman Speed 275 cm/s Run Speed 412.50 cm/s Sprint Speed 600 cm/s Though, sprint shooting and holding shift will modify a players speed slightly, it doesn't cause much of a change. At that point it could be netcoding/player location update system/ and latency to factor in to the strange movement anyways -
how to strafe left/right 4 feet each way
Noob_Guardian replied to gordoIsMyName's topic in General Discussion Archive
they increased the time to sprint after firing to like .35, which had negated most of the problem. It's still somewhat possible, but it's very limited, and it's now just better to strafe fire over sprintshoot, unless a patch broke it. Plus the latency coding and whatever happy penguin was mentioning has a part in it. It was much worse before the change due to the client trying to catch up and not being able to accurately, which made fighting against sprint shooters before a nightmare. Add onto latency issues, and you had a guy who could practically dance around you while spamming v to make the animation buggy while moving back and forth (and also to hit people by changing camera once the character moved out of the other sides view. Another thing is i'm pretty sure some weapons have faster base movement speeds when firing, when in and out of mm than others. Example: Older stats from the DB OCA VS NTEC OCA: Run Modifier1.10 Sprint Modifier1.50 Jump Modifier4 NTEC: Walk Modifier1.20 Run Modifier6 Sprint Modifier1.50 Jump Modifier2 -
Yeah been a few months, been busy with other stuff, was waiting for some changes and stuff to happen, and must have missed a much of stuff while forum ghosting. Why would a 10m max range on JG before damage drop occur make it too weak? That's about as far as its really ever been "effective" in the first place. Other than taking 5+ shots to kill past 10m due to spread (least how i remember it). It can still be a powerhouse within that range though. I've never dared to fire a jg at 15m, because it takes 7-8 kills at that range. Thats like a 3-4 second ttk, its easier just to pistol, or wait for the enemy to come closer. Why? You actually fire your csg shotgun at 15-25m ranges for kills? At that range you're far better off just switching to a pistol due to the spread. I can understand at 10-15 since it takes 3-5 shots, but 20m+ imo is smg ranges. Shotguns should tickle at that point. I didn't even know there was an IR3 change. I stopped a week or two after they made IR3 effect weapons based on their maximum ranges, and there was talk about changing IR3 to have no ttk increase, but i wasnt around to see it happen. Thank god for the strife revert though, that's my favorite shotgun and i was upset at the changes. Shredder - i will have to pick up my ir3 preset again when i get the chance, the IR3 nerf hit it reaaaally hard in playability.
-
I've been away for a about a month.. nvm its been two, between college, POE grinding for the recent league, and overwatch "trying" not to lose rank from degradation, i've had little time to play APB since a few weeks after the iteration of balance changes. I've tried to keep up with the forums though, but i guess i missed some things.
-
meant shredder, fixing
-
JG could use a 7-10m range, with a damage drop starting at 10m. Should be back to .7 ttk CSG was strong before. I wouldnt mind going to a lower per pellet damage bonus, but the range max should be at 15m not 20m imo. I don't want it back to its "glory days" of 2012/14 Shredder was originally op from the changes, but the IR3 varient got the really short end of the stick with the current changes. (unless they rebuffed its ttk to .7, the IR3 fires at almost .85 for a weapon thats "somewhat" cqc to mid. Overall worse than pmg/oca when it comes to that variant. No real dislike towards the suggestion. It could use the accuracy Strife - Loved the shotgun, one of my favorite, I disagree though, the range is really lacking since they nerfed its range a lot with the changes. Can't even run IR3 on it anymore to fix that issue. Used to love doing 2 hit kills at ~1s at 10m and 3 at 15m with the massive ttk, but due to the massive ttk increase that comes with IR and the changes, you really can't do it, let alone survive in cqc if you do put IR3 on... I'd say put the range up to 12/13m from the current. I think it's what? 6/7m? at the moment?
-
The only argument i have against that is every other weapon actually needs to you to be out in the open partially to kill someone over the ttk while shotguns just hit a corner partially and fire and run back in. 3x isn't hard for shotguns and is rather forgiving. 4x I can agree with but due to ease it shouldn't be a consistent 3. Consistent 2 for CSG at 8-9m, and JG for 5-7. Nfas should be fine at 0-5 and 1 extra added on every meter after 6. Strife should be back at 2 shotting at 12m consistently though. That way SMG's kick in fine at 12m+ because oca is most effective from 20-, and pmg from ~15-25m.
-
Community Discussion Topics
Noob_Guardian replied to MattScott's topic in General Discussion Archive
It's not cheating if the game creators said its okay to use after reviewing it. Shush -
i mean, it honestly was aside from ntec and hvr back in the day. Easy 2 hit kill, corner pop like no tomorrow, oca's stood little to no chance in cqc. It reigned supreme for sub 10(12)m fights
-
Community Discussion Topics
Noob_Guardian replied to MattScott's topic in General Discussion Archive
If you have like 8 "assault rifles" in game and the only one that 95% of the population uses is the NTEC, it needs to be brought in line with the rest. It's rather simple when it comes to that. HVR imo has been fine since they have been doing away with qsing, but the methods to do so have been meh. Rather than just fix QS3 to have a downside they nerf the sniper instead lel. Shotguns didn't need the range nerf imo, but that kinda had to happen due to the shotgun rework and overdamage i miss the old Strife, would have been fine with the current changes. OCA is fine with its back to near .7ttk. I don't even know why they even touched it to decrease ttk. AR's got a slight nerf in general, but ntec still is meh at least it can't reach as far as easily damage wise as it takes an extra hit. You either had bullets that disappeared in thin air (which makes no sense but it was funny nonetheless) or bullets that can go to 100m but do very little damage so you tickle people. Quite frankly i'm fine with the current damage drop changes. It may not make sense to you but it allows weapons to reach out of their niche at a cost. Which is how it should be, unless you want to go back to "here's the range suck it if the enemy isn't in it" which is fine imo it likely would have fixed some of the issues with the ntec honestly -
I'll put it this way, I use every underpowered weapon in the game, including putting hb3 on a star and can do just fine. But if I really really really want to win without a doubt? I use an ntec. Why? Because it's piss easy to handle with experience and gets more kills than other rifles. I put on an ntec and don't worry about if "i'll take that guy out in the open right then or if i need to wait another 1-2 seconds until i "know" he is unable to get away." Its vesatile, managable, easy to use, good ttk, capable of facestomping every rifle in range. Put 2 people of the same skill with ntec vs star, ntec is likely going to be on top. It's not hard to figure out why the are hoping to nerf its versatility slightly. When out of f2p rifles you have ntec and star and 9/10 people use ntec. ps. just because everyone can use something broken doesnt make it not broken pps. Just because people want to use off meta guns like medusa or weapons that fit into different ranges and niches than ntec like volcano and atac, doesnt make the ntec any less borked.