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Everything posted by Noob_Guardian
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stk increases to 6 immediately after 10m, the FR0Gs have no overdamage whatsoever iirc RIP after a year or so of using it i didnt realize that. I guess it explains why i kept thinking i should have killed a guy in 5 hits but didnt so i thought i missed...
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i've used it a lot, its really good to outfire obeyas in cqc pistol fights, and it has the same ttk as a .45 that is much faster than the fbw. It's damage drop doesn't really hit until 15-20m (i think its closer to 20) where it becomes a 6hit and same ttk as fbw with a little less accuracy, and dont bother at 20+ unless necessary because it'll fall flat. Obeya is much more forgiving and the normal meta, and the .45 is not nearly as forgiving but has more ranged usage. So it's really up to you, it has its uses, especially when using close to long range guns where you need that close range bump. It had been my favorite for the longest time, but now i feel often better off using a pdw or .45 simply due to the range.
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Play with a Dev feedback
Noob_Guardian replied to Noob_Guardian's topic in General Discussion Archive
they did that before, but it always ends up being a spawn camp fest. Until they fix some major flaws at least... -
Play with a Dev feedback
Noob_Guardian replied to Noob_Guardian's topic in General Discussion Archive
the new change makes it better for weapons with longer ranges than cqc ones, on cqc weapons it's pretty much just a downside. As they now give 1/2/3 "+" 5/10/15% range. So an AR with the proto A changes will get ~9.75m range increase with 45m range (i think thats how it works) while something with 30m will still get ~7.5m, but cqc weapons don't really benefit from it due to range limitations. (shredder and maybe pmg are the only ones that it boosts significatly in range, however that makes them extremely bad in cqc engagements.) An obeya however will have ~12m range increased, significantly helping it. -
Colby CSG-20 PR1 (uesless) please revamp @Matt
Noob_Guardian replied to Scarlet's topic in General Discussion Archive
the change is fine for longer range weapons, however it doesnt have much place for closer range ones. There was a suggestion somewhere about a shotgun choke to influence shotguns differently than how IR3 does now, it would be interesting to see that implemented in IR3s place -
Play with a Dev feedback
Noob_Guardian replied to Noob_Guardian's topic in General Discussion Archive
except the increased damage makes more pellets so it can't really be said to be a buff, as each pellet does less damage you have to hit more pellets to 1 hit. Except they said make any suggestions and put them into suggestions on forums offtopic: and wth downvoted my OP xD guess shredder wasn't "nerfed" enough for them. -
It was nice to see and spend time with the Devs and GM's in-game, so thank you for taking the time to do so! I noticed there was no thread at least in social for feedback yet so here's one. --------------------------------- Open PVP didn't work out too well, it was somewhat enjoyable but definitely nerve wracking trying to figure out if the out of mission guy next to you is going to kill you or not. Luckily this is being addressed. Gm presence was great to see, though I do agree it would be cool to see them as split between ENF and Crim so that more people get to play against the GM team during events/testing. Testing: For testing I only used a few guns during the testing time (shredder pr3 preset with ir3) and strife. So I'll mention my experience with them and opinion. 1. Shredder got a much needed decrease in effectiveness, at least that would be for the base variants, the IR3 (pr3) version which has now only a partial gain in range in comparison to before sadly got hit with the extended rof decrease giving it a roughly 1s ttk for a weapon with ~25m range. The weapon no longer effectively 3 hits as easily, which can be seen as a positive however, that often leaves it severely lacking in most situations in the closer range ranges even against ARs with its now very high ttk. The base variants without ir3, should however be much more balanced than before the changes and won't have the same issue as the pr3. But I cannot give a full review of them as I didn't use them. Next 2. Strife, I'm unsure what to make of the change I didn't notice too much of a difference, however, it wasn't exactly too strong before imo, especially since it's high ttk kept it in check. So while I'm not against the rework it's not something I feel was needed. The strife itself isn't used very often in general because most other shotguns are better choices in most, if not all situations due to its ttk, so having a high Overkill for it isn't something I'm against. Didn't get to play around too much with the ar changes, but a test beforehand showed ntec could 7/8 hit at 52m which seems to have the desired effect for AR's. So that's a plus. Further observations: IR3 Ir3 as a as a mod or even as a preset on shotguns seem to hurt them with very little to no benefit now. Before it was used as a way to improve the weapon with no downside, now that the mod has a downside, any shotguns with it often become worse for little gain due to the rof changes and at most ~4 to 6m average to gain. If you account for spread on shotguns it may not be a very good trade. This difference forces them to lose out against their peers due to ttk differences. The mod at one point being preset made sense. With the new changes I am unsure whether it can holds true for so little to gain with the current downside. On smgs IR3 has a little better effect, however, most times they aren't effective in reaching and taking out enemies at their max ranges in the first place so it isn't likely going to see much if any use on many smgs if any. Due to losing out in cqc and unable to make use of the extra range.
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Absolutely, we need more beards
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Proof Shredder Is Imbalanced
Noob_Guardian replied to Darkzero3802's topic in General Discussion Archive
I mean, i've used it for years, when it was uselses and not, so ill probably still use it anyways even when balanced. /shrug, as long as its not nerfed to the ground like i keep seeing people suggest. -
I mean, unless you have seen a different consensus like "nerf it to the ground and make it no different than the nfas" which i've seen people post. The general idea i've seen when it comes to actually balancing it within its niche is that it 100% needs at least its TTK increased back to ~.85, and its overkill damage decreased (from the shotgun buff) so its less forgiving. There's other suggestions i've seen as well like "decrease range to like 10-15m" and "nerf hard damage to the ground" but those i've seen come from people who neither know its niche or hate it with a passion and want it completely useless.
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im pretty sure no one liked that either, take all the shredder posts and swap the csg in and its like apb took a time machine back to 2012 Except you had a lot more "big name" people by far saying the csg is balanced. It's pretty much general consensus that the shredder needs a rof increase and less pellet Overkill
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Proof Shredder Is Imbalanced
Noob_Guardian replied to Darkzero3802's topic in General Discussion Archive
It was never broken before though. It was broken when they overbuffed it. So you can stop saying that it's bs. As soon as it gets fixed to what it should have been with it's higher ttk (they will Nerf it's ir3 range soon) and hopefully pellet Overkill it will be balanced. Not that anyone will actually use it when it gets rebalaned to what it should of been though. -
Been using an oca and havn't had a problem, i guess ducking as a tactic actually works, oh and not being dumb and rushing into a corner with a shotgun helps as well. Hell, used the strife for a while there, and it was hilarious how well i was doing against other shotguns...
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Ironic how everyone now suddenly hates the shotgun meta but absolutely loved it when the CSG was the go to weapon...
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Proof Shredder Is Imbalanced
Noob_Guardian replied to Darkzero3802's topic in General Discussion Archive
You do realize the only changes that LO made to the shredder was to range, pellets, and ttk? People keep complaining about shredder killing cars, but fail to realize its shit at doing it past 25m (and has been doing it since it came out). I dunno about you but i almost NEVER have a car chase/shootout. If you're in a vehicle getting shot and blown up by a shredder, you clearly did something severely wrong to get within range while driving, or trying to "drive away" with a slow vehicle. I have never been blown up by a shredder just saying, so i'm obviously doing "something" right. Also note that all those guns that reach further deal less hard damage. Excluding jg because its not actually meant to destroy cars, as it is to deal high damage to it, nfas isnt a weapon that is meant to do high hard damage either, its range is litterally 5m its meant as a spray and pray cqc weapon which is why its ttk is .58 3 hits to kill and is why its not only full auto but its bloom is horrible with its range! Having a much worse range and bloom than the JG and CSG to keep it balanced! The shredder is meant to have range. Also just because its full auto doesn't mean it isnt meant to deal high hard damage! Alig does really high hard damage but its full auto! Also note that when the ROF increase comes in for the shredder it will fire MUCH slower ROF than an NFAS AND ALIG! With less range than the Alig and every other weapon that does high hard damage in the game! Hell the ISSR Dogear, isn't even identified as an antivehicle weapon in its text! But its arguably according to some one of the best guns in the game for antipersonel and doing high damage to vehicles, but you claim now that it's balanced? How it's not an AV weapon! NERF IT! (that is, if i was to act like anything without "av" is meant to be "ap".) Long range weapons can fire further than the other weapons and thus get more shots off at a vehicle to make up for its hard damage at range. It makes sense then that a weapon that has a range of roughly 25m can deal more damage to a vehicle in comparison to the other weapons with 70-100m ranges. Just because it's good at destroying vehicles as well, does not mean it needs to be nerfed even further than necessary to make it a "utility only gun". You know, because hybrids are allowed. Not that we actually have very many effective hybrids, because lets be honest, G1 did shit balancing to anything that did decent car damage by giving it horrible firing mechanics in general which is why a good 85% of the utility type guns are not used by anyone! (except well, the dmr av and issrb) Shredder isn't primarily meant to be a vehicle destroyer, however it does do high hard damage. So what? That doesn't mean it needs a nerf past the ROF and decreased Shotgun buff. Even if LO decreased its hard damage to 250 you probably still wouldnt be happy with it. Also note DMR-AV has damage ramp and its damage increases at range, also your dmr av stats seem off it starts at 180 damage and ramps to 270 according to both databases, does pr2 have the useless IR3 mod? A weapon is allowed a niche, and it doesn't need further nerfing because you simply don't like it. The suggestions to make it either completely useless in cqc, and completely useless in general are getting old. The shredder will be balanced once its ROF and Less pellet overtune gets fixed. It doesn't need any other changes simply because "you don't like it" (it's clear you have a bias against the weapon and want to see it nerfed to the ground). -
I mean, i've heard of spades customs, so if you're him, im sure you post all kinds of different stuff. I've seen people who posted like 10+ of the same thing up, and it always annoys me.
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if you make a lot of stuff yeah, but most people just put like 20 of the same thing up x.x
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There is already a limit of 50 items per character on the marketplace! still too much imo, but at least there's a limit like that. Still dumb to go through 5 pages of stuff for a single person though xD isnt there currently a limit of 5 pages per character? wouldn't know, i barely use the market xD but if you say 5 pages and the other guy says 50 per, it makes sense that there is one.
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Should also limit how many items a person can put up then, so we aren't trashed with a ton of overly expensive mods and gear by 1 person.
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.45 is great but not as forgiving, those extra shots matter a lot. The Fr0g keeps its ttk to ~10m, and still only takes 6 shots at 20 which is roughly then the same ttk as the obeya pistol, so its still slightly "better" imo. It's just difficult to actually hit every one of those shots at 20m in comparison but still possible.
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Proof Shredder Is Imbalanced
Noob_Guardian replied to Darkzero3802's topic in General Discussion Archive
You always have to deal with car spawners and pio radar/spawners. I destroy them as needed, but don't just go around firing at every enemy car in between objectives for kills taking 10-15 extra seconds when i could be at the obj and either defending it already or have completed it. You say people sit in the car until they are at an advantage, yeah you're right! Which is why I don't fire at the car with someone in it unless im at an advantage with a teammate near or know i can take him out. Sure i may have to deal with it later, but i have never actually had a problem with it because they normally respawn them anyways regardless. I don't have to destroy every enemy vehicle either, car spawners and spawn choices aplenty normally allow enemies who died to just respawn it as soon as they died. Simply standing near it is enough sometimes to prevent enemies from spawning. There's more than one way to play apb at "higher" skill levels, destroying a vehicle is the easiest at times, but i find it more beneficial to block it instead if there's a teamwipe because im often out of grenades so i don't waste the ammo. Works like a charm as well. Switching to the situational guns on the stages is necessary rather than less effective weapons are important. Yeah a shredder can destroy cars, good job for noticing, but its not going to help much if i'm chasing a car and at a distance against another with a midrange weapon, aligs and osmaws are great for that. By the time you could destroy the car with a shredder, it may be already in the obj spot, or you would of have had to have the luck to close in close enough to begin with. Yes, we both have different ways of playing, that doesnt make either of ours wrong. You have always played APB differently than me as have other high tier players. What I see isn't what you see, because time differences as well as opp differences and how we handle our opp. I'm sure you've noticed this by now Theres honestly maybe 3 "clan groups" currently (on crims) that give me a massive problem when playing and ~ 7 crim players even when solo that do as well (whether they are in those clans or not i couldnt tell you). But I play solo 97% of the time and can often carry or at least hold my own even against clan groups. I won't say i'm "god tier pro", i'm definitely able to pull positive against skilled premades when my team is going completely negative most of the time, even if barely. -
Proof Shredder Is Imbalanced
Noob_Guardian replied to Darkzero3802's topic in General Discussion Archive
Well I would start with them because those are the 2 things that were majorly effected with the shredder changes. I used to 3 hit at 25m before the buff, but it was harder and often took 4-5 hits due to bloom (i got the preset ir3 variant which is rather balanced due to its high ttk in comparison to cj3). TTK got decreased when it got buffed, and then the pellet overkill damage topped it off. Putting its TTK back where it was before would rebalance the cqc aspect, and the overkill would effect the further range aspect therefor more effectively balancing it within its niche, even with cj since it effects bloom with less overkill it wouldn't be near as strong as it is now. If further needed you could change the overkill a little more until it feels as balanced as needed within the ttk limits, which if you use IR3 with the TTK increase, would cause almost a 1s ttk for ~30m, but that would be if the overkill damage didn't cause it to 4-5 hit if you missed. I'm used to using jg, but csg still takes almost 8? shots to destroy a car almost right? JG takes like 5 or 6 I think.