Jump to content

Noob_Guardian

Members
  • Content Count

    9976
  • Joined

  • Last visited

Everything posted by Noob_Guardian

  1. There's no issue with such events, why not xP
  2. Could be a network congestion issue/provider, could be someone in your home if you share internet and have lower speed internet with others on things like Netflix and the like. There's a number of possibilities sadly.
  3. you've been around for 4 years.... the ones needing protecting are the sub 3-6 month.
  4. Oh right... .-. (I mostly just forum now lol)
  5. i used to be, i haven't played in a while so i didn't re-memorize all the weapon nerfs. The gun fires faster with CJ increasing I believe "max bloom", or at least hitting it faster. Full auto and hitting all 6 shots at farther ranges with any assault rifle is generally hard to do without a bit of spray. However, NTEC recovers its bloom really quickly as well so it's possible to burst and tap fire it effectively and any minor pause easily gives it it's base accuracy back. It's why at farther ranges it can ttk at ~1.28s with perfect accuracy just by tap firing. I believe it could be faster with a 2-3 shot bursts. Colby is a hit or miss weapon at times, especially without reflex sight. But yeah, if you can't kill sub 1.5s on an ambush with any weapon in it's optimal range, you're going to have a hard time but that comes with practice.
  6. Depends on the SMG, I believe PMG, OCA, and NTEC have a .7 ttk. If you fire first, and lost, it's because you missed a shot (or several) and they didn't (and you likely aren't running CJ3 if new). CJ makes the NTEC bloom large AF, they can definitely spam fire real good sub 3-5m, but if you hit them with the OCA/PMG at 7-12m, where the NTEC starts to have to zoom in, and spray becomes much less effective due to bloom, you should be fine, especially if you can get corner leaning right. They'll have to burst fire or tap fire, increasing their TTK from .7 to ~1s+ just to get you, which gives you an extra 2-3 bullets downrange before they hit their ttk, if you pop in and out of cover some too, then it can benefit you as they will miss some shots and you can pop out and fire a lil faster than their reactions on defense (depending on player). DMR is a sniper, other than the N-HVR which hits for up to 90 hp damage with full accuracy and a base ~1.7 ttk, the DMR has a lower TTK, and 3 shots to kill. It has a lower TTK, but a special benefit that it's damage ramps up over range, so that at either 83-93 (i forget the exact range), but about that far, you can get a 2 hit kill, at a .8 time to kill (ttk). It's generally considered the weaker or much more niche sniper due to it being 3 hits to kill (whereas an HVR can do 90, and straight up knock someone out of the game real quick, or pin them so that they have to hide, or die from your team in a bullet or two). But the DMR is a viable choice at times depending on the location and whether it's water front or financial. Especially if you can make use of the distance mechanic to outshoot other hvrs. All snipers work well in waterfront the majority of the time, in financial Scout and HVR tend to be better choices if sniping, but a few places, typically near the warehouses/highways/water area work well for DMR as there's enough places to pop up at range to 2 hit enemies in the open.
  7. I agree, though said baseline should be likely based on range increments. Something i've noticed for example with STAR/FAR/NTEC for example, is that you can TTK up to ~10-15m, then up to 50m, the average ttk with "perfect" accuracy goes from .7(.75) to ~1.25/1.35 with perfect ttk to accuracy ratio (I used a macro to test the NTEC's ROF Accuracy regain once) Snipers are bit more difficult because theirs goes from like what? 1.4 on average to 1.7, with the DMR going as low as .8 at long range. But most guns should be fine if they follow a similar base TTK with different accuracy based on ranges. A lot of the current weapons, least before I took a break, was balanced about a similar TTK at these ranges, though for example, STAR would still lose out to the NTEC, as it's not as good at ranged, but it would still do better in cqc spray. Weapon mods also change this a lot (*glares at HS3 being used on every non cqc weapon*) hehe, i'm an even bigger loud mouth. I've posted so much that people didn't like. (*laughs in ntec rebalance discussions*) I wonder how many have higher than 10k posts that actually talk anymore...
  8. APB used to have a higher TTK somewhat in RTW, it wasn't much of an issue then. But I do agree atm it's a bad idea, to retouch all of the games balance. It had been tried at one point, but the "tests" to do so, felt more like G1 had intentionally blundered it by not stating weapons the same as RTW and by intentionally making other weapons terrible so they didn't have to do so. Everything they add, has to be ported over, everything they "change" has to be ported again. I believe Matt at some point, stated they thought about doing certain changes/adding some things, but decided not to because it would mean re-porting it and the extra stuff ontop of it and making sure it "worked", instead of just adding it "after" the upgrade. Which would have meant doing 2x the work on what was being added. I agree its possible, however, G1 and the other company before LO? Had even shown how much work it meant to add or change a simple map object. Showing why it was imperative to get the EU complete to do anything. (I believe that's also why they haven't done anything in terms of map balance since like 2014/5? In the mission districts like they had when it came to adding the tunnels in the buildings and extra cover, and removing some spots, they had to use like 2-3 programs instead of just "1" to make the changes or something along those lines, it's been a few years).
  9. "THEY DID NOTHING TO THE GAME" yet the only way to easily add new content or do literally "anything" other than add weapons or change em, is to get the engine upgrade done. It's almost like every plan to update the game is hinged soley on the engine.
  10. There's no reason to remove explosives from Fight Club, simply because you don't like it. Can they be annoying? Yes, Are percs annoying? Yes Are shotguns annoying? Yes, Are HVRs annoying? Yes Are Osmaws or volcanoes annoying? Yes, Are Corner campers annoying? Yes Is camping the item in easily defended chokes annoying for offense? Yes But that doesn't mean you remove them from Fight club. If opgls are a problem for you, pick new locations to sit/camp, and don't be obvious. I've rarely died to opgls in fight club let alone mission districts. If an enemy has an opgl with 20-30 kills, i might have died 3x to it max, even in a group of "4" in mission districts when the enemy has 16 opgl kills, "maybe" a max of 3 was from me, and i've been pinned to hell and back again by people using it. That's saying something, especially when i don't use flak to counter it. And dying 3x to a single enemy in any mission, isn't actually rare so again, no problem. I've rarely ever seen the problem with them. Hell, i "USED" to main opgl, it's why they are so easy for me to stay away from and counter most of the time. Oh, enemy spamming opgl there? *moves back*, enemy spamming opgl into a hall? *uses different entrance*. *uses cover* *uses basic common sense* oh look, reload at 4 shots *pushes* Flak is a bandaid for it. The problem is you aren't willing to alter your playstyle and tactics against them. The same hall you ran into, got ambushed with an opgl and died? You'd of gotten ambushed and died to any shotgun or oca *faster* and that's a fact. The only difference is because it's "different" or explodes, and counters the typical playstyle you prefer, you want it removed. Even if you would have 100% died without a chance of doing anything, in the same situation with almost any other weapon. That *one* is the problem. The OPGL has a 5s timer except passed like 50m. EOL's have a 1.35s timer + flight. Osmaw has a 1s+ flight. Most rifles have a sub 1s TTK, with a 1.3 Eff TTK at range. And each explosive weapon has stark downsides to abuse. EOL? Get sub 15m otherwise just move some, it's got trash explosive range aside from the conc one. In which case just watch for the pistol switch or find new cover. OPGL? Move, fire, move, fire and push closer than 15m and keep moving watch for rebounds. Osmaw? Flak? Lure out rocket and push? Not sure about this one, it's always been hard to deal with for me even in missions lel. In the end facing them takes more situational awareness and caution than normal weapons. But they aren't hard to beat.
  11. No, it was actually a thing. When I started in late 2011, the game was pretty smooth on my brand new I3 laptop. After 1-2 years, it got progressively worse, noticeably so after patches, until one patch made it almost impossible to play without a constant, sub 30 fps. It became unplayable for me on it when the game started to run sub 25fps. About "gold lock" the game became unplayable with the fps drops and lag, and degrading fps on it. I'm positive that there were backend changes to the code that made the game run worse between 2012-2014. Unless APB caused the laptop to shit the bed, i think patches have at some points degraded the playability of the game.
  12. Kinda true, at one point I memorized the typical tactics and timing to get places for gold players, and would always be ready to ambush/flank an enemy. Often got called a hacker, but they didn't realize how obvious their strats were. Always funny because you'd get that one bronze or silver with an hvr that just "wtf why are you *there*" and other golds would just call hacker after dying to him. Like no, he just isn't playing the typical way and wrecked your patootie. Not really true, some hackusators are full of it, or do get it wrong at times. However, others even if they do hackusate, tend to do so more cautiously and get it right. I've called out plenty of old cheaters/cheat clans who got the ban hammer. I'll admit i might not have always been 100% correct, but if 80 or 90% of those you thought cheated got banned. Well... You're still pretty accurate, even if you aren't always right.
  13. I kinda missed the point as well. It's not hard to get the DMR to bloom using CJ3, which to make it bloom to the 1.7, means to fire faster than .8s intervals.... People make use of carbines with CJ3 as well, and it's a noticeable difference.... are we going to pretend that it's not possible to notice the effects of CJ on a weapon or something? I use CJ on DMR, but enjoy HB on a star. I'm just a wierdo.
  14. it's AV though so you dont need as much accuracy, and if you fire basically at the same ROF as a normal DMR the bloom isn't an issue. I did PR1 just because it was cheaper, but i've often used CJ3 on a normal DMR anyways, so its a non-issue to have it on the AV. Saying from experience i'd rather have bought the PR2 Wrong actually 4.0 bloom per shot is how much bloom occurs from each shot. If you fire at the same rate, the bloom per shot doesn't change, and it recovers at the same rate. CJ3 increases the "max bloom" which makes it so that you can fully bloom to 1.7 rather than 1.0 when firing at the fastest rate. If you fire a shot at .8s to a 1.6ttk on both weapons, bloom will be recovered at the same rate of 1.2, and thus will be just as accurate. If you fire faster, then it's possible for you to start going over the recovery rate, and have excess bloom. CJ3 benefits, in that you can fire *faster* with albeit more max bloom. meaning that you can then go up to the "1.7" max bloom after a few shots at max rate of fire rather than having perfect accuracy while shooting at TTK. It however doesn't change recovery delay, nor does it change the per shot modifier, which would actually effect the bloom between shots if fired at the normal 1.6 ttk rather than the 1.49. Firing at Max ttk for both guns 1.49 vs 1.6 - PR2 Starts to Bloom Firing at 1.6 TTK at .8 interval for both guns - Same recovery and accuracy
  15. I mean, i was thinking color depth. I'm aware you can't force a 32 bit to be 64 bit application etc. They both run on different architecture and stuff. I was throwing out ideas that i'd heard before. Such as underclocking and USPStyles Launcher may helping. I might even suggest using "debug mode" if it's a nvidia, dunno why but when I play Apex legends, it 100% crashes if I don't have it in that mode. No clue why but it's harmless to try imo. Otherwise it's just unfixable until the upgrade, which you know, is kinda RIP.
  16. Pretty much, however I think I remember people mentioning underclocking, or advanced launcher may help. But it is an issue with the engine and game itself being in a different 32/64 bit. Is there a way to run the video card in a lower bit/color resolution? I almost wonder if that would work but im no techy and the last time I saw that kinda stuff was like, windows 98.... >.>
  17. I really need to log in to see if this is true or if its a bunch of bs lol. It's been a while since I've played, but it's been over a year since I've seen anyone questionable....
  18. I was not aware of that "switch off". I know that they had "test" districts where they had shut off threat in them, however I was never aware that they had "shut it off" for any amount of time until now. I normally keep to forums, even if I don't play as much, so I'm surprised I missed something like that. You mean the anti-cheat isn't enough? It's not like there's a lot of cheaters either, let's at least be honest here, the majority of cheaters, especially the "well known" ones, and the old cheat clans have kinda "moved on" already. I think the last time I saw an actual cheater other than someone abusing the medium item exploit, was someone having seeming perfect location awareness but mediocre aim, and that was over a year ago lol.
  19. You mean "put back to normal" after gold lock? Gold lock caused half the pop (1000 to 500) to leave in 3 months on Joker. Then it went to 400 and hovered before fluctuating and then dropping to what we have now over the next few years. With hard lock, you had silvers and bronzes who used to be "decent" I wouldn't say "great" but they at least could get a kill or two, or hit you with an hvr and give you a bad day, have their skills drop to like, brain dead levels of "inability" and I have literally no better way to say it. It helped "protect" them sure which is great, however, it worsened dethreating, worsened overall skill level, and made the disparity between the skill levels even worse. Merged. Calm your feminine features, it's temporary, and also your analysis is bs, because the whole START of the game for a year or so under G1, the game had plenty of population and was holding/gaining fairly well until they hard locked threat stuff and it went down the drain.
  20. My favorite is when carbine and oscar players used to desync real bad while spamming direction changes, and you'd fire right on them and their hitbox wouldn't be where their character was. I ended up firing off their character, sometimes ahead of, or behind, and hit them, but i had to aim off their model at times just to kill them. Remember when you could split your character camera from your character model? fun stuff, if i remember correctly you could "climb ladders" and stuff I believe and go into alleys, but your body was otherwise stuck.
  21. I really disagree with the idea of removing HS's accuracy gain. It makes no sense to have a scope and the weapon "not" be more accurate. Improved rifling i though would have been good increasing the TTK, which it did exactly what it needed to when it had been reworked, but it created wierd bloom recovery sitations, and made people salty because they couldn't cqc an ntec as good while being a god at ranged battles. CJ can stay, in general it only lets 1 bullet downstream faster for the ttk, and in multiple comparisons, only mildy alters the ttk. By the time a weapon sprays 2x what it could kill (16 shots with oca) it would have fired 18 in comparison to the normal 16. The issue with it has always been that they had lowered a number of weapon's TTK's to below .70, and then buffed them with accuracy buffs. Making CJ3 oca and others really obnoxious. Removing Bandolier makes no sense. Also, it doesnt effect mag size, it gives you more ammo. You're thinking extended mag, which removing also makes no sense. If you're salty because people out spray you, they have an obnoxiously slow reload speed. The issue is people don't know how to counter it. I love EM3 on a star, it lets me kill 4-5 players in a single mag. I see no issue with it because i hate reloading, and ontop of that, it's gotten me killed a handful of times because the reload time. It's really give or take. I think such movement would be garbage in apb. They removed the jump fire from most weapons already thank god). It was toxic af when you could easily jump fire, especially with say the scout snipers, because the cover system in this game is trash. It doesn't actually protect you half the time, you still get shot from behind it due to hitboxes being "over" it. They had fixed some of it by raising some cover and lowering the hitbox, however it's still an issue. While such things sound cool. They'd have to rework the entire ttk system to compensate, and then it would be even worse. Whiners already got the strife and HVR damage nerfed, and those are the 2 highest ttk weapons for their classes. I really wish they worked on clan systems, but it isn't something they added
  22. CQC weapons were viable and felt good before they buffed them, then nerfed them, then buffed them, then nerfed them. You don't have to "revert" all guns just to fix that issue. They didn't need to initially buff the OCA after making CJ effect it, because it was still heavily used and a great gun. It didn't need "buffed" and it didn't need to be altered again afterwords what 2 times after that. PMG was always iffy, was unusable before initial buff, but has been only had minor nerfs until the recent pass. Which im not sure how it handles now. It's been problematic at a wierd place between cqc and mid-range and doing a bit too good at both in comparison to other cqc weapons. Especially without the need to go into mm. Shotguns were broken back then, so I'd rather not go back to that. However, shotguns will forever be a hassle to balance properly. They did have some decent balance at one point, however they've always had a few that were either overpowered, or under powered since, and they've never entirely as a class been well balanced.
×
×
  • Create New...