-
Content Count
9989 -
Joined
-
Last visited
Everything posted by Noob_Guardian
-
fix the matchmaking or bring back the threat districts
Noob_Guardian replied to Arianna's topic in General Discussion Archive
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. -
fix the matchmaking or bring back the threat districts
Noob_Guardian replied to Arianna's topic in General Discussion Archive
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. -
fix the matchmaking or bring back the threat districts
Noob_Guardian replied to Arianna's topic in General Discussion Archive
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. -
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.
-
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.
-
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.
-
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)
-
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.
-
a single conc destroys it now right? and grenades can be thrown beside em and people just go "well fuck"
-
APB 2022 Roadmap Discussion
Noob_Guardian replied to CombatMedic02's topic in General Discussion Archive
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. -
APB 2022 Roadmap Discussion
Noob_Guardian replied to CombatMedic02's topic in General Discussion Archive
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... -
APB 2022 Roadmap Discussion
Noob_Guardian replied to CombatMedic02's topic in General Discussion Archive
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. -
WitchQueen's Pay 2 Grief Game
Noob_Guardian replied to TzickyT's topic in General Discussion Archive
There's no issue with such events, why not xP -
APB 2022 Roadmap Discussion
Noob_Guardian replied to CombatMedic02's topic in General Discussion Archive
I mean, after the "gold lock" blunder.... -
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.
-
fix the matchmaking or bring back the threat districts
Noob_Guardian replied to Arianna's topic in General Discussion Archive
you've been around for 4 years.... the ones needing protecting are the sub 3-6 month. -
Oh right... .-. (I mostly just forum now lol)
-
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.
-
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.
-
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...
-
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).
-
"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.
-
A thank you letter to Matt Scott
Noob_Guardian replied to RemoteDet's topic in General Discussion Archive
I'm entirely confuzzled, however, thanks LO! -
Remove explosives from fight club
Noob_Guardian replied to jmiIos's topic in General Discussion Archive
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. -
Can we go back to the APB build in 2013-2014?
Noob_Guardian replied to Gateron's topic in General Discussion Archive
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.