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Noob_Guardian

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Posts posted by Noob_Guardian


  1. On 4/28/2022 at 5:42 AM, JeSuisSansoa said:

    yeaaaa hard like baylan the texture of the contenair look like full hd 

     

    Merged.

     

    i will try this rn tysm

     

    Merged.

     

    HEY so i tested and the config have cool low poly car but everything look textured.  Clearly visible in Baylan. i really want the container look like big cube colored..

     

    They changed things years ago so you can't get to that super low detail by altering UPK files. I'm not sure how to go about it anymore or if possible in .inis.

     

    On 4/30/2022 at 6:46 AM, Frosi said:

    They are not, .ini edits are basically all that is permitted officially although there are some grey area edits like the localization ones and Nofog shader, however, .upk files are a whole different story as these are used to remove muzzle flash or other explosive particles and therefore are not allowed to be edited.

    On 4/30/2022 at 6:46 AM, Frosi said:

    They are not, .ini edits are basically all that is permitted officially although there are some grey area edits like the localization ones and Nofog shader, however, .upk files are a whole different story as these are used to remove muzzle flash or other explosive particles and therefore are not allowed to be edited.

    I'm not sure, are you still allowed to alter the .ini file that USP style does but to a further degree? Or are you only allowed to use the configs given... I remember doing a lot of things by lowering things manually beyond what USP originally did, but that was years ago and i'm not sure the stipends anymore.

     

    Muzzle flash removal is permitted, and it's in the config link shared by cookie. It's the removal of the explosions and other effects that are still not permitted. (I blame the halloween event fog 😢 ) I doubt no fog is permitted if it effects the event but it's probably different?... otherwise they just banned shader changes then let the primary issue that caused it get off scotch free...

     

    I loved shaders that made the game look more vibrant, i still miss them (even though I understand "why" they were removed, i.e. borderland shaders/halloween no fog)


  2. On 4/8/2022 at 5:43 PM, BlatMan said:

    Removing spawn waves would fix the fast spawning issue. They're kinda broken as is since you get to instant respawn when you die last.

     

    The function is currently on a timer. Delay it until the player dies or is in a non combat situation.

    Spawn waves are nice, but they sadly do provide that issue.


  3. If I don't include (ex)banned players or those who abuse glitches/exploits or vegas ramp areas that haven't been "out of bounds'd" yet? No one really rings a bell in regards to the "skilled" category. Can't call someone skilled if they're exploiting, and stuff.

     

    If I include names in the "difficult" category, it'd probably be PVE, sheitingduck/dogfish group (whoever that was 4 years ago or so), but really almost no other names come to mind since it's been a few years since I was active, and those are the only names I really remember that I can say that i don't believe have had any "ban" issues, and consistently are tough to handle/win against.


  4. 2 hours ago, MACKxBOLAN said:

     

    they did something to spread or bloom the site out when swinging it left right ect, so it doesn't excel at CQ as much as before.

    i don't notice any changes leme see. Last changes were in 2020, where they increased the max bloom tp 1.65, reduced ammo by 8, and jump modifier. But that was 2 years ago, and people were crying for its nerf even after that. So unless APBDB missed changes, it hasn't been touched since. Or did they add a "special effect" to it? I noticed nothing in game....

     

    3 hours ago, BlatMan said:

    FAR got nerfed when G1 added the "curve" algorithm to the bloom on ARs. It's still not bad it's just not as good as it's meant to be.

    Did they add that to all AR's? Even then it's kinda irrelevant depending on how long that change was done. You sure it was G1 and not LO?

     


  5. 8 hours ago, MACKxBOLAN said:

    Both of these can be purchased thru Armas, and the 4x4 as well. 

     Both of the guns have been nerfed or adjusted or 'dumbed down' They are good guns if you are Good. 

    Both guns have only 24 rounds and are designed for Close Quarters or short range.

    All Joker guns are 50,000 tickets, highly over priced and its not worth it for even a legendary,

    Due to Matt not adjusting the joker jobs reward, U will be grinding tickets for ever for a shit gun

     The Armas Price of the 4slot Vegas is rediculous after they nerfed the car from doing big wheelies, 

    it is not worth the money in cash, however its still a good car.  

     I dont know how many joker tickets U need for the 4x4

    But I would use the tickets for the 4x4 or a Legendary Weapon. 

     

    Was the FAR actually nerfed??? I know the "Cobra" got a TTK buff/bloom rework.

     

    The FAR statistically is a "slightly more accurate STAR", the COBRA is a different beast entirely and nothing functions like it anymore, it used to be like a joker carbine but high ttk.

     

    6 hours ago, FartyBumBumGuff said:

    Trick to the NTEC is to fire no more than 3 or 4 shots at a time or it sprays everywhere, trouble is many people with certain weapons will kill you before you can fire two shots. Some kill me so fast it looks like they only shot me once, if my opponents have certain weapons I can't be bothered going anywhere near them and only start turning up to die if my team mate also doesn't realise the futility of trying to throw sticks at tanks. You don't get mission points for dying, may as well sit back and roll a smoke. The vegas is a good car for missions, it's very fast and it can fly if you break then accelerate before you hit another car, you might have seen them flying around. I have jumped onto rooftops where the enemy was camping during missions, of course i died as soon as I opened the car door and fired a single shot as usual.

     

    NTEC is meant to be tap fired or burst fired, and can be tap fired with perfect accuracy at TTK of like 1.27s. Burst fire is pretty good as well with a similar TTK (maybe faster?)


  6. On 4/9/2022 at 12:13 PM, FartyBumBumGuff said:

    I used it on a mission for the first time last night, opponent had a long range rifle and I needed to get closer. It was that area with all the bridges and that strange little building you can run through in Financial. He was on the opposite side of the bridges, as soon as the building was between us I hit the button and gave it legs through the building, when I came out the other side he was running towards a bridge with his back to me to flank me, I shot him in the back. I imagine he must have thought I'd teleported if he isn't aware of the epipen. Towards the end of the mission he was on the roof though and I ran around the thing for ages but couldn't find a way up. I'll be using it all the time from now on. 

    Oh you mean the financials lil island building? Yeah theres ways up but you have to jump the vents if that's where you're talking. You can snipe it from the mall or the other side. There's no blatant ladders there. There's 2 ways up but they're close on the same side of the building, split, so one can be used to get up and flank, or run across the pipes to the other one.

    • Like 1

  7. On 4/1/2022 at 9:53 AM, MACKxBOLAN said:

    because Golds run the game. They threatened the staff with ddos if they ban them, or don't do what they say. 

    that is why we are desegregated, that is why no anti cheat. 

     I dont think all the staff are toxic bullies, I think they have been threatened by gold hackers and watched by forum trolls.

     The CEO has not mentioned anything about the crisis in the nearly 7 months, So either he knows n its playing stupid, or he don't know cuz don't care, or he known n the golds have threatened him with cyber, so he wont talk about it or stop it. 

    @MattScott

     When are you going to do something about this. Oh do I sound like a Loon rambling assumption's n insinuations?

    Yes I suppose I do, Why don't U come out of your Rabbit Hole n set me straight.

    This desegregation is not right, its unfair and no one is gonna wanna play this as a new player in these conditions, 

    bring me an anti cheat, bring me a Green Zone with a level cap say lev 50.

    So these new kids don't get immediately sat on by groups of golds.

    With a level cap this would keep people from dethreating and would keep T ranks out of missions with high rank golds

    Sounds delusional.

     

    The only people who threatened DDOS was like -insert Joker Hacker names here- and that was over LO handling the game like G1 did. It had nothing to do "banning" golds. Anti-cheat exists as well last I checked, there was issues with the last one, arguably.

     

    The desgregation is fine. The game originated with it. G1 added it and the game unironically went -downhill- from there. (Though I was for the desegregation at first because I was a newb r100 player getting my patootie stomped by the ol' cheat clans that -actually- existed.

     

    I am perfectly fine with a R50/75 rank cap until new players have to join in with the rest of the population. I even advocated for it at one point on the old forums, to occur with the desegregation. ATM, it's the same as it was when I started playing APB, just with a lot different gunplay and mechanics.

     

    52 minutes ago, MACKxBOLAN said:

    Yea I hate to disparage the GM, but. 

     We only get one gm in NA, n they never are there when the Gold Troll Clan is, smashing your around with their vegas's.

    Or demanding intercourse with your dead mother, no the gm wont silence them for chat toxicity or remove them, 

    They run around in cement trucks or vegas's trolling the Legit, but the gm seems to be more interested in keeping me out of said cement truck.  They dont have any ban power. and nobody is gonna get banned. 

     I dont believe they are banning for anything, they have no proof they are doing anything. Toxic developer lets them into bronze so they can hack n troll n the gms protect them. LO staff mad a mack cuz he wont buy their hax. 

     As far as I'm concerned a Gold is gm. a staff member. In other words the staff is just as toxic and crooked as the gold is

    There's nothing bannable about running around in dumptrucks and hitting people intentionally in it. Just as you can do the same in a vegas or pio. The only bannable thing is if they -follow you for like 10-15 minutes- interfering and blocking mission objectives and the like. Depending on language something -could- be done, but you could also -save chat logs- and send those to LO through support if you wished for something to happen. Just don't shittalk them back and ask them to stop. If they don't you then have a case. (or you can just /block name them) /shrug

     


  8. 7 hours ago, glaciers said:

    the meta is narrower than its ever been, aside from the introduction of a few of the blatant cash grab legendaries

     

    it feels like orbit is so focused on squashing the meta (impossible) that they're neglecting the engagement factor, and as a result they're failing hard at both

    The meta has always been NTEC, HVR, and OCA/PMG, with edgy carbines/oscars sprinkled in. I don't even mention the atac because i've never even considered it a "problem" weapon except when it first came out. The other issue is that the game has -fewer players- than it used to as well. When you had 500 players on joker, there was certainly a wider variety of weapons. When you have sub 150, you're going to have a vastly lower pool of weapons.

     

    It has little to do with engagement in gunplay. Most people quit not because the guns/gun clunkiness, but because they get steamrolled, find a newer/better game, cheaters (hardly an issue anymore imo), and general wierdness of a 3rd person game and "how did he know i was there, wtf why cant i ever flank etc etc" that comes with being a 3rd person game, spawns being garbage (getting spawned on/car spawns), item movement exploits (no really, you have no idea how shitty it is for players to experience the medium item exploit and never be able to -catchup- to people who either mastered it or macro it, we take it for granted but it's shit), lack of hit registration, etc.

     

    I'd personally be fine with buffing weapons to be more laser-like, at the cost of increasing their TTKs, and increasing the "base" .7 ttk for all weapons higher, but then by doing so mid-range combat becomes faster, and i don't think that's a "good" thing.

     

    15 hours ago, Tenginima said:

    Problem with bloom, especially too much bloom, is that it artifically adds undesired randomness to fights, meaning you can never truly rely on your skill to get consistent TTK's. This is why the OSCAR is seen as so OP, as it has no bloom increase, and sure you can still get somewhat shafted by rng, if you are good enough aim-wise you can realistically get more TTK's with that gun then any other gun in the game, hence there is also no suprise to why it is also one of the best feeling, and best performing guns in the game. Bloom should be a secondary balancing measure, infact, i'd rather have all guns be laser guns like in MW2019 then this mess we have here, atleast there if you are good enough you can always rely on your aim to win.

     

     

     

    Both right and wrong. Bloom adds randomness for those attempting to reach min ttk -AT THE COST OF ACCURACY- it's meant to be that way. Oscar is dumb strong because its mobility and it being an out of mm weapon that can fire up to 40m without issue (it's also why joker carbine and PMG is seen as dumb af and on par with being annoying), not so much because it has no bloom. Though it is a factor.

     

     OSCAR is on par with cqc weapons except that its ttk is higher, though people complain about it more because its mobility no bloom accuracy, if they reduced its overall accuracy it wouldn't be an issue. The easiest way to "fix" the oscar is to make it an "in marksman" weapon, rather than being so accurate out of marksman. It wouldn't need a heavy nerf to the out of mm accuracy. However, it's certainly the biggest reason people complain about it, and it gets conflated to it having no bloom.

     

    NTEC has a faster burst/tap ttk than oscar, but oscar can dance around the ntec. OCA can do well against it, but oscar has a glitchy animation which makes it harder to track. Most people who face oscar complain about the glitchy and quick strafe movement it has. If it wasn't as effective at that, it wouldn't be nearly as much of a problem. I'm not advocating to give it bloom either, but making it accurate up to 20-25mm out of mm, then "needing" in mm, seems like a fine balance for it.

     

    I rely on my aim to win, and I rarely have issues with bloom. I actually lose more kills in-game to recoil, than I do bloom. But that's because i know how to control bloom and generally maintain the best accuracy to ROF for a weapon, where-as recoil is more random than bloom and needs to be factored in -per shot-. Bloom will always be -static-, set on a set amount of shots, at a set amount of time with a set amount of recovery. It's manageable, and easily factored into gunplay. Recoil, is completely random, and is not. Both provide good balance in their respective ways. My favorite weapons for fun, are the "ODIN" series, are they lazers? Yes, but they have a high cqc ttk (.79, roughly on par with the oscar which is .825, yet "oscar" is the broke one and odin series is underpowered) The reasoning is simple, accuracy/mobility differences. Mobility being large overall accuracy being the other. Bloom can be ignored for the comparison.

     

    15 hours ago, Tenginima said:

    There's a reason this game is so dead, the insanely stale meta is one of them. A quick TLDR to why, we "lost" guns in their respective catagory, with the OBIR nerfs everyone plays OBEYA, with the NTEC nerfs everyone plays OBEYA or just car rushing with CQC's. NTEC is still kinda strong, but why use it when you have the Ursus or Obeya at hand? 

    Obir was broken so i don't really pity it it felt horrible to play against. Though they could buff it slightly, it really shouldn't be back at full strength. NTEC is fine as is, it's still one of the best f2p weapons in the game and there's really no changing that fact. (isn't that sad, that a weapon that's been nerfed arguably to the ground, is still "better" than most of the other weapons in its class? lel even when all the other weapons got buffed, should tell you plenty about its strength and why it got nerfed in the first place)

     

    obeya has -almost- always been strong except for the few months where it was garbage tier, Ursus has been used heavily ever since it came out as well. There's really no arguing with that. Obeya has been reworked -a lot- to put it somewhat in a decent spot. Ursus is just dumb because its almost just like old style ntec with just a little more recoil. It was used a little less, when NTEC had 5 shots to kill (or was it added after the nerf as a cash grab? I cant remember).

     

    There's no arguing with how strong a 5 htk weapon is in APB in comparison to 6htk weapons. It's why the carbine, fbw, and NTEC, had received the same treatment to nerf their damage. I'm surprised Obeya didn't get the same treatment, but that's probably because its .84ttk  and less out of mm accuracy and lack of mobility is it's balancing factor, that and they wanted it to stay in the same damage falloff range.

     

    I do feel that a lot of people don't get the finer points of why so many things were -rebalanced- to the way they are now. Like, a lot of weapons were very blatantly buffed, a LOT of weapons in a vain attempt for them to be better, or at least be seen as -usable-. A LOT of weapons good and very usable now, but they are seen as -garbage- because it takes a "little more effort".

     

     

    rant

     

    Hell, all people claim to see are NTECS and OBEYAS, but ATAC's are supposedly OP but haven't been touched in ages? what? FAR was "broke" for a while there, but neither it nor the NTEC got altered in any way in like 1-2 years but suddenly it's "op" because people SLEPT on it, then went, oh look, a weapon with less mag, faster reload, slightly faster ttk and identical accuracy recovery stats to the star and only marginally more accurate, but its "op".

    There's still weapons that can be buffed, absolutely. Like odin series, that full auto carbine, and a handful of others. But let's be honest. If a weapon like the FAR can be considered "overpowered" despite -almost- being a STAR reskin, then people clearly are sleeping on a LOT of viable weapons due to bias. Trust me, I know this because I -own- the majority of the weapons in game, and have used each extensively.

    The problem with using them arises when you face premade sweats with 1 hvr, 2 ntecs and a carbine/osca/-insert meta cqc weapon- and it just feels bad to play. Because you feel like you -have- to do something to compete on their level, and even then most people will struggle and likely -lose- even when using the meta weapons against them. You face a team like that and you cringe and go to whatever boring lazy gun you can. doesn't matter what,  the entire game feels horrible when playing against them, and then the gun gets called garbage.

     

    PDW is pretty good, fairly viable at sub 15m against an fbw for example. But I'd prefer not using it if an enemy has a .45, and it doesn't feel great when you're at 20m against an FBW and can't do anything with your sidearm. Sadly, that's where the issue of -gun -vs -niche- and -overlap- come into play. You can have weapons that operate great in X or Y niche, but they're overshadowed by others that can simply do -more-.

     

    Another example, Tyr/Hel accuracy gain vs OCA - Feels like garbage sub 10-15m. Feels really good 15-40m if you've reved it up to shoot. (though it's fun to outshoot ntecs at that weird 20-35m spot once it's at full accuracy) But why use it when the OCA is just going to dominate you unless you have a good cqc sidearm (fr0g/.45/NFA) that can handle it? Used to feel especially bad once the OCA got "buffed" to .64s ttk)

     


  9. Legit never had issues adapting to the changes and -not spraying-. Pretty much every gun in the game performs better via bursts and tap firing even at top end play. I will include the OCA/PMG/shaw in this as well, because I've found it's better to -stop firing and re-aim- over just spraying many times.

     

    The idea that the bloom has ruined the game is a false one. People just don't want to take a moment, and aim properly, you know, via recoil AND BLOOM control. I feel the people complaining about the bloom just want another COD or CSGO spray and pray recoil control shooter where you can set up a macro for the recoil on every weapon and go. Or they want to spray the entire time like the atac/oca/pmg except with "every other weapon" and get great results.

     

    My ONLY complaint about the bloom, is that sometimes it seems that shots that should be in the reticule, at times fire outside of it even with an enemy standing still. Other than that, I really have no complaints, and it could even be explained that it's because the reticule accuracy is at 10m and not further.

     

    Bloom has always existed in APB, and both G1 AND LO had nerfed weapons by increasing bloom, because that was the only way to rebalance them.

     

    Increasing TTK makes things worse in CQC, we saw the effects of the IR re-balance test/changes. Increasing ttk -feels bad- unless every weapon has those changes done to increase the base .7 ttk to something higher, and just increasing TTK or recoil, does little in terms of APB's accuracy when tap firing at mid range. Especially when you're trying to balance -midranged- weapons. This means you reduce the ROF arbitrarily, which feels bad, increase recoil, which has little impact, or increase bloom per shot, which is the only realistic way to balance mid-ranged weapons in APB so that they aren't lasers.

     

    Gun balance in APB atm is honestly, the most balanced it's ever been. Even with the bloom changes, because the bloom changes have effectively balanced midrange combat to a -reasonable- ttk, No more -always lazer- obeya at 60m -at min ttk- as often no more ntec spray that melts everything in cqc and up to midrange. Mid range combat in APB, was never balanced at .7-.8ttk, its balanced closer to 1.3s, and snipers are balanced at 1.3-1.7.

     

    The bloom is necessary to keep mid-range combat balanced. To remove it would be suicide, without first removing the capability for weapons to shoot *past* their max damage distance.

     

    No, Reverting to 2012 or 2013 is not a -good idea- either. There's a lot of balance changes that were necessary through the years, especially to weapons that were -added- after 2012. The only thing I liked from back then was laughing as i ran out of "bullet range" of enemies. But the weapons being lasers up to then was not very fun nor engaging.

     

    1 hour ago, safdfsgkjhdgsjkhs said:

    i prefer that gameplay because not only can you kill and get killed fast, everyone you are playing against uses their brains to avoid dying so easily.

    If you want that, remove car spawners and spawn choices instead. People would start using their brains again. The game got dumbed down with their additions, and it's not even a weapon/ttk issue. Oh i died? Cool i can spawn here now, that's way better than my last position. People don't avoid death, because half the time it's a better choice to just run in and die and respawn.

     

    I think people also forget that most of the people who actually care about not dying a lot, and were the heavily "competitive" players, left APB. That gameplay isn't going to come back without heavy changes and the population coming back.


  10. 2 hours ago, MonkaS said:

    max distance as in the max distance you can cover with epinephrine effects once the hitbox stops desync'ing as much and they go back to there original speed 

    Oh see, I legit use epipen and -run- max distance with it all the time for various reasons. Sure it's useful to get away -sometimes-. But I prefer using it for pushing/rushes/spawning much more haha


  11. 3 hours ago, MonkaS said:

    No skilled opp falls for the radio(hint it doesn't make any shooty noise) and rarely do I kill players who use epinephrine since hit-reg on an already desync'ing hitbo-rx(trash servers with trash tick-rate and players with trash connection) is exacerbated by the speed increase unless they try to use it at its max useful distance which no skilled opp would try and pull.

    Oh trust me, I've made a LOT of veteran and high skilled gold players go for the radio box. Also, It works because all it takes is a single bullet to show up on hud, so a single sound that sounds like a gunshot or is silent (for those who go off hud like me) also works. Some people if they don't realize that it wasn't you who shot  (out of game player) or that anyone shot, they'll still investigate because it's a red triangle, and if you turn it off after 6/7 seconds. They'll not know it wasn't a player without investigating and actually -think- someone was there. It's very important to use it silent and have the time cut-off correct. Because if it is, then people will fall for it, at least once.

     

    Dunno what you mean about max useful distance. I've used epi to push from spawn on things to get away from gun fights, to push a flank faster/cross the road before an enemy can push the following corner and get a clear shot at me on the road.


  12. 1 hour ago, glaciers said:

    the game can absolutely be balanced to minimize new player disadvantage, like moving consumables to a separate reward pool and allowing players to choose which consumable they receive

     

    consumable downsides suck, of the few that actually have one to begin with resupply box has the only downside that regularly affects use

     

    I mean, i've killed a lot of people because they decided to epiphrene as well. And Radio is fun to trick skilled opp with, as really rushy ones will push it if used right. I'd be fine with consumable choice tho. I always found it annoying to go through like 50 of one, in a weekend or so,  and only gain a handful back


  13. On 3/23/2022 at 1:28 AM, glaciers said:

     

    i'd have no issue with mobile cover moving back into the consumable slot again, aside from it being moved away because of a technical issue

     

    its definitely not most mods, mobile spawn and car surfer at the most

     

    bandaids are fine as long as they're properly implemented, but consumables aren't properly implemented imo - they're another disadvantage for new players, most of them have downsides that don't affect how they're used in game, the others are too niche to choose over the ones with no effective downsides, and they've allowed for exploit after exploit

     

    I'm fine with it being back as a consumable honestly, that change irked me because it made no sense. (i loved ammo box and mobile cover)

     

    Every mod or thing that has been added has been a "disadvantage" for new players. You can't balance the game around that fact sadly. I Like a number of the downsides for the consumables, though i do hate how fast I go through them. I'd be fine with turning them all into a -yellow mod- instead taking the same place and not being consumed.
     

    On 3/23/2022 at 3:39 PM, MonkaS said:

    Yes CA speeds up the regen time however its predictable the enemy knows when you start regening it doesn't give players the ability to control when they start regening point being it gives players way to much control. Not to mention the reason we have such shit cover is because apb was originally designed for a slower ttk the cover issue(also slow climbing/door kicking animation) wouldn't be nearly as impactful if the ttk was just increased slightly would make it so shield and epinephrine aren't needed as bandaid.

     

     G1 seems to have intentionally screwed up the previous High TTK test districts and the like to get people to stick with the current standard and shut up about wanting the higher ttk back. We had that chance at least but it was kinda botched from the start.

     

    The door kicking needs adjusted to kick at an angle, or let explosives open up doors. (cool new consumable maybe? LEL)

     

    Ladder wise, they've always been a pain even in 2011/2012. Best thing to do with them is to prenade and push it, or get an opgl. Though most people cant be bothered with the gl. I don't see any real fix on the cover until the "upgrade". G1 had originally planned map changes once it came through but it all fell apart. So hopefully we get lucky reworks.


  14. 15 minutes ago, MonkaS said:

    Have you ever played a competitive game in your life? Do you understand that every time you add a new feature or mechanic they need to be balanced to fit properly in the game or were you the kid who tried to put the square block in the round hole? Consumables are random rewards no one except no life's use them constantly and when they are used like that they are broken. Med spray as I've already stated allows one to decide exactly when they want to start there regen if you don't think giving players control over the exact moment they want to start there health regen is broken than I'm never going to convince you.

    I've played plenty of competitive games, and APB is -NOT- a "competitive" game. However, you are right that every mechanic needs to be thought out and deliberate in balancing.

     

    Med spray is NOT broken. You begin regen in -under- 1 second with CA3, its like -8- with CA2. It's used primarily in situations where you have -cover- and can use it to heal up some. It's doing exactly what it was intended to do. On top of needing grinded for to have any large amount of any consumable, it can also regen "enemies and allies" alike if within range. Regen stops upon taking -any- damage. They could increase that range to 7-10m and it still be "fine" but i think that's a bit far.

     

    You're right, you're never going to convince me because I played years against it and have never found it a massive issue. In fact, I DONT EVEN USE IT, because I find epiphrene, radio, and mobile cover/ammobox -more useful- than med spray! Why? Because they compliment my playstyle more than medspray!
     

    Someone uses medspray and I go -woop, time to tag em real fast/push or grenade again-. I don't go "omg that scrub he's using med spray -insert unintelligible rage here-. Why? Because i've already adapted to countering the thing to the point that it's a non-issue to me.

     

     


  15. 1 hour ago, MonkaS said:

    tl;dr. Giving players control over when they start there health regen with just the push of a button is broken no amount of balancing will fix that and as you've said the game lacks cover in many areas however giving players a means to mitigate something that shouldn't even be an issue is stupid just fix whats already there and stop adding stuff to the game its just dumb and makes the game run worse with every patch.

    and yet without patches and updates, the game will never -improve-.

     

    CA3 starts health regen at .7s or so. That's about as fast as most people's reaction (probably faster) to start recovery using med spray. Med spray is also AOE.

     

    If you hate it so much, start using it. It's not even a cheap tactic like perc spam is.


  16. 6 minutes ago, NotZombieBiscuit said:

    That's not how the customization models and textures are 'baked down'. 

    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.


  17. 17 minutes ago, NotZombieBiscuit said:

    It was a joke. It isn't actually a thing.

    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.


  18. On 3/15/2022 at 10:23 PM, NotZombieBiscuit said:

    Yeah. Remember that gold cheaters have a lag forcefield that they use. So that when your game renders them you will lag and stutter while they are on your screen.

     

     

    On 3/16/2022 at 12:36 PM, your-username-is-not-suitable said:

    The secret is you have to have a shirt with the KEKW emoji covering every part of it, not a pixel of vanilla shirt can be showing. Then you have to put a vanilla jacket on that covers the entire shirt and color it 0-0-0 black.

     

    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.


  19. 2 hours ago, MonkaS said:

    Every single consumable has negatively impacted the game they were designed for the players that make mistakes and don't want to be negatively impacted by a mistake or as a bandaid to fix a greater issue. Med spray = players have the choice of when they want to start regening health thats broken af. Epinephrine and mobile cover are just a bandaid for the lack of cover on maps like waterfront much like car spawn is a bandaid for the shit spawns apb has. Overall its just lazy game design and should be removed. 

     

     

    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.

     

    18 hours ago, RCooper said:

    Car spawner is broken but you can see the car spawner in the map,u can also use a car spawner ur enemies has as ur advantange because you know they are gonna try to spawn there. But consumables and the shield are just stupid mechanics to save your patootie when you should be dead.Ur enemy cant use consumables or shield to his advantange they dont have a flaw/penalty by using them like other cheesy strategies like remote car detonator,car spawner is  already super broken to you .Now u can car spawn and in top of that use epherine injection,ur car spawner was in a bad position,car blew up but had high burn fuel,no worries u have a new cover called shield and if u are low in health just use med spray and u are full health and in cover in no time.

    Like glaciers already said here,u think u are a pmg god and push something u shouldn't have pushed,just pop a shield and medspray and u are ready for round 2 or pop a shield and and use epherine injector and you are out of the situation in no time.

    Add that to the fact that people love to put, thanks to the shield the suitcase in the final stage in inaccesible places.

    U can nade someone behind a shield,but they can use medspray and it was like u didn't hit him with nothing

    Personally for me shield + consumables is like a more refine car remote detonator with less downsides.

    They are just bandaids players use to fix bad decisions they made

     

     

    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.

     

     

    • Like 1

  20. 1 hour ago, glaciers said:

    its a bit silly to claim mechanics you dislike are oversights, especially in this case where there seems to be a clear design pattern to prevent perfect directional cover - vehicles, props, and even environmental cover have all had steps taken to ensure that there's a downside to their benefits as cover

    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.

     

    1 hour ago, glaciers said:

    "legitimate" usage is unaffected because "legitimate" usage isnt dependent on abusing the shield to tank grenades, explosive damage is only a risk to someone who can't move away from the shield after they panic deployed it and have nowhere else to go

     

    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.

     

    1 hour ago, glaciers said:

    i dont have any issues countering mobile cover, i just wouldnt mind if most panic button users were forced to think before they use one of the laziest mechanics in apb

    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.

     

    4 hours ago, MonkaS said:

    Why are they here to stay? It doesn't take a genius to see they've had a negative impact on the game and it can't be that hard to remove them.

    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.

     


  21. 30 minutes ago, glaciers said:

    mobile cover isnt broken its just poorly designed and balanced, as you've pointed out every other destructible item that blocks bullets doesn't block explosions

     

    such a change wouldn't render it useless, and shouldn't even affect the way you describe using the shield, it would only disadvantage those that use mobile cover as a panic button to cover their positioning mistakes

    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.


  22. 57 minutes ago, glaciers said:

    the overwhelming majority of shield users use them to block bullets, so increasing the threat of explosives wouldn't really make the shield useless imo, its a decent short term balance

    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)

    • Like 1
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