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Posts posted by Noob_Guardian
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2 hours ago, glaciers said:im all for a consumable rework, but if youre having trouble with someone sitting behind a shield for 10-17 seconds its probably your own fault
a single conc destroys it now right? and grenades can be thrown beside em and people just go "well fuck"
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17 hours ago, BlatMan said:I wouldn't doubt it. Remember consumables maxing out? Oh wait they still do.
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.
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On 3/5/2022 at 12:02 PM, Poperon said:Matt doesn't even post week updates or even month updates anymore... as if we weren't in it before, we are offcialy in a limbo state.
*Matt enters Tiggs' ninja mode*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...
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2 hours ago, Farbon Ciber said:Agreed
Also, can we start getting some dates and start seeing some movement?
I need you to hurry up and get back to nerfing every single weapon I bought /or use
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.
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There's no issue with such events, why not xP
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On 2/16/2022 at 11:46 AM, glaciers said:yeah, pretty sure tiggs was introduced at the same time most of the ex-rtw devs were let go
I mean, after the "gold lock" blunder....
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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.
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19 hours ago, Arianna said:we are getting destroyed in there
you've been around for 4 years.... the ones needing protecting are the sub 3-6 month.
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6 hours ago, CookiePuss said:used to be 850
Oh right... .-.
(I mostly just forum now lol)
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17 hours ago, Yeedman said:770 max damage, 1.75s ttk (if you fire perfectly)
somebody's gotta be the stats nerd
i used to be, i haven't played in a while so i didn't re-memorize all the weapon nerfs.
6 hours ago, FartyBumBumGuff said:It was a colby SMG, absolute pants, took about 2 seconds to kill anyone, randomly occasionally though they would die as soon as I shot them, I have had luck popping in and out of cover, those cooling jackets make the bloom go large? I keep getting killed by these gunts in less than a second from a mile away while I'm chuffing running as well, how they manage that?
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.
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7 hours ago, FartyBumBumGuff said:I'm not sure I understand the terms like DMR but CQC is close range right? I'm getting destroyed by N-Tecs at close range with an SMG even if they haven't seen me and I shoot them first. Most I get is 80 kill assist if somebody else can shoot them in the back. These aren't normal N-Tecs though, they are gold with 3 upgrades, cooling jacket 3 is one of them so the rate of fire is crazy fast.
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.
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On 1/13/2022 at 5:48 PM, LilyRain said:While I do agree that playtesting to verify changes practically is important, it doesn't truly help in staying on an approach that was tried before and wasn't fruitful nor it really supports his claim of things not being addressed for a long time because of it. It isn't like those District A and B weapon tests were rapid enough to prevent that long time either. It would actually take longer, months upon months to visit every weapon in the game in this way and there would still be discrepancies/inconsistencies at the end of the first pass, because with this approach, those mini-changes also keep in view other weapons that were touched and to be touched.
With their reasonings and how they approach this mess, it just won't end in a reasonable time, especially when that is the plan according to LO's roadmap and that is to wait for the New Engine before attempting to make the balance better (amongst other qualities of life), which brings another great example, being that OCA buff and PMG nerf in order to swap their places in the meta when simply nerfing the PMG would've sufficed. Problem is they didn't really bother to make other weapons that are in desperate need of a buff faster either. Funny enough they actually nerfed LTL. They simply don't seem to be even trying.
At this stage, a healthier and rather unavoidable approach is to simply decide on a baseline (which SakeBee said they did establish one but didn't really show where it is in the current roster of weapons) then buff/nerf all weapons towards it by a certain percentage, because atm, a lot of weapons are their own distinct baselines when there shouldn't be this many. From there, tweaking weapons individually in smaller increments would finally become less of a wall, because then weapons wouldn't be so niche or with some ancient unchangeable identities that don't really allow for narrowing the gaps between weapons a bit further.
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*)
45 minutes ago, LilyRain said:You're clearly more of a loudmouth than even Hexerin. 2185 posts and you only netted 292 approvals..
You guys are a waste of space. Would be nice to see you two post something meaningful for once.
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...
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5 hours ago, LilyRain said:That game plays like a shooter, APB not so much and no, APB doesn't need to play more like a chessboard. The game is already at a point where a lot players wouldn't dare play solo and hence population counts being lower than they would've been for the current state. You are in fact on the side of some who suggested APB should have longer ttks. I won't trust you on your stance because evidently, strategically, factually, with APB's spacial design AND statistically, that will be the end of APB's gameplay.
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.
22 hours ago, GhosT said:I mean, it makes it way easier, but it's still possible to add tons of new stuff on the current engine.
It's just that LO is pretty much the fourth company working on this game, which adds a LOT of issues development wise. So they absolutely have to do it.
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).
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34 minutes ago, AlienTM said:This company is dead.Not gonna make sht.They did 0 to the game in 2021.This new 2.2 version of the engine was in work from last spring and even social is far from finished.Which means that nobodys workin on the game and this company is broke and with debts(probably)Thats why for me at least - is pointless to keep hopin something to happen.I think they had good intentions but last couple of years fkd em up badly so best thing rigt now is to sell the game to another company.Otherwise is going nowhere
"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.
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I'm entirely confuzzled, however, thanks LO!
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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.
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On 11/2/2021 at 4:24 PM, Deadliest said:I’m curious if the new 12th gen intel is capable to run apb reloaded without any issues, due to the new cpu architecture.
maybe your cpu is degrading? Try using configs? or end background task and don’t alt tab in the game.
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.
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7 hours ago, R3ACT3M said:
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.
5 hours ago, Nerima said:Generally speaking people who can unmistakably distinguish a hacker from a really good player do not hackusate. You need a lot of expirience to do that, and when you get to this point you don't really care anymore. So I never had a feeling that whiners in chat treat themselves as a gamegods.
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.
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4 hours ago, Hexerin said:I'd buy it.

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.
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On 9/25/2021 at 4:38 AM, BlatMan said:The PR2 is a downgrade. It has more bloom after the first shot than the PR1, If anything it should be cheaper.
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
On 10/10/2021 at 7:29 PM, BlatMan said:PR1:
- 1.0 max bloom.
- 4.0 bloom per shot.
- 1.2 bloom recovery between shots
PR2:
- 1.7 max bloom.
- 4.0 bloom per shot.
- Max rate of fire: 0.864 bloom recovery between shots
- PR1 rate of fire: 1.2 bloom recovery between shots
You have 0.5 additional bloom between shots if fired at the same rate, more if shot faster.
It's fine if all you're using it for is shooting pioneers at max range. For players and smaller cars I rather have the PR1.
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
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On 9/21/2021 at 8:11 AM, KyoukiDotExe said:To be perfectly clear:
You can't modify an application from 64 bits to a 32 bits one if the code is based on 32 bits. (as a user)
What he means is the colour depth of the application, 16 bit colour, 32 bit colour.
Different from code architecture being made on 32 bits.
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.
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On 9/9/2021 at 5:16 PM, PotatoeGirl said:Being a 32bit app is not an issue. Any 64bit system is capable of running 32bit apps without problems.
You can force it in compatibility settings but any modern hardware / OS will just refuse to run anything under 32bit color.
ah okay. That clears some up.
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On 9/1/2021 at 7:48 PM, a Pair of Socks said:Thanks for the info, I will give this a try!
^^ Will update you on if this works!
Imma wait for you to come to my house and give me headpats, well see which comes first~
Mind TLDR'ing it for me? Have shite memory sadly
Welp, Im fucked then.
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.... >.>
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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....
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Shield
in General Discussion Archive
Posted · Edited by Noob_Guardian
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.