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Posts posted by Noob_Guardian
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On 9/1/2021 at 7:50 PM, LilyRain said:The last time threat segregation was disabled, population counts went down the drain. Here we are for round 2.
But every coin has 2 sides. I guess it is now open season on Dethreaters again, let them get their Karma and be farmed just how they farmed the new blood to the uninstall button.
You mean "put back to normal" after gold lock?
Gold lock caused half the pop (1000 to 500) to leave in 3 months on Joker. Then it went to 400 and hovered before fluctuating and then dropping to what we have now over the next few years. With hard lock, you had silvers and bronzes who used to be "decent" I wouldn't say "great" but they at least could get a kill or two, or hit you with an hvr and give you a bad day, have their skills drop to like, brain dead levels of "inability" and I have literally no better way to say it.
It helped "protect" them sure which is great, however, it worsened dethreating, worsened overall skill level, and made the disparity between the skill levels even worse.
Merged.
On 9/2/2021 at 12:41 PM, Nuuvii said:I'm not enjoying my time playing this game anymore, now there's ZERO chance of a new player actually sticking around when they're forced to fight gold threat max rank players who know the game inside out, and not to mention the tens of blatant cheaters who hack with impunity, I've even had a few cheaters gloat about the software they're using and they're still here. My teammates, and even I, can barely hold our own against these people, it's an uphill battle.
On paper, it looks like a good idea, more players, faster matchmaking. In practice it's wholly broken and just accelerates the rate of which new players are dropping the game. Without Enforced threat segregation I can't see the game gaining any new players which is just the catalyst for the game's demise. What they're going to end up doing is restricting the playerbase even further and losing profits.
Will it retain the long time players? yes, veteran players will like it. Will it retain new players? No. This change is literally like shooting yourself in the foot and expecting to run a marathon immediately afterwards.
Calm your feminine features, it's temporary, and also your analysis is bs, because the whole START of the game for a year or so under G1, the game had plenty of population and was holding/gaining fairly well until they hard locked threat stuff and it went down the drain.
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On 8/20/2021 at 9:38 PM, cowhorseman said:welcome to apb were your hitbox is always 5 seconds behind you
My favorite is when carbine and oscar players used to desync real bad while spamming direction changes, and you'd fire right on them and their hitbox wouldn't be where their character was. I ended up firing off their character, sometimes ahead of, or behind, and hit them, but i had to aim off their model at times just to kill them.
20 hours ago, SquirrelFace said:5 seconds? Those are rookie numbers. I've done it for a few hours. I'm not being sarcastic it's lasted that long. If you don't jump, interact with objects like ladders and vehicles, or move too far from the vehicle, you will remain desynced.
This bug is not server related. The server tracks your real position just fine. You're only desynced to other players who were within 100M. Your position gets linked to the vehicle you were in. If said vehicle moves you move with it. If the vehicle flips other players will see you running in the air.
Remember when you could split your character camera from your character model? fun stuff, if i remember correctly you could "climb ladders" and stuff I believe and go into alleys, but your body was otherwise stuck.
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On 8/19/2021 at 6:12 PM, qb said:The only way this game will ever have guns that are balanced (especially shotguns and snipers) is increasing the TTK to higher values, around the TTK values of Apex Legends with lvl4 shields have to specify since some people 'played' Apex and think it has a lower ttk than apb :'), I've thought about increasing it to Kev3 levels but 2STK shotguns would still be a thing, which it shouldn't be. Lowering RNG, to the point of essentially nullfying it, is also a major step in the right direction.
RNG has no place (or should be kept to BARE minimums) in FPS/TPS games. End of story. Not only will this allow for MUCH more room for adjusting TTK values of all the different weapons they've added, it'll make the game more skill based and reward good players.
but hey, i'm just a boomer...what do I know...
If they continue with the current weapon TTK's (which obviously they will), I'd like to see the PMG be converted it into a burst SMG so that it differentiates itself from other SMGs (akin to the Prowler in Apex)
3-5shots per burst, 4 bursts to kill? Whatever they decide to do (please not with current TTK...), I think it would be for the better. (even then, this idea of having it be burst with current ttk is so odd, bleh)
On-topic of weapon balancing, mods are also a thing that should get MAJOR changes:
-Removing the ability of HS to "lower" RNG (the fact a mod lowers RNG shouldn't be a thing, HS should only add zoom fov, RNG should not be thing to begin with)
-RS should stay (with explanation down below as to why)
-Removing IR, CJ and Bando (no, a mod shouldnt impact range, ttk or add bullets to your mag)
Now, this is more out there, but what if SMGs and pistols in APB would be 100% accurate when zoomed in (or at least keep it at bare minimum), while having RNG when being hipfired at further ranges? (keeping hipfire only viable at CQC ranges)
This change is probably out there and maybe would be flawed in some way, shape or form that I can't think of right now, but I really think it's a step in the right direction (I adore Apex' gunplay)
Going a bit off-topic from your reply, but I'd love seeing better movement mechanics in APB. Walljumping, wallclimbing, airstrafing, they'd be sick ways to outplay an opponent holding the corner with a JG (especially paired with no RNG)
And a plethora of suggestions that were burried on the old forums (ones that come to my mind rn are Esther's clan system & clan war suggestion, map changes people have been telling them for years, removing running missions and other general mission tweaks etc.) This does require more tweaking of the base code and probably more man power that they aren't willing to invest (even though it would MAJORLY help them if and when the EU hits) so I do understand why they would refrain from them.
but hey, i'm just a boomer...what do I know...
I really disagree with the idea of removing HS's accuracy gain. It makes no sense to have a scope and the weapon "not" be more accurate.
Improved rifling i though would have been good increasing the TTK, which it did exactly what it needed to when it had been reworked, but it created wierd bloom recovery sitations, and made people salty because they couldn't cqc an ntec as good while being a god at ranged battles.
CJ can stay, in general it only lets 1 bullet downstream faster for the ttk, and in multiple comparisons, only mildy alters the ttk. By the time a weapon sprays 2x what it could kill (16 shots with oca) it would have fired 18 in comparison to the normal 16. The issue with it has always been that they had lowered a number of weapon's TTK's to below .70, and then buffed them with accuracy buffs. Making CJ3 oca and others really obnoxious.
Removing Bandolier makes no sense. Also, it doesnt effect mag size, it gives you more ammo. You're thinking extended mag, which removing also makes no sense. If you're salty because people out spray you, they have an obnoxiously slow reload speed. The issue is people don't know how to counter it. I love EM3 on a star, it lets me kill 4-5 players in a single mag. I see no issue with it because i hate reloading, and ontop of that, it's gotten me killed a handful of times because the reload time. It's really give or take.
I think such movement would be garbage in apb. They removed the jump fire from most weapons already thank god). It was toxic af when you could easily jump fire, especially with say the scout snipers, because the cover system in this game is trash. It doesn't actually protect you half the time, you still get shot from behind it due to hitboxes being "over" it. They had fixed some of it by raising some cover and lowering the hitbox, however it's still an issue. While such things sound cool. They'd have to rework the entire ttk system to compensate, and then it would be even worse. Whiners already got the strife and HVR damage nerfed, and those are the 2 highest ttk weapons for their classes.
I really wish they worked on clan systems, but it isn't something they added
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2 hours ago, MonkaS said:mark my words no amount of balancing is going to make all the guns viable so could you please stop changing them or at least revert back to like 2014 or 2015 yea ntec was still on top for the most part but cqc weapons were all viable and felt good.
CQC weapons were viable and felt good before they buffed them, then nerfed them, then buffed them, then nerfed them.
You don't have to "revert" all guns just to fix that issue. They didn't need to initially buff the OCA after making CJ effect it, because it was still heavily used and a great gun. It didn't need "buffed" and it didn't need to be altered again afterwords what 2 times after that.
PMG was always iffy, was unusable before initial buff, but has been only had minor nerfs until the recent pass. Which im not sure how it handles now. It's been problematic at a wierd place between cqc and mid-range and doing a bit too good at both in comparison to other cqc weapons. Especially without the need to go into mm.
Shotguns were broken back then, so I'd rather not go back to that. However, shotguns will forever be a hassle to balance properly. They did have some decent balance at one point, however they've always had a few that were either overpowered, or under powered since, and they've never entirely as a class been well balanced.
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On 12/4/2020 at 4:24 AM, KnifuWaifu said:Like you go to ADS but it kinda does a wobbly thing and ends with you un-aimed but still holding down the button?
I get that too, for ages I thought it was my mouse but someone else mentioned it a while ago but considering it still happen, I don't think there is a fix, one that I know of anyway.
I had this and one fix I had was a new mouse, but it was a mechanical failure.
However, if this is caused by sprinting, or auto sprint, that's a different issue as that's caused the issue before due to movement overtaking aiming.
I've also had a third issue where when i'm scoping sometimes, especially with snipers.I'll hold mm in and it'll go in and out of MM like 3x before going back into mm or out of and having to retry. Try "repairing" or re-installing the game. It "may" help fix it. Only thing I noticed when it did this was my mouse wasn't registering my mm in APB very well, but would for other games. So holding MM in APB would flit in and out depending on pressure.
If anything, try setting the marksman mode to toggle, rather than hold. It may be a bandaid fix.
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13 hours ago, Theronguard said:I fought a de-threated gold/silver enforcer that was hellbent on obstructing bronze crims (actual bronze) from ramraiding..........the silver had legendaries (notable ones)........I'm also curious.....


entertainment? seing a crim with 50,000+$ in goods always feels good as an enf
Merged.
13 hours ago, Rico2k said:I checked 3 times during these missions to see if I have chosen bronze district correctly. Why gold threat players with insanse skill play on bronze district? Why they keep dethreating and play on bronze even though they are good enough for silver district? What is the purpose of completely discourage new players for hanging out more than 10 minutes in this game? What is the mindset of these players? Really curious.
For the same reason someone whos played since 2014 would be in bronze, obviously
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4 hours ago, SquirrelFace said:It's just a 1024x1024 bitmap. The only thing it should affect is how long it takes your client to load the character after joining a district. I haven't noticed an fps difference.
It would depend on machine, also, LOD changes based on distance from character do cause lag in other games based on pc as well. You may not have, but i used to run on an I3 laptop, and then a gtx 970 with an older amd chip which was a bit better but still lagged and was noticable. (im now on a ryzen 7 and get very little to no lag in apb) LOD was also an option it was suggested to change back when shaders were a thing and you manually changed things in conjunction with using USPStyles launcher and even before it. I had noticed that changing those settings seemed to have an effect on the lag.
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7 hours ago, CookiePuss said:I have to ask, what exactly is your theory on this?
I don't believe it was cheats or the like, I assume it was because character customization was almost to the max on them or was the max, and the game loading them in closer quarters lead to it locking up on the machine due to having to load it as certain ranges were hit. Customization as we know, already effects server stability, it was why the decrease from 50 to 40 occurred. It makes sense that such customization loading within a certain range which as we know, become "better looking" at certain ranges (at least in other games, not sure about APB if the same logic applied to apb). This could cause certain machines and to freeze or lock up to load things, within 5-15m or whenever that LOD adjustment occurs. Add in grenades/shooting/lighting as well as the UI being a hog on FPS, you're going to freeze up on a not as great machine. It would happen around these players in and out of mission. But was often worse "in" mission.
The only issue with the theory, is that it often happened to the kinds of players who run around in hoodies. So unless the rest of their customization was practically maxed out, I find it somewhat hard to imagine that be the only cause. However I find it the most likely. It was also "consistently" certain players who this occurred with, and not just some one off random experience, and explains why some people I know would say "anytime i get near him I my game freezes up and I die" and it was always *that one*.
Also note, at some point, customization values were "doubled" but that's been long fixed. I'm not sure the effect of said doubled values, but at least before then, it may have played a part in the amount of information loaded.
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1 hour ago, MACKxBOLAN said:Right now it's a Ghost Ship, Noone at the Helm.
With the exception of the volunteer forum moderators, no more in game gms, in order for it to be a conspiracy more than one would have to conspire to dump the game.
Yes they are trying, but they are trying towards their own agenda.
More like some company bought out a bunch of Flop games, n hired Matt n people like him to update n upgrade them.
And That company has deemed apb financially unviable, and or any investors toward that end may have pulled out
after it becoming a quagmire and a money pit.
Ya know if the few memes in this forum actually played NA, I would challenge Matt to boot up n come play NA.
Come n Look the dead horse in the face n ask him Why Mack cant do wheelies, ask it why out of the dozen peps that log into NA 8 are new names, that aren't even names or words, and I'm not talking about T ranks. full fledged mid to high rank.
Ask the horse why the latency yo yo's between 70-200 ms when my normal is 1-15ms, when these funky names are around, even in another instance.
When I invest in something, i expect it to work. I paid for that car and for the kits n now no wheelies, n the fact that this is such a nominal thing to Lo and the Royal Forum Authority , tells me I really need to lookin for a better community. .
Last i logged in i was able to do wheelies a month or so ago... odd
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52 minutes ago, Westford said:Odd that this topic has come up again.
This brings to mind this statement by @Noob_Guardian;
So I thought that that exploit had been patched.
I was playing a few days ago over the weekend for a couple of hours and DC'ed 4 times.
The 1st time was withing the 1st hour.
The last 3 times occurred in a 20min period.
I thought that was a bit odd.
I'm not one to really believe in coincidences, and my internet was fine.
Hopped back on the district after a re-start and noone else was effected.
I may have upset a Yellow player or two.
There's always that possibility.
Yeah... My favorite has always been when you get within 5-10m of a "specific" character in mission, and suddenly your pc wants to crap out and freeze up and you die.
I've had a few wierd disconnect issues when im about to win and such, but I was never able to tell.
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16 hours ago, Todesklinge said:To abuse the ammo box with explosives like Osmaw, Grenades and Grenade Launcher!
The ammo box is a bad game feature that makes the gameplay very unbalanced.
No one uses Grenade Launchers, because you can unlimited Grenades with the same effect without to lose a primary weapon slot = bad development!
gameplay never had the issue from ammo box until they added car spawns so noone ran ammo cars + ammo box lol. gameplay is unbalanced from other things
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1 hour ago, Queen of Love said:Shield Is no more a deployable.
Radar is disabled and will never come back
P5n5 is no more, is just a free map spot for oppo with no one benefit for the spotted.
I see that toxic and illogic provocation in forum is still a must .
Goldies...pfff.never played legit neither for a second, but still loves to broke an unique game.
But I thought Borus was legit
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I swear if frags get nerfed....
as for the discussions people are on about, lots has needed done, from fixing spawns, and imo a more interactive cover system. Performance has always been iffy, especially on lower end machines, or some multi-threaded ones.
2 hours ago, Frosi said:Shield= Still exists.
Radar Tower = Disabled until they have time to fix the thing from quite literally working.
P5N5 = Still exists just not to the point where ppl outside of your mission can influence it.
Med Spray is getting a needed adjustment, no one ever talked about removing it, if you like to play with broken things and feel extremely powerful, I suggest PvE games, especially ARPG's instead of PvP Shooters
Shield - nerfed because whining kiddies couldn't figure out how to counter an already low hp consumable, destoyable with a conc, or a frag and a few shots, and easily shot over with the right angle, and easily shot under before it drops, killing the person.
radar tower - needed fixed no issue there
p5n5, gotta listen to the tryhard whiners who hate when they die and then lose because they can't handle the heat gained from farming the enemy team while stretching time thin through the whole match for more kills.
19 hours ago, Hexerin said:Honestly, I never think about those because they're barely grenades. Now that you've reminded me, let's say: Bricks and 8-Balls get to continue holding three, that refresh one per cooldown cycle.
I'd rather just have like 6 x)
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On 6/25/2021 at 6:58 AM, Bva said:There was literally a playable BETA, which improved quite a bit.
The question is when will we get it tho.they had to go back through after the beta and re-import things that were missed or left out because how they interacted with models/lighting were causing issues, By doing so, It'll probably need to re-beta. As there must have been a lot of bugs with the imports to warrant going silent for a week or two, and now hiring a new person to help. One can hope that we get it shortly, but until then...
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hide threat, remove seg. suggested it since after gold lock.
Also, Anyone from back then knows that the moment hard lock happened, skill of every lower threat lowered to insane levels. The average silver was no better then a green. The barriers protect, but also harm, and prevent anyone lower from getting better (especially w/ no benefit to). it'll be rough af if the barriers are removed, sadly it probably should have been done when there was pop to deal with it....
Merged.
10 hours ago, R3ACT3M said:its been like that for years tho
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46 minutes ago, Theronguard said:U...ur serious....out of all the guns u say the joker carbine...i could understand if CJ3 is on it...but then it only has 0.7 ttk, smgs could beat it since it only has 35m range. I have a good feeling u was using a hoplite and lost to the Joker carbine.
smgs got nerfed pretty handily range wise... and it still can compete well against smgs in cqc. Especially if you miss a few shots with an smg lol.
1 hour ago, xiphos said:absolutely not lol
I mean, i prefered its more "nerfed" variant iteration before this last "buff" to it. However I can't say that before it's "hard nerf" that it was at all close to decent balance. (It was pretty broke strong) It's not broke currently imo, but it's still rather annoying, and its not terrible to use either.
You think it's garbage or something?
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17 minutes ago, BluSoul said:The Joker Carbine.
Joker is annoying, however it's in it's most balanced state it's ever been in currently.... It's just reaaaaally annoying, and difficult to balance right. Because it IS a cqc-mid weapon like the atac, but made for out of mm shooting.
I'm surprised you didn't say Oscar because that gets the same complaints about being broken.
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19 hours ago, Westford said:Glad that the exploit was patched.
Do you know what that exploit was ?
There used to be one to crash districts by combining lililililili and other characters and spamming them fast enough. As Xiphos said, Vivox used to have a way as well but that was solely for individuals. Im not sure of other methods, it's been a long time.
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10 minutes ago, Westford said:Are you sure ?
Do you have "Empirical proof"
(I love that word)
Haha...
I was always wondering the timing of my disconnects.
Oh well
I still have my threshold to fall back on.
There used to be ways to do so, but those who did it were cheaters and have been banned (and I believe methods fixed). Most of the time people who dc'd others prefered to simply DDOS the whole game or crash districts while spamming bible verses...
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2 minutes ago, JunoSuzuki said:STAR 556 no slot
STAR 556 3 slot w/ HB3
OSCAR w/ HMS
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On 5/12/2021 at 11:55 AM, owzzy said:The kickback and the deep impact are both pretty good in their own ways. Deep impact is probably 'better' overall than the kickback, but if you actually want to progress your demolitions role, then the kickback is the best. Being able to 2 shot (and 3 shot) with the kickback nades makes getting kills with the gun itself quite easy, whereas with the deep impact, you usually 85 your target with it and then finish them off with a pistol.
As for the hammer.... it's garbage and should probably replace the flak jacket unlock.
Yes, If you aren't leveling demo, deep impact is vastly better. Its damage and car destruction capabilities are great. The Kickback is alright, but it's not great imo. The multi-shot wind-up really hinders it, and the only thing that makes it usable, is having a 3rd shot to "spray" in somewhere for a kill, because you'll rarely get a 2 shot.
I'd be happier if they removed the wind-ups and gave it a .55s "to shoot" timer. But that's because i find the wind-ups to be very, very disruptive
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On 5/7/2021 at 7:35 PM, xiphos said:http://old.apbdb.com/track/302136/
not a windup timer
current osmaw is better in just about every way especially now that vehicle hp is more balanced, the only issue i have with the timer is that the sound effect is a bit too extreme
I don't care if it's not a wind-up timer. Wind-up timers are the worst thing on guns because it forces you to be a sitting duck in most cases. While they "may" make sense for OSMAWs (though it's highly disruptive and annoying), they don't belong on opgl's/eols especially. I do enjoy the speed and radius buff on the OSMAW though, and prefer it over the volcano for sure.
I just really miss the jump shooting/insta shots. The sound is a bit too loud, i agree.
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23 minutes ago, LilyRain said:I'll support your entire argument by mentioning that O-PGL's fuse delay is 5 seconds, not 4.
Well said, it indeed doesn't need any nerfs.
I keep forgetting that the timer is 5, i keep thinking 4 for some reason. thanks for the mention, i fixed, you don't need to read further.
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Random EOL Rant:
Look at the EOL's, no-on uses them aside for lols or self punishment (i do enjoy using the conc one because it's the "best" one. .55 wind-up 2. timer but range and damage is good af and a single pistol shot kills with it) Nothing is worse than being forced to fight in a cqc fight, "winding up" for a total of 1.1s (glares at hammer and, just for a another "flight" or "fuse" timer. Oh cool, you're slowed for 1s, with another 2-3s on timers? Cool story, you're dead. OPGL at least lets you switch to pistol to "try" to defend yourself and kill the enemy before you die. Conc EOL is good because after the timer, you switch and fire, with a faster TTK than the OPGL, just slightly.
Hammer and kickback? Yeah no they feel horrible to use.
Hammer - 15m to explode
.55 wind-up
1.5s fuse
5.5m max range - 2.25 full damage
535 max damage
22.5m/s speed
TTK - (rough calculation with speed calculated) Either 2.6s sub 15m or 1.8+ passed 15m
You rarely kill in 2 shots with it especially passed 15m due to lackluster damage so the ~1.8 is almost a never occurrence with 2 in a mag. Good when it works- if not, you're probably already dead.
Kickback - 26-30m? to explode (might be 15m still, it's been a while.)
.65 wind-up
2s fuse
6m max range - 2m full damage
575 max damage
22.5m/s speed
ttk - 3.3s sub 30?m 2 hits (tends to be 3 though so 3.95 or 4s) or ~3.29s at 30m on contact.
Most times it takes 3 hits + so TTK tends to be higher for both of these.
more reliable than the hammer, because you have a single extra shot. So you tend to be able to finish enemies off with it, still slow to kill, but not nearly as bad, even if you are a sitting duck for ~2s to fire all 3 shots. You don't often 2 shot alot, but the 3rd shot often finishes the enemy off
OGPL is more consistent and reliable imo, and does not force you into poorly designed timers that literally kill you by being a sitting duck doing nothing but waiting to fire while strafing. You can fire, switch to pistol, and finish off an enemy a few seconds later if you both are alive, or you died with opgl. You can sprint after the first shot, and more without being susceptible to dying "as much".
They could add the timers to the explosive fuse instead for the EOL, remove the wind-up and up the damage of the hammer slightly, and the EOL's probably STILL be better than what they are, because wind-ups are a mandated death trap.
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On 5/8/2021 at 4:22 AM, Reprimand said:Big disagree. From a long distance it's almost impossible to hear until it hits you. The sound is a good warning considering how powerful the weapon is.
Please tell me how you beat two players using LTL OGPLs and bunny hopping to get extra range?
OGPL could use a wind-up timer, at least between shots to space it out. It gets ridiculous having to exit a hallway until the blasting stops just to get a kill.
Nah. The Volcano has a large blast radius but both shots have to hit you to kill you. It doesn't fly in a straight arc like the OSMAW does.
People been saying this for ages. It's time you hand deliver the message to MattScott. Lure him out with some beard oil m'boi.
I play on lower graphics so most of the time I can't see where the OGPL projectiles come from, occassionaly I can see where they land. OGPL should suck in close combat, I'm going to be real with you, all explosive weapons should. They're mid to long range tools to intimidate and put pressure on opponents, not get in their face and spam it hoping to get a win.
I agree that the sound should be made louder or more frequent, however I can always hear "thonk" from OPGLS like 80m away so no big deal.
I get away from where they are firing, flank with a mid-long range weapon, or corner camp unexpected corners at wierd angles for them to come in at.
OGPL windup timer would make it more useless than it already is, especially because it makes you slow af when you fire it at anyone near you to wall-bounce etc. It wouldn't fix "omg i can't rush the hall" issue. The whole point of the OGPL is to flush OUT campers. If you are forced to exit a hall, or a roof, or something until the explosions stop, it's because it's doing EXACTLY what the OPGL was made to do. Look no further than the game's splash-screen text for more info. It litterally says it's there to flush enemies out.
True but volcano is still generally superior. Aside from projectile speed, its damage, having and having 2 rockets that deal more damage than an osmaw does to destroy vehicles that are near an enemy, are a massive advantage.
They shouldn't nerf guns just because you play on settings that remove key game information. OGPL does suck in cqc, it has a 5 second timer. That's literally 5 seconds "to die"
It's when you have a competent user who knows how to wall bounce grenades, and angles that cause issues in cqc. Most times a good opgl user will go pistol in cqc after firing 1 shot off a wall. The downside of the OGPL with a 5s timer still applies. The difference is that you A. Aren't modded right. B. Get distracted and focus only on him and not where that nade went. C. He used his weapon intelligently and there was nothing you could do about it. Most times, it's an issue of all 3.
OGPL isnt "mid to long range". It's a "flushing weapon", and can be used within 30m to flush enemies out of areas with a 5s ttk.
The EOL's were made specifically for sub 30-50m fights, but even then they are specialized for certain ranges, and suck. The wind-up timer makes EOL's sitting ducks. Look at the hammer. .55 win-up .55 wind-up + 1.5s fuse (the other fuse blows up before the other). That's a 2.6s time to kill sub 15m, worse than the OPGL. But at 15-30m it's .55+flytime+.55+flytime (where flytime is about .6 for that speed) so it still sucks at ~3s+, standing almost completely still, while being shot at with a gun that kills you in .7-1.5s
Most explosives suck if you don't have crap graphics to where you can't see what's happening, especially in cqc. They don't need nerfed further.
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On 5/5/2021 at 6:38 PM, xiphos said:the opgl doesnt have a windup timer and we used to have an instant fire osmaw with a slower rocket, it was unbalanced
OPGL has a 4 second explosion timer. It has a 6m blast radius (2m kill radius), and you sprint at 6m/s. You have 3 seconds to figure out where it's going and run. Past 50m it instantly blows up, but you have time enough to look/see minimap/angles and run away from it.
While I agree instant osmaw was "unbalanced" to a degree, it's still imo better than it was now , the current timer takes too long imo.
8 hours ago, Nagletz said:I can bear with osmaw users, but when opgl users got matched against me I just preparing myself for a painful loss lol, ppl who use it will get special place in hell..
Add windup timer to opgl or completely remove it. Leave EOL as only grenade launchers. Ez.
Learn to play against OPGL. They aren't as hard as you make it seem, and they have mods to make OPGL almost useless. Or just go one and fight them. If you're better their team will be useless.
This is coming from someone who at one point mained opgl, no longer play it very often, and "might" die 1-2x in a round from the OPGL, while still getting 15+ kills in that match. OPGL is sometimes annoying, and makes you use your head, but it's by no means a god tier weapon. 99% of players who use it, are pretty trash with it. I've only met 2 people other than me who I'd consider "top tier" with it, and I think both quit. (and I'm rusty af)



No Threat Districts are a mistake
in General Discussion Archive
Posted · Edited by Noob_Guardian
I was not aware of that "switch off". I know that they had "test" districts where they had shut off threat in them, however I was never aware that they had "shut it off" for any amount of time until now. I normally keep to forums, even if I don't play as much, so I'm surprised I missed something like that.
You mean the anti-cheat isn't enough? It's not like there's a lot of cheaters either, let's at least be honest here, the majority of cheaters, especially the "well known" ones, and the old cheat clans have kinda "moved on" already. I think the last time I saw an actual cheater other than someone abusing the medium item exploit, was someone having seeming perfect location awareness but mediocre aim, and that was over a year ago lol.