Jump to content

Fruitini

Members
  • Content Count

    1137
  • Joined

  • Last visited

Posts posted by Fruitini


  1. 14 hours ago, PogoTheClown said:

    Just toss low yields in the bin and all is forgiven my guy

    It was like 2000 we just got a computer me and by brother got into counterstike, and we played at a local lan center all the time. I remember playing with the awp, a lot but it was called the artic sniper then. Some guy would always call me a noob for using a one shot weapon, I thought it was a little cheesy but i remember one kid standing up and yelling once "well you don't have to use it if you don't want to , shut it and just counter it" that was a good day....my point is if you consider it embarrassing that's fine just don't use it. Don't ruin it for others that enjoy the weapon by taking it out. Maybe come up with a replacement if you think it's so bad..

     


  2. 9 minutes ago, hotbot said:

    ATAC is kinda a crutch, it's a good gun to rely on because it's easy to use, but it'll get outclassed by a skilled NTEC user in most scenarios

     

    Yea that was my main concern, when I ntec I wanna keep my distance but it's harder than it sounds given some areas that my objective spawns in


  3. I guess it makes it pretty unique, in a cqc setting I could use cj3 and for longer ranges ir3

    9 minutes ago, CookiePuss said:

    Both ATAC Ntec and Ursus should be 50m for damage dropoff start.

    ATAC and Ntec both hit 30% damage by 70m, but Ursus gets to 75m before 30% due to not having curve mechanics.

    ATAC however is less useful at even 50m due to lower min accuracy, and CJ only makes that worse.

    I was more thinking is resupply time, rather than just swapping weapons all together..hmmm


  4. 27 minutes ago, SelttikS said:

    That would be accounted for by your score already, correct? You typically have a higher score because you do better based on the combination of fps skills and game knowledge.

     

    A mission with a noob with good FPS skills vs a Vet with detailed knowledge of the game and good fps skills will most likely show the vet winning. Thus the vet would gain mmr. There are more details that could be done but that is the basics of it.

    Yea it still is a little flawed because if you team up with a new player in a sence what sort of opponent would you face? Could the vet carry the noob go higher ranks? How would the new player lose his rank to get back to his skill level....yea I need to work on some things. This is assuming on a perfect world where we all play equal Haha this may have to many holes but how many does the system we have now?

     


  5. 4 minutes ago, SelttikS said:

     

    I would dare say that it might be easier to, instead of radically change how threat is calculated, instead spread the colors out more over the current mmr.  Say have it where 25% of the player base is in each tier. This just needs minor tweaks to the mmr spread and the dispersion to the colors.

     

    I could see that being much easier to manage. I just wish there was a better way to use the map knowledge you get from playing the game to account into your skill cap. Map knowledge meaning how to attack and defend in such a way that you win...hmm


  6. 22 minutes ago, CookiePuss said:

    YCQ21NY.gif

     

    Sorry I dont think this is a good idea at all.

    Hey no big deal I made a big leap to post my idea about how to help the system of it turns out it's wrong cool but I tried but why won't it work?

     

    17 minutes ago, SelttikS said:

    So again why would we want to spend money making your system instead of what we have now? Sell us this idea. This is Shark Tank and the tanks all carry assault rifles so try hard.

    The system we have now obvisouly isn't working. How threat is generated and perceived all I'm asking is to look at it in another way. Each mission has it's own difficulty level coupled with the area of the map. Assuming there are easy defends and hard defends. Hard attacks and easy for each mission objective and map area. A certain skill and memorization is needed to compete tasks in certain areas. Like the examples I listed. Knowing how to approach something and complete it shows skill imo.


  7. 45 minutes ago, SelttikS said:

    Well the highway is a rare spawn that roams so you can't take it into account. Green is actually Elite tier and worth bonus points! The real Meta is in taking that hold the whatever and taking it to one of the Omega Purple areas so we can farm more points and manipulate the system more! Because adding an overly complex system that solves nothing is MORE so its better!

    A that's where you are wrong moving an item to a harder location doesn't manipulate the system of omega purple. It really just stayed static despite you moving it. So really just keep the item in a certain area and don't run with it....because you won't get extra points 


  8. 4 minutes ago, NotZombieBiscuit said:

    But why

    I dunno thought you where a good person to admire. Maybe even stal...talk a about in a good way....

    2 minutes ago, Dopefish said:

    Come on guys, we might not agree with the idea, but we should appreciate the effort. No need to belittle him and turn every post into shitposting.

    Thanks I thought it was a great idea...i know its not the unflawed system but it's an idea to show there is something else out there. Maybe not my idea but someone else will come along with something better 

    • Like 1

  9. 9 minutes ago, SelttikS said:

    OMG I was right, sorta. I gave you plenty of criticism, you can choose how to take it though. You are asking to make something that would take a supercomputer to implement in any useful way. Something that is in no way needed nor worth the effort.

     

     

    There is a huge difference in critising them with their ideas than "constructive criticism" which basically means asking a question or helping me with a counter to my idea. You can Google criticism and constructive criticism...they are different 

     

    Anyway back to my topic....


  10. Just now, Dopefish said:

    I approve of people coming up with new ideas and being willing to discuss them seriously. Not to mention going through the effort of making illustrations.

     

     

    But I have no idea how to read your image. Difficulty based on specific objective? It doesn't help that some streets have multiple difficulties.

    Yea I was working on that I should of waited a little longer before posting but at first I wanted areas like squares and then it turned to street names. I know it's tough to gauge and read it really. I'll have to make another one 

    • Thanks 1

  11. 2 minutes ago, Dopefish said:

    This would require to manually tweak the threat multiplier for both mission type and location. This is extensive work for little to no improvement to the system as it is now.

    Yea I agree having your whole team go n5 would be kinda lame. I wonder of the score would be throughout and kills would push players above each other not only to eliminate threat multiplier issues but allow a "team winner or opposing winner"


  12. 1 minute ago, SelttikS said:

    I am now picturing op with map print outs and crayons coloring areas different colors for how randomly hard they seem to them.

     

    Ok for real why would this in any way be better than... well than anything else. Like a cabbage could give as good results determining the infinite number of variables that can happen.

    All you're doing is spreading hate, constructive criticisms would be appreciated. And fyi not crayons so ha there 7nDUHey.png


  13. 3 minutes ago, NotZombieBiscuit said:

    This is next to impossible to actually implement well.

    I know it's way out there but this has to be it because completing missions well, imo determines, map knowledge, and game mechanics on attacking and defending. It's going to be hard but it will be so worth. Also I'm like your biggest fan.

     


  14. 7 minutes ago, BXNNXD said:

    but if its not precise then you'll have people artificially gaining threat for completing easy objectives that just happen to be very close to hard ones

    Yea when I made a mock up map about it I had some areas not really overlapping but running next to another tier area. There has to be a way to make a certain intersection neutral or let's say it all works perfect your objectives spawn in the same areas as the same area threat. Maybe if we piled missions Into that category we could filter out that happening....so I was thinking how you would scale. You don't wanna always play hard mission what if it was RNG but you where teamed with liked skilled players who have played many missions like yourself with the same skill 

     

     


  15. 1 minute ago, BXNNXD said:

    from my laymans pov, assigning every objective location and mission area a specific threat modifier is basically impossible

     

     

    not only would someone (likely an 8 person team) have to go through every single objective and mission area manually, but missions are so fluid that 2 objectives right next to each other could very well have different threats

    Yea I was thinking about that say the item spawns In a lower tier area and you move it to a higher one, well the item would only count for the area it spawned in. I know like I said it has its flaws but it can all be worked out. Which is why you make the areas quite large you can't have several low tier areas like really small either near a larger high tier. I really like this idea I believe it can work.


  16. Just now, BXNNXD said:

    im still confused

     

     

    are you saying threat should take mission area and objective location into account? because that can get subjective af, not to mention it would 100% have to be done manually

    Yes it should, and we need an entire revamp on how matching works because let's face the facts what we have now even if we attpemt to fix it, it's still the old way and it's not working at least not in my point of view 

    How hard would it be able to dethreat with my system? I would say very also it has many positives. Listen the threat system sucks everyone should be gold literally 


  17. We can all agree everyone has their own skill level and to determine that is very difficult because we all preform at different levels each day. Apb is none like any other, its missions are random and in different (almost) spots every time that's why normal conventional systems for matching will not work.

     

    This is what I propose...a system build around mission end stage, difficulty of mission and area of the map. Because each area comes with it's own skill cap. For Instance we can all agree in waterfront near the water missions are down right dreadful it's very hard to attack for some. But easy to defend. In financial the hospital is another example, hard to defend easy to attack for some because skill and time played (map knowledge) will allow you to overturn the objective. This will accumulate points over time giving you rank color and symbol. Instead of a team member gaining points for objectives the whole team gets the score, because you helped him get to that point. Dr borus snake oil I remember is a super pain mission to do, repo racers is another one these types of missions I believe being able to compete shows at least some skill. 

     

    I'm still working on a system where if another team fixes the game where they allow the other team to win and so on I realize there are some flaws but I feel like it's a really solid idea.

     

    • Like 2
×
×
  • Create New...