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Leefekyn

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Everything posted by Leefekyn

  1. I don't use them, so I can't confirm or deny, but if that's the issue wouldn't the solution be to fix those instead of trying to get another gun to fill their role? As far as buffing it goes, I'd like to see a very slight accuracy buff, but nothing more. I personally want the gun to keep meme status. If they made it any good, they'd have to change gun game events, as well as daily missions that require kills with it, as it would no longer be challenging.
  2. Quick sidenote to this thread since it's about the ARMAS market; why am I limited to a 3 day trial of the SNR PR1? I legit want this thing account bound, please add it back. Also would like to see this in the JT store as well.
  3. Do you have an ad blocker that may be filtering the page? Have you cleared your browser cache? Tried another browser?
  4. Leefekyn

    LtL Conversion Mod

    Bumping this thread as I recently made a damage calculator to show how this would change most weapons. Not 100% accurate, but it's fun to theory craft with some weapons. Link is in the main post, enjoy!
  5. Maybe instead of having it just alternate between on and off, give it a breathing effect?
  6. I would really love to see both parts of this happen. I need that Anubis skin on all my weapons.
  7. There's actually an option for this already. Main Options > Audio > Interface Just tick/untick the ones you want to have the noise.
  8. Yeah, the original charts had started, mid (average between start an final), and final dropoff ranges, but I noticed that the ones based on start were far too weak to be worth using, and the ones on the end were too strong. My wording definitely could have been better too. Not quite sure how the curved damage system would play into everything, and that's way too many values for me to work with in sheets. Its all about constructive criticism. Getting feedback, positive or negative, on these types of threads is helpful!
  9. Well shit, I was pretty hyped for district-wide arresting
  10. I'm calculating everything from in between the dropoff start and end distances, and just updated the main post to reflect that. With that said: The DMR should be two shots from 70m on, a little op, but nothing extreme. The DMR in most cases seems like a straight upgrade with this though, which I'm not a huge fan of. The CR762 is four shots from 20m to 35m, pretty big deal. Unless the benefit of reduced accuracy loss was taken away, this would be pretty broken. The OBIR two shots from 20m to 35m if all shots hit, I could deal with this, but definitely not ideal. Spreadsheet is pretty much done though https://docs.google.com/spreadsheets/d/1pSk31UgcImrJ59rKLDg7hQS85dJkoBk6TQL-DUn819w/edit?usp=sharing That sheet should let you select any weapon on db.apbvault.net to see how these changes would effect them.
  11. The mechanics in the game are great as is IMO. I think we really just need some new contacts to grind for some new rewards. (Mods, vehicle kits, etc.) Also, as someone who used to jumpscout a ton, I really don't think it should make a comeback. It was pretty easy to grab those kills when floating around corners. What do you mean by rebuilding the foundation of criminal, enforcers, civilians?
  12. Leefekyn

    LtL Conversion Mod

    It would be pretty insane haha, but having the gun detonate early would probably be too big of an advantage in some cases. I've been running the volcano this last week with the only desire being stuns. Fun as all hell, but completely unreliable.
  13. I've always kinda liked the ramping system, but wish it was easier to gauge exact distances. Something like the how spotter, firework launcher, and volcano show range in the reticle would be nice. I picked the N-TEC as it's one of the most used guns in the game. It would cripple the ability to use the gun in the first 10-15m and would require a solid secondary weapon to help offset this, but would lower ttk past ~40m until the dropoff reduces the damage below that point at ~50m. For the DMR, I would imagine it'd be a great pick for a mod. It seems like it'd lower the range at which the gun two shots slightly, but at the cost of a base damage reduction. I started a spreadsheet to test custom mod numbers like this to see how they'd play, but haven't had the chance to finish it. This, with certain weapons at least, has the ability to lower ttk within particular ranges, instead of just increasing the overall range. Not saying this is a great idea, but I feel like there is some potential to having a mod that rewards players for actively trying to dictate how close or far a fight is. Heavy Barrel just seemed like the go to one as it already has a damage reduction, and isn't used nearly as much as other red mods.
  14. Definitely agree with the music, I just find that having the big chaotic scene at login gives players a pretty good feel of the game. The intro video is great, but feels like too much on every launch. I think it should be there on first launch, but doesn't really have a reason to be there every single time the game is started. I can't seem to recreate it, but many times, it refuses to even let my skip past it.
  15. I'd really like the current one to be set as the login screen by default, but have an option to swap out for the old menu. The new one is more impressive graphically, and might appeal to new players more; I'd like to be able to quickly go through all the menus and get in game quicker though.
  16. So, I know mod changes aren't really what people want to see right now, considering all the "mods are fine don't change any" responses to the recent improved rifling patch. However, I'd like to see Heavy Barrel get some more use in general play. As it is now, Heavy Barrel reduces overall damage to, in turn, reduce bloom per shot. That's cool and all, but it usually isn't worth the damage trade off. Heavy Barrel is a reward for the sniper role, why not have it reward players for keeping their distance? My idea is to take this a step further; I'd like to introduce the ramping damage system currently used in the DMR and Volcano, while keeping the upper limits on range. Heavy damage reduction for the first 60-80% of the effective range, then a modest increase in the last 20-40%. Damage reduction, damage increase, and ranges at which these effects take place, can all be tier based. Rough Numbers: HB1 10% Sloped Damage Reduction below 60% of mid dropoff range 7.5% Sloped Damage Increase above 60% of mid dropoff range HB2 20% Sloped Damage Reduction below 70% of mid dropoff range 10% Sloped Damage Increase above 70% of mid dropoff range HB3 30% Sloped Damage Reduction below 80% of mid dropoff range 12.5% Sloped Damage Increase above 80% of mid dropoff range Check how this would change individual weapons: Link: Damage Calculator So, all the values in this are taken from db.apbvault.net, which may have a few incorrect numbers. If they're numbers seem right, and the chart for your selected weapon is wrong, it's probably on my end. I'll try to figure out the linear functions to get those inbetween values soon, but for now you won't be able to highlight the graph to see exact values. Otherwise, enjoy! Thanks for taking the time to check out the thread!
  17. 1. Respawn Delay - Yup, that and a point increase are the only real benefit to running LtL loadouts. 2. Stabba weapons with huge ranges and no recoil. The low recoil is true, but is completely offset by the fact that it takes much longer to stun than it takes for your enemy to kill. Also, Stabba is capped out at effectively 50m for the LtL primaries (hard cap on the nl9, and the dropoff for the ccg), anything farther than that it'd be difficult to get the arrest anyway. The DMR might be the exception here, as it can stun at longer ranges, but it's still incredibly hard to get the arrest at those distances. 3. Perc+pig - I actually feel like this needs to be balanced a little bit better, but as it stands, isn't a pressing issue. The pig is a single fire taser that takes forever to reload, so if you miss your shot you're dead. If you don't kill during the reload, that's not the LtL players fault. 4. Crims need an alternative to arresting - There is no need to blur the line between crims and enforcers any further than it already is. I understand that mechanics might seem one sided at times, but as it stands, if you're being bested by LtL you'll more than likely be even more frustrated with that same player using lethal weapons. You and your friends would actually do well to make some enforcers just to try it out and see how everything works. It teaches you how hard it can be, and even how to avoid playing into situations where LtL can win.
  18. Lowered to 85 sounds perfect. 195 is just too far ahead for most players. Most casual players will never even get that far.
  19. Leefekyn

    LtL Conversion Mod

    Solid point, especially since a slot is taken up by the conversion. So something from the standard 3ps3, ir3, hs3 mod set would need to be pulled.
  20. Leefekyn

    LtL Conversion Mod

    I'd also be curious to see how a hard range limit would play on the osmaw. I might draft up a few more concepts of the mag art later too, thanks! I'd just be afraid that the hvr. It would feel pretty cheap to be stunned at 80-85m out. I feel like a range limit would be better, but I guess it'd be no worse than the regular hvr. The range limit, at least in my mind, helps to show when it might not be worth it to try and run for an arrest as well.
  21. Leefekyn

    LtL Conversion Mod

    As it stands, LtL is pretty limited in scope if you purely want to run it. You've got 3 primaries and 2 secondaries. It's a good amount for a niche play style, but it would be nice to expand that roster to almost all available weapons. I'm not saying a direct conversion is a good idea, because I absolutely don't think it is. There needs to be some restrictions to make it balanced, as the N-HVR shouldn't be able to stun people at 99m etc. Availability is also a concern, as it should be something that needs to be earned. My idea for that is to add Cop Rank 16, and lock it behind that. So this is what I've got: LTL Rounds (Honestly not sure which color makes the most sense here) -Range Reduced to 50m (To avoid long range sniper stuns, and play more toward the LTL range) -Health Damage Reduced to 85% (Not sure if damage reduction is necessary, but LTL is typically slower than it's lethal counterparts) -Hard Damage Reduced to 30% (Weapons that can blow up a car, but cause no flesh wounds? Nah) -Ammunition Changed to LtL Rounds -Stamina and Health Damage Reversed -Stun Flag now Positive So with these changes, we effectively have nerfed versions of guns (at about 85% damage, minus range) that have the ability to stun. They will always be worse than their lethal counterparts, and have one less mod slot. Numbers are pretty rough, but that's why I wanted to make this thread. If you can think of any weapon or combo that would become too strong with this, please let me know! Test it out!!! Link: Damage Calculator This is a link to a spreadsheet that would show how this mod would change most weapons. There are a few that aren't calculated correctly, but the majority should work great. The values in the "LTL Conversion Mod" Box are editable too! So if you don't like the values proposed, feel free to tweak them.
  22. If I didn't have to get up early for work, I'd join. This seems like fun!
  23. I would imagine after the EU, this would be much easier to do. Right now we can't even have 50v50 maps because max customization characters prove to put too much stress on the server. Extending that limit would only make things worse. Besides, there is so much you can do with the current limit if you just optimize your symbols a little!
  24. I need the Varzuga Rally with muffler in my life.
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