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SkittyM

SPCT
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Posts posted by SkittyM


  1. 17 hours ago, Bruhd101 said:

    You reminded had 2 matches where this exact situation happened, what even happened to 1v2s because the game paired me with a gold against 2 trainees, That gold was just stomping on them while I let them kill me when they came close.

    Another one prior was much worse, when this time it was a low level silver and a green (green did play COD so he had that dawg in him with the N-HVR) vs me and some blatant cheater, there wasn't much I could do outside of being a blocker like in NFS carbon or pretending to be a free kick wall so that I take the hits and that green snipes his head off or the silver dude doing their thing

     

    Just for the love of god, at least bring back handicaps

    Edit:

    What an talking about game doesn't even want to do a silver 2v2 especially when it was like me and a bunch of other silvers in a district and we never got a match at all

    The matchmaking system has severely been downgraded and changed from what it originally was and with certain people complaining, 2v2s are gone.  1v2's are also gone but those were ruined by the first overhaul in 2011/2012.


  2. 6 hours ago, Snubnose said:

    Agreed. I don't even play this game anymore but hearing about leaderboards bothered me... it just leads to more competitiveness in a non-competitive, casual game. APB doesn't have the recipe for a proper competitive game... this leaderboard will just lead to more tryharding, cheesing and cheating. Development time for this should've been put elsewhere.

    I appreciate that LO is still trying to keep this ball rolling... but yall should've sold APB Reloaded and kept the IP instead of selling it off to a rich chinese guy whos just sitting on it... we could've had APB 2.

    Ultimately expecting this game to go the way Wildstar did.  Get good and grind or buzz off.  Then it shuts down a while later cause casuals are where the money is at and you alienated them.

    • Like 3
    • Thanks 1

  3. On 5/24/2025 at 5:15 PM, CHRISCEO said:

    Sooo... what your telling me is that the team at little orbit are not talented enough to add rigging to existing assets? 

     

    So we can go look at youtube tutorials for every game engine that will show users how to incorporate bones, rigging and additional animations..or how to take out specific items from static meshes.

     

    But somehow that is out of the question when it comes to little orbit?

     

    You guys give so many excuses for incompetence.. no wonder why this game is in the state it is today.

    You do realize APB is a multiple miles of custom code that im pretty sure is only internally documented at best.  LO have tried to add some animations to no avail and the character system is unique unto itself.

     

    No amount of snorting UE3 documentation is gonna answer questions on custom systems built by a team 20 years ago.


  4. Been asked many a time and the answer will always be no because the social contacts are Unique not just in visual appearance but also rigging.  Sofia's boots and garters are the only thing that could be recycled but the rest of her outfit is entirely unusable as characters don't have the rigging required nor the animations.  Same goes for Charlotte's skirt.

     

    La Rocha's stuff is a bunch of separate parts and wouldn't fit within player customization technical aspects.


  5. 5 hours ago, Noob_Guardian said:

    Didn't they nerf the SG-21 or was it just nerfed when they "claim to" have unfked the spread damage on all shotguns? Because it was always "decent->good" before, but it wasn't heavily used until NFAS, COLBY, and JG saw nerfs, then people decided to pick it up, and i vaguely remember it may have been nerfed then.

     

    It was honestly my favorite shotgun.

    I think it had 3 nerfs in total but im not 100% on that.  The most obvious nerf (to anyone who used the original) is that it now has spread.  Originally played more like a DOOM gun but because the producer at the time wanted it to be more inline with other shot guns, it now blooms.  It also had a damage nerf at one point but that later got reverted; It might do less damage than it originally did but its still over 900.   It may have also had its range nerfed but im not sure, it was always a 10m shotgun on the best of days.

     

    Sadly shifted away from this game so i only remember things prior to 2024 so any changes since then i don't know.  It was best in its original iteration, thats for sure.

    • Like 1

  6. 5 hours ago, koenyboy500 said:

    Be advised: APB DB states that putting a MagPull 2 on Strife leaves you with 5 > 4 bullets in the mag. Whereas Magpull 3 also has 4.

    Magpull 1 oddly enough makes you have a faster reload with no repurcussions as you still have your max of 5.

     

    NEVERMIND, apparently the stats from APB DB (database) are wrong?!? I loaded up APB myself and it appears that ALL magpulls make you have 4 shots ready.

    Extended mag 1 gives no extra bullets. ExtMgs 2 gives ONE extra shot. Extended mag 3 ALSO gives a single extra shot.

    TL DR: best value is Magpull 3 or ExtMgs 2. Both giving and taking a single bullet from/to the magazine.

     

    Something worth noting though: IF YOU USE MAGPULL 3. It appears that not letting the mag go from 0 to max is key, as the extra animation is costing VALUABLE time. Infact, the amount of shots you can send downrange can be GREATLY increased by simply OR having 1 bullet left before you reload OR (to a slighly lesser extent) when reloading from a fully empties clip, trying to click before the animation for your last bullet plays. I do this when I see the second bullet being loaded.

    Shooting 3 shots and reloading feels amazing.

     

    (If you can't tell. I really REALLY want to make the SG-21 Strife work >.<)

    Unless i forgot that something changed, Magpull 2 gives you four rounds and Magpull 3 should give you three, which is why you go with MP2 instead.  Core component to using the SG-21 is keeping the last round in so you can shoot 3x and quickly reload 3 rounds and keep shooting.  Same logic works with the JG/CSG/Corsair.

     

    Also note that Extended mag on tube-fed shotguns is kinda broken so you're getting a stacked reload penalty of the reload itself being longer (per round) and loading more rounds than normal.


  7. The SG-21, S-247, H-9, and AR-57 aren't really based on anything besides some chineseium AR platform.  SG-21 should be shooting either 10 or 8 gauge shotgun shells which would mainly be used for building demolition purposes hence their high damage output and clunkyness of the gun.

    On 3/10/2025 at 7:22 AM, Yapopal said:

    Is there a strategy that gives an advantage to this shotgun?

    Nope, just run IR3-MP2-3PS3/Tagger and pray.  Kinda suffers from the same issue the CSG does in having too many pellets but you straight up just have to stop caring about doing good and vibe with the gun for it to be good.  The clunk of it is why its good/fun to use.

    • Like 1

  8. Things pretty cracked within its effective range.  Though the range cripples versatility which is more what APB is about, imho.

    On 12/21/2024 at 5:59 PM, BlatMan said:

    It's too good in cqc, but it sucks as a rifle. We have enough good cqc weapons, adding another was pointless. It's the same issue as the Corsair. It's good in cqc, but the damage dropoff makes it useless at midrange.

     

    Both weapons look like they should have some range, so when they don't, your brain immediately says it sucks, even if it technically doesn't.

    Annoying thing is the Corsair was originally meant to compete with Rifles like the CR762 or N-TEC.  Whole point in it shooting slugs really but here we are.


  9. 5 hours ago, Darkzero3802 said:

    Eh. Steam charts seems to say otherwise. We had that influx back in may but that dwindled away already. No staff is proof that they dont care as if they did the staff would be in place to handle the cheaters and fix the game and for servers im sure there is some cost to that which has gone up with inflation over the last few years. I dont see the cash flow increasin with a decining playerbase to makeup for higher expenses.

    What staff even.  Only Support can ban and it seems LO has downsized significantly which is why support times have plateaued and/or raised.  APB at this point appears to be self running in a sense as LO has no other games and i don't believe they operate off of investors.


  10. 21 minutes ago, MattScott said:

    This is an active conversation internally, and it's something I want to do. We just haven't come up with what the reward will be yet. Stay tuned.
     

    Entirely obscure thing but if we merge our accounts, is it possible the console weapon skins could be made account wide?  Would be neat to have my xbox weapon skin on PC.  Its technically an xbox anyways 😛


  11. 2 minutes ago, Kast2 said:

    If they end support for Console versions, it is clear that they will not port 1.30 to Console.

    Normally i'd look at it like that but the 1.30 thing was... special?  Not sure how to word that as consoles are currently on 2.0 and the plan was to do up 1.30 and later port that to consoles.  Some may look at this as 2.0 is canceled but 1.30 could still happen.


  12. 8 hours ago, Bruhd101 said:

    damn, you telling me this shit is paid, 

    the last 2 dudes and a rat at the GTA online department didn't make me spend real money for a GTA VI car (90% chance jt might be on that game) that left shit like this, along with not being able to change suspensions and a dashboard speedometer and tachometer blacker than me irl , which you cant even change, same with other cars in the DLC that arent SUV's or the customizable cop cars 

     

     

    and yet the mirage was more halfassed 

    Only trade off here is that it takes R* months to years to fix any vehicle issues, assuming they even bother fixing them in the first place.


  13. 51 minutes ago, thrown. said:

    My friends and I have been discussing this for a little while, but how difficult would it be to finish and release the midtown map that as to my knowledge is more than half done?

    I feel like this would be a huge move to bring back a lot of players and give the players a new environment to play in.

    (Also as a former map maker this to me seems like by far as the easiest way to refresh the game play experience for the community.

    Not sure where you pulled that info from but Midtown was never half done.  RTW started on it and converted it into Financial so there's no Midtown to speak of. 

     

    Even if it was half done, it would be a few years before we even got it due to APBs ancient tools.

    • Like 1

  14. On 5/25/2023 at 1:22 AM, Yapopal said:

    The Car Surfer modifier should have a debuff that increases the sight bloom, about the same as when falling from a height.

    Actually something i mentioned to a dev last month, lol.  Likely making it tie into the in-vehicle accuracy modifier and tweaking it for heavy weapons.  Heavy weapons, more so AV centered ones, are rather strong when car surfing and they arguably shouldn't be.


  15. 5 hours ago, R3ACT3M said:

    I don't really see the coywolf being meta, it has acceleration but no top speed, and I'd rather pick a mikro for acceleration. IDK about EU but NA cars are varied *enough* but i'd like to see the heavy duty cars have their health back, at least enough to be able to tank 1 osmaw shot without being disabled and left stranded.

     

    Well given the fact that the coywolf is an upgrade veo, it's hard to see propper tuning ever becoming a thing unless they get rid of said coywolf (or) change it's handling entirely to have the han veo make sense. So I wouldn't mind seeing some rally cross style upgrades to some of the slower cars, as nobody is playing the slower cars anyways. And they should just remain in the game as "civilian" cars.

     

     

    Coywolf outclasses the Mikro for the most part.  The Vaquero/Mikro speed buffs helped in that area at least but, the Coywolf is just a 4 door Mikro with less "character".  Stiffest suspension in the game though the car also feels heavier than it should be (for a "rally" car anyways).  Had actually compared the Coywolf stats to the Vaquero and Mikro and the Coywolf is literally a 4 door Vaqero, statistically.

     

    Most, if not all, of the tuning concerns stem from making cars that don't entirely outclass existing cars.  Can actually upgrade the Calabria and Veo without issue as those would sit as side options to the Mikro/Vaquero but the Ravan and Cosenza would actually just be better cause 4 seats instead of two.


  16. 11 hours ago, R3ACT3M said:

    But alternate versions (like the coywolf for example) that come with body kits and other mods would be neat additions. 

    Actually considered this a while ago, maybe even adding in wide body options for cars that are purely cosmetic but are a completely different vehicle due to technical limitations.

     

    The only issue i can see is that we don't need another 5 Coywolfs.  In some ways the result may over-saturate things, but i suppose that depends on how you look at how the vehicles should perform.  You'd probably have to buff the base vehicles HP so you have proper tradeoffs and don't end up with a bunch of meta mobiles like the coywolf is.


  17. 3 hours ago, Hexerin said:

    Are you high? The M-1922 was fucking trash with that recoil. It's why literally nobody used it.

    People used the M-1922 until RP went in some entirely jank direction and gave it a recoil curve.  It was pretty unfun to use after that and you just never saw the thing ever again.  LO Couldn't find the original recoil values so instead its curve got adjusted to make it more usable but it still sucks.

    3 hours ago, BlatMan said:

    The M-1922 is trash because G1 nerfed the accuracy. The recoil was 90% vertical which is easy to control, but it required too much desk space. The lowered accuracy made it worse against other SMG/AR hybrids, and the hip fire recoil makes it less viable against SMGs.

     

    The 'Hazardous' legendary is pointless. It has normal preset mods,  and a free 2 slot M-1922 is unlocked from the later contacts. I would give it Chambered Round, and one open slot. At least then it has something better than the normal model.

    Honestly i don't remember an accuracy nerf but, i do know its had a few changes before RP started throwing curves on half the guns so im unsure.  The recoil was the main thing balancing it out (kinda like the SHAW but not obnoxious to control) and the gun was mainly meant to be used in marksmen, not from the hip. 

     

    The 'Hazardous' was one of the first legendary weapons and had just never been touched since.  It should be updated with maybe its own unique mod if one can be figured out but that's stuff for much later.

    3 hours ago, Reprimand said:

    It has terrible range and accuracy. The description says you have to fire it from a braced position but that is largely ineffective for what should be an SMG. The only weapons you do that with are the LMGs. It should be something you can hip fire on the move like the rest of the SMGs. 

    Why do you have to put such awkward mods on it? Does it use HS3 or RS1? Does it use IR3? It is largely unclear. The weapon design for it is awful. It's a troll weapon. 

    I have no idea how it has terrible range and accuracy when its effective range is 30m, like the other SMGs, and its more accurate in marksmen than some SMGs .  The "braced position" is just flavor text referring to the high recoil it had and is a bit outdated.  I guess in concept a "braced position" just means to take cover and use marksmen. 

    While most SMGs can be used from the hip, some are a bit more geared for marksmen (ACES, Curse, Manic.) and the M-1922 is one of those.  HS3 and muzzlebrake i think were two of the de-facto mods you would use on it, i know HS3 was at least originally.


  18. 14 hours ago, mojical said:

    Hopefully for the next patch some of the less used primaries will get buffs too. I think the Curse and Tommygun (M-1922) deserve a look. The Curse is overshadowed by the also underused ACES rifle in both range and TTK so I believe they should be at least equal on range, and the Tommygun could get a fire rate increase to get its TTK in line with the VAS-C2/Trouble Maker. The Trouble Maker is much easier to handle than the Tommygun so it makes no sense for it to have more killing power, yet I don't feel like a nerf to the Trouble Maker is justified with the PMG in its current state.

    The ACES Rifle is an assault rifle and kinda *should* overshadow it in a way.  Curse needs some adjustments but its mainly an SMG that caters to players that ADS.  M-1922 is largely fine other than it needs its original recoil back.

     

    9 hours ago, Reprimand said:

    They really need to decide if the Tommy Gun is an SMG or a rifle. The mods for it make little sense. 

    What mods.  Its an SMG and has always been considered an SMG.


  19. 2 hours ago, BlatMan said:

    The fr0g should be increased to 15M or 20M.

    The current state of the fr0g puts it at 15m, that's sorta what the damage buff and range buff were about.  The biggest issue with the fr0g is that its literally a better FBW but minus the range/mag size.  We tested a flat 20m upgrade and it was basically an FBW replacement.  The current version is better but obviously not what people (or some of us in SPCT) want but, we can't also make the gun an FBW upgrade.

     

    I'd actually like a more properly versatile FR0G that's somewhere with the FBW and 45 AP but that requires doing more with the gun than a simple range buff.  Changing the FBW is sort of an option but its a perfectly fine gun, so why change it really.

    • Thanks 1

  20. 1 minute ago, Hexerin said:

    The difference is night and day, there's no way to miss it.

    Depends on when you tested and i guess where.  Sorta wish i had dev tools to see what the car was doing but between the top speed increase and the gear speed increase i genuinely didn't perceive a difference in the Vaquero's behavior.  Kinda wish i had done some before/after clips


  21. 9 minutes ago, Hexerin said:

     

    BTW @SkittyM it looks like this attempt at fixing the Vaquero actually had the opposite effect. It's now gear stalling on multiple gears, and the stalls are significantly more pronounced (audio). I think the positive takeaway here is that it actually did have an effect specifically on the thing you attempted to fix, however. Maybe try pushing the number down to 1,500 instead? That would push it shy of half the change (1,700 -> 2,200 is +500), but in the other direction. See how that affects things, and then move on from there with whatever new info is gained.

    I haven't noticed anything overly different in my testing, vaquero has sorta always stalled out in 5th gear then down shifting to 4th and continuing its stall. 

     

    I kinda ignored the other gear speed values but i doubt those will change anything (though next time i'll mention and see if updating the other gear speeds does anything to the vehicle).  The Vaquero and Mikro are basically identical in terms of power output/speed so the issue likely lies in the audio engine itself and possibly the Vaquero audio files specifically.

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