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SkittyM

SPCT
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Posts posted by SkittyM


  1. 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 😛


  2. 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.


  3. 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.


  4. 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

  5. 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.


  6. 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.


  7. 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.


  8. 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.


  9. 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.


  10. 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

  11. 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


  12. 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.


  13. 1 hour ago, R3ACT3M said:

    Well it should be fixed right away as visual clues as to where your gun's bullets are going are important. Especially if one is trying to figure out how much a gun blooms without going to the apbdev every time.

    I've not really had an issues with it in combat however i'm super not enjoying update rate of player hitboxes.  I've killed people through walls and behind corners as well as been killed in those situations cause the hitbox is sometimes behind my actual location.

     

    Some of these issues have become more noticeable with the district increase to 100 pop.

    • Like 1

  14. 7 hours ago, R3ACT3M said:


    Here ya go, as you can see it's pretty bad. Any new player is going to try and full auto someone and find that shots are missing, but their crosshair is well within the hitbox...

    afaik this is a known issue

    That afaik only affects the client side impacts.  Theres a few issues with effects being directional in APB for whatever reason, noticed muzzle smoke is also directional on some guns.


  15. 32 minutes ago, Noob_Guardian said:

    As for the epiphrene, TBH I thought it removed like 60-80% life not 25% so I'm surprised as all hell that they changed it to -40% from -20. I swear I remember getting 1 shot by a scout while using it before, or maybe i'm just forgetful/stupid. xD

    Nah, i felt that way after 64 bit dropped until i remembered.  It was originally a 50% reduction of current health, got reduced to 25%(i think, DB wont let me look atm.) which turned out to be a huge mistake, so it went back up but not all the way as a sort of compromise since the original 50% was a tad much.

    • Like 1

  16. 10 minutes ago, Hexerin said:

    You mean the invite only Discord? Yea, we'll get right on that.

    The littleorbit discord ya dingus.  Its public to everyone, has been for a few years now.  There isn't some super special super secret SPCT discord, everything is ran out of the public LO discord.

    • Like 1

  17. 15 minutes ago, Hexerin said:

    Which is ultimately the problem, as LO listens to them over us (when they do listen at all). In other words, LO listens to a tiny clique circlejerk that was chosen by the old administration. You know, the administration that drove itself into collapse and systematically destroyed this game. Surely, listening exclusively to them won't end poorly.

    Idk what that statement even means.  Everyone in SPCT was freshly picked by LO and maybe one person out of the group of 10( i think they left though?) was previously SPCT.  Previous balance attempts were garbage but we're trying to fix that (which is part of where the STAR/FAR changes come in, but those weren't picked by SPCT).

     

    The biggest issue with SPCT atm is probably the rift between EU and NA players since neither regions play the same or have the same views on weapons.  There's a fair bit of infighting between us in NA and those in EU on changes.  This isn't a bad thing at all but it means some changes will be more EU persuaded while others more NA.  We got really lucky LO is giving us some time to actually do some minor changes here and there considering how stale things have been.

     

    Also helps to be in the discord as your thoughts are more likely to be seen and talked about.


  18. 2 hours ago, mojical said:

     

    The way I see it, the main reason why the .45 is so centralizing in today's meta is how lackluster all high caliber pistols (and the RFP) are in comparison to it. It makes no sense that the "optimal" secondary pick is the exact same for an OCA primary as it is for an OBIR. I don't think a 5m range reduction will be quite enough if certain competing weapons are not buffed simultaneously, and the optics of further nerfs will be bad for a supposedly high skill ceiling weapon.

     

    One such buff would be to the RFP for example, increasing damage so it can barely 3 burst kill with 3 perfect bursts, which is still far weaker than the RFP's original form. Then its effective range could be increased and the Fang's IR3 downgraded to IR1, so the Fang keeps its current range while the Talon and F2P variants get a bit more, but still slightly less than the Fang.

     

    .45 is lower caliber than .44 or even 9mm iirc.  The 45 AP should be closer to the FBW in terms of comparisons but the thing with the other magnums is that they're ranged weapons and should sorta be clunky.  RSA is maybe a lil too clunky and the ACT still has accuracy issues but they're in a decent spot.   RFP is something we'll eventually look at but i believe a possibly better route is making the FR0G a bit more viable to give players a bit more options over just the FBW or 45 AP.

    • Like 1

  19. 4 hours ago, Hexerin said:

    I wouldn't call it "lethargic", although I could see other gear shifting issues affecting many of the vehicles in the game being called that. Happens constantly with my Pioneer, makes me feel like the vehicle is starting to slow down. Tends to fix itself once I pass through a gas station, for whatever reason. Can also be fixed by simply coming to a complete stop, or by taking a hard turn (>90 degrees, ideally with handbrake). Obviously, none of these are ideal workarounds, and it's nice to hear a fix for this is potentially coming.

     

    The specific issue I'm referring to, is where the Vaquero literally stalls out before its final gear shift. You know this is happening, because simply hitting nitro will cause it to upshift into its final gear after a moment. This happens consistently, but requires you to travel a decently long distance without full turns (the soft bend of the highway's total length on Financial works for testing, if you're curious). It's extremely noticeable when it happens, because the sound the engine starts making is just wrong to the ears.

     

    Thankfully, the engine sounds (from gear shifts, nitro kitting, etc) are all entirely cosmetic, so this issue has no effect on the vehicles actual mechanical performance. However, it definitely has a highly noticeable effect on the perceived performance of the vehicle. I always feel like the thing is moving so slow when this issue happens.

     

    EDIT: Also, a note. This Vaquero issue is not new, it's fucking ancient. Like, 5+ years old at least. Long before G1/RG went on maint mode before selling the game to LO.

    all vehicles sometimes shift up/down seemingly randomly due to gear ratios/speed.  The Vaquero specifically has an issue where where when it hits 5th gear, after a second the audio just switches to idle and it sounds like you're no longer accelerating.  Car just whirrs along sounding like its losing speed with no input and then down shifts to 4th and continues to just whirr until the vehicle needs to accelerate again.

     

    Actually looked at the Vaquero gearing and noted that the Vaquero has a 5th gear speed of "1700", basically every other car has "2200"  So seriously hoping that putting it at 2200 for the Vaquero solves its issue.  Gonna throw one of my monitors out the door if it doesn't.


  20. 9 hours ago, MrChan said:

    Sigh... the conversation thread starts with this comment from Hexerin:

     

    "What really needs to happen though, is that all guns have their damage cut to half (or even a quarter), and fire rates jacked up by double or triple across the board. Same amount of damage in a given time frame, but spread across significantly more bullets."

     

    Pretty unequivocal what's going to happen there, like.

    Oh, yeah.  Your first mistake was responding to hexerin, ngl.

    • Like 4

  21. On 3/14/2023 at 9:25 AM, MrChan said:

    Ok, shots to kill on an NTEC goes from 6 to 12 with doubled rate of fire. Or maybe 18 with tripled rate of fire. You sure about retaining the 32 shot magazine after that? And that's one of the best cases.

     

    Half the damage from the OCA-EW and you have less than 2 kills per standard 30 bullet mag. Or zero kills per mag if we take your suggestion of cutting damage in a quarter at face value (bumping the OCA to 32 stk).

     

    You didn't think this out, did you?

    You realize fire rate and shots to kill/damage are two different values that are not related?  You can increase a weapons rate of fire and still have it be 5 or 6 STK.  The only thing that changes is a weapons time to kill and some of its behavior.

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