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Posts posted by SkittyM
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4 hours ago, Snubnose said:I haven't thought about the exact numbers, and I know this sounds weird or extreme at first but it might work so bare with me...
how about Hunting Sight 1/2/3, Improved Rifling 1/2 and Heavy Barrel 1/2/3
I think with the right mix this could maybe work out, and I know what you're thinking - "HOLY COW, A SECONDARY WITH 3 MODS?! THIS MUST BE OP!"
but I'll stop you right there... it's not OP if the mods are (partly) poor choices!
As you can see from the posts before this, HS is more of a downgrade to the RFP, and so will HB be to a certain degree. (see below)
pros:- improved accuracy thanks to HS and HB, but shouldn't be too much of an impact because that's what RFP is good at already.
- slightly more range thanks to IR.
cons:- weak hipfire accuracy thanks to HS.
- slightly more shots needed to kill / higher time to kill thanks to HB.
you could go HS1, IR1 and HB1 to make like a "soft" version of this gun, or go all in with HS3, IR2 and HB 2/3 to really force it into a marksmanmode kind of playstyle and pretty much eliminate hipfiring.
but overall I think IR3 is kinda overkill even with the downsides of HS and HB.
do people still know heavy barrel exists?There's already a version with heavy barrel 1 on it, not sure why you want to combine a bunch of them since secondaries only have one mod normally.
3 hours ago, Solamente said:i dont think the game itself is built to handle secondaries with multiple mods, i seem to remember g1 saying something about that before
edit: but the fr0g series exists so idk, maybe it was just secondaries with open slots?
That was to do with open slot weapons since the UI simply can not support it. You can otherwise put up to 3 mods on any pistol just like normal, just has to be done under the hood.
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55 minutes ago, Weeb TheEpicGuyV2 said:You should really call this damage dropoff range
Min Damage Range is correct though. 25 > 15m just refers to the distance between dropoff start/end.
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3 minutes ago, Lily Rain said:I couldn't agree more. In fact, level 3 mods on secondary-weapons are not the norm at the present moment.
What? There's an ACT 44 with HS3, an ACT 44 with CJ3, FR0G Kokoe with 3PS3, N-FA 9 with 3PS3, and an RFP-9 with EM3. Also a S-AS PDW with mobsling and an RSA with HMS. The problem isn't Tier 3 mods on secondaries but more what mod you put on what gun. IR3 on something like the RFP-9 is hilariously strong since it already has range and lacks a notable downside.
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3 minutes ago, Darkzero3802 said:Im saying in addition to that the fang needs a stat change as well
the Fang doesn't need anything. Its exactly the same as the RFP-9. Changes to the RFP-9 affect all variants of the RFP. (And in this case, the RFP-9 SD is getting the same stats so all variants of the RFP will be the same).
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1 minute ago, Darkzero3802 said:These are some decent changes however @MattScott armas only weapons have been changed before, the VAS-C2 "Troublemaker" and the JMB "Yukon" are prime examples of guns that were changed. The "fang" needs a change as its also used in place of primaries more often then not outright its so powerful. Its not just the mod its the stats that make it what it is. Its a mini OBIR as you said but its stats are way too close to the OBIR itself as such it can be used in place of the OBIR. Also you still need to ban explosives from FC were still waiting on that.
If you read the post, you'd notice Matt is proposing using HS3 instead of IR3. IR3 being the only reason the Fang is so good. All upside with next to no downside.
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First!
Also so glad the LY change is going to live. Also, for some people, "Min Damage range" is where the gun goes from max damage to min damage. This just means the gun will hit min damage at 55m instead of 65m.
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50 minutes ago, OfficerKovacs said:I swear sometimes I shoot through enemies instead of into them or there is a slight delay in between me firing and the pellet leaving the gun. Or maybe I'm just lagging my balls off because other people say the hit reg on the Strife is really good.
Honestly i think this is a mix of multiple issues. The pellet change didn't do much of anything but there's been a pre-existing issue where the hit boxes aren't exactly where they should be. Also a thing where you think you should've hit but in reality you straight missed. Had to learn that one out by doing a frame by frame of some recordings.
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3 hours ago, Lord Cashpoint said:That being said I don't know how any real balancing can take place whilst we have such unreliable hit registration in this game.
Finally, someone who gets it.
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4 hours ago, CookiePuss said:The OSCAR is 4 bursts to kill (7stk).
The data within the DB comes directly from the devs.
https://apbdb.com/items/Weapon_Rifle_Oscar
The files, not the devs. Also note that since the OSCAR uses curves, its damage could very well carry over past 40m will still achieving min ttk.
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11 hours ago, crusade said:Since we're on the subject. It should probably be -10 or -15 degrees instead of setting to a specific degree, and should provide a tad extra marksman accuracy over HS3 (-0.2 on modifier vs HS3 -0.15). I think that would make it pretty competitive.
Unlikely to be possible as no weapon mod has dynamic modifiers.
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8 hours ago, Solamente said:i more meant that specific guns (aside from legendaries) shouldnt really have unique mechanics like that
also dont really want to delete hms but i have no idea how to actually balance it so that its useful
Probably reel back the zoom level a bit, maybe 5 degrees, and probably add a laser of sorts to it so you know when you're clipping a corner or not, idk.
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17 hours ago, INSANITYV2 said:But what I dont understand is I can wear a katana on a hoodie but cant wear it on a death jacket how does that make sense
This is because most harnesses can't be worn over jackets and hoodies are considered over shirts, not jackets. It's not about it making sense but about what the game can/can't support, and generally the jackets all break with a harness on.
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2 hours ago, Hexerin said:Safe to assume these tweaks and additions would be retroactively distributed to those who already have purchased the bundle?
They wouldn't need to be. They'll be directly updated so there's nothing to distribute at all. Anyone who bought the pack or items will just get the updates to it. This is generally how clothing works.
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9 hours ago, Noob_Guardian said:I had pressed my mouse and the timer at the same time several times (or about the same). I never got .85 or higher once on a time that i didn't feel that i knowingly messed up on and was late for. I got .78 a number of times while prepared for the 6th shot and felt i hit at the same time. I probably did it about 5 to 8 times but .78 seemed to be what i got the most. But I'm thinking it's .75, if not then it could be a little higher but i doubt it's higher than .8 if so it's worse than i thought it was and should be adjusted to .75. (imo)
Someone at one point did a video with a timer and shots for testing on weapons before and made a collage for it. I sadly don't know how nor have the capabilities to do that and had to make do with a timer.
I will have to go back and check tomorrow, but i was confident it was ~.75-.78
The ranged ttks i think feel about average for close to mid range, and are rather accurate but it increased those ttks and feels closer to the star/far in terms of mid range ttk. (Further testing could confirm/counter this)
Test B Min TTK is exactly 0.85.
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1 hour ago, Tigrix said:Does the harness work ontop of body-armor, like the Quiver does?
It's quite important to know, since Samurai needs a samurai sword... but if it doesn't work... then Sigh
It does but it WILL clip with the Armored vest rather badly.
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7 minutes ago, Nanometic said:G1 releasing something that is unbalanced or broken, that'd never happen.
*Glances at the trouble Maker & Yukon*
It was done back with they cared more about it, aka when the old team was around.
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23 minutes ago, Hexerin said:Honestly, I've always been genuinely surprised that Gamersfirst/Reloaded never cannibalized the model to craft up a legendary for a JMB. Probably would've been the highest selling JMB in the game's history, simply because of how insanely... insane that people get over sawed-off shotguns.
They actually did. but they never released it cause it never looked right and was probably difficult to balance.
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7 minutes ago, Snubnose said:looking at other clothing items I think they'll be around 199-299 each... maybe there'll be a bundle for like 499-699 or whatever...
I think feedback would be really bad if they add them for 20$ and they know that LULIt was talked about else where but literally no idea what it will be until the pack is put up.
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5 minutes ago, Solamente said:what in god's name are those guns? was there no possibility of adding guns that are actually ingame?
i'll probably buy all three anyway but i can't say im interested in pirate rp
Weapon skins kinda make that difficult, but ima also ask you to shut yo face.
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Can't wait for those harnesses and pray to lord the pack isn't $20.
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27 minutes ago, IROCkiller said:Are you guys tellin me that you DON'T want to be rescued by a dual axe wielding badass of a fireman?
Dual Hatchet. Thems aint axes my boy.
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Just now, GhosT said:What's wrong with them?
They're called Fire Axes but are literally the size of larger hatchets? The reason they were scaled down so much was because of clipping and fitment issues but they are so tiny they cant classify as Fire Axes.
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I had informed them regarding the fire axes early on but i guess they forgot or just didn't deem it much of a priority. These should be customizable however so it shouldn't be that big of a deal visually.
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You didn't put the lime in the coconut, that's why.
DISCUSSION: Weapon balance changes to LIVE and IR3 on the Fang
in General Discussion Archive
Posted
You must not have noticed that Reloaded gave the OCA an actual buff that nobody asked for. Resulting in it becoming the sole close quarters meta. It's nerf is needed as many people have asked for it.