Jump to content

SkittyM

SPCT
  • Content Count

    7902
  • Joined

  • Last visited

Everything posted by SkittyM

  1. Should also be noted that that failure wasn't entirely the fault of the design but the financial mismanagement. RTW TTK is too long and nobody wants that, people just want a slower TTK than the current game. Tbh the game itself probably wants a longer TTK, it performs pretty bad.
  2. Has nothing to do with the game loading stuff but more to do with the size of the map and the games sense of scale. In theory you could make cars go as fast as 25m/s (they currently go 23m/s) before you have to start adjusting missions and the map itself.
  3. If by Vegas you mean the 4x4, that one kinda exists in a weird balance spot. It really shouldn't be a replacement for the regular Vegas so it should probably have some tradeoffs comparatively? the only tradeoff it previously had was a 1m/s lower top speed which doesn't mean anything cause everything else about the car makes it better and/or more interesting than the regular Vegas. I could see the Mikro/Vaquero with buffs, but i honestly don't see that as being enough. My thinking isn't more nerfing the Coywolf HP or cargo space but more adjusting its handling maybe? The Coywolf is literally a Mikro with 4 doors and better overall performance. High Burn Fuel, is in a weird spot as a previous dev actually made a good point in that how High Burn works makes no sense. Nearly every video game out there has an ability of some sort that will reduce or prevent explosion damage against a player (Flack Jacket, for APB); what games have an ability that entirely removes an objects explosive damage against everything though? High Burn prior was just incredibly strong as it was sort of a 'get out of jail free' card from vehicle explosions. The reason it reduces health is cause another idea we had (reducing damage output instead of removing it) wasn't really feasible. And i do agree the current implementation is pretty dumb and im hoping that with 64bit, we can fix it in the near future. Refer to above regarding High Burn. I do agree with the cargo space problem though, that was something i was aware of but the changes went ahead before anything could be done and stuff just kinda died out after. Its another thing on the list of vehicle balance fixes. For both regarding AV weapons. Do you think AV weapons are a problem, or do you think mods like Car Surfer enabling AV weapons is perhaps the problem? My opinion though I think Car Surfer is more of the issue as vehicles and the ALIG/DMR AV/OSMAW weren't really an issue prior to it. Been dwelling on the idea of having car surfer reduce weapon accuracy (specifically tying into the value weapons use when leaning out of a car) but with a more intense accuracy hit on heavy weapons like the DMR AV and ALIG. In concept, it would impact the upper range of these weapons without entirely rendering them moot. The DMR AV damage ramp up is a serious issue and its incredibly easy to just hover at 90m and destroy cars in about 4 seconds. More throwing ideas out there. Biggest issue with APB is the clashing in which way balance should go.
  4. The catch about that though is that i don't believe threat segregation is coming back. It was incredibly bad for the game; now the issue is just the skill variance. Main issue with the current system though is that its easy to get gold as well as become gold locked, hard to lose gold without actually trying to dethreat. Since the 1-10 levels are still there in the background you just see that you're gold, but not what level of gold are you or anyone else. Already talked with Secrets however. Sounds like they plan on doing more needed adjustments to matchmaking (group size, rating, etc) though my main issue will continue to be "being locked at gold".
  5. Actually curious, what's wrong with the current vehicle balance the game has? So far the only changes have been upping cargo space on some vehicles and undoing some of the bullet sponge mobiles. The only problem right now is the Coywolf being the goat mobile.
  6. I'm guessing the new matchmaking thing means the current matchmaking will just be gutted? My main issue has always been with Phasing being kinda marketed as a fix to matchmaking but throwing more people at the problem wont fix it, just look at the American highway system. The post mentions a new system but i feel it'll ultimately be the current system with a larger pool of players which simply isn't going to solve anything.
  7. I don't watch streams, so no, i don't. Having met someone who bought cheats and claimed they got a new mouse as for why they were doing so well, i know bad players can cheat. All of SPCT are mediocre vets, a few of whom have some technical insight to bring to the table. Could they cheat? Sure. Do they cheat? No. Will they cheat? Doubtful but never say never.
  8. Nobody in SPCT is particularly good though that's arguably something you'd want. Solid chunk of 5k+ hour vets though and the diversity of all of us is good, even if some of us have potato-tier ideas.
  9. Only issue with this is that i believe these systems are still broken. A lot of them broke at some point and just haven't been fixed. With how small the current team is i'd assume the focus is on fixing bugs and creating content.
  10. Balance isn't the issue. There's no animations for anything that uses shotgun animations (unless it uses NFAS animations) out of a vehicle. Iirc the Scout doesn't doesn't have a bolt animation when shot from vehicles, but RP didn't really care.
  11. Shaw/alig need rebalancing anyways. There are better options than either of them. Maybe not so much the ALIG but you rarely see a SHAW.
  12. Imho, other than the OSMAW, all "heavy" movement weapons (hvr, shaw, dmr, alig) should be moved down into the same movement as the N-SSW, AMG, SWARM. They are waaaayyyy too damn clunky and are somewhat outclassed by their contemporaries. Also, why some weapons can be used out of car windows and others cant is partially for balance and/or some element of realism (kinda weird holding something as big as a SHAW out of a car window) but also cause they literally don't have animations for being used in a car (any non-mag fed shotgun, shaw/alig).
  13. Not super sure why it particularly matters but you can either view the APB.exe properties and look at the product version # under Details, or just open the base game folder and look at the numbers the Client(version number).xml.zip displays. You can also just run the launcher and see if it updates.
  14. For everyone else's entertainment.
  15. Think you can DM me your log files and i'll forward them to a dev? Those will be wherever you installed the game, likely Program files > gamers first > APB OTW > APB game > Logs. Just toss them in a zip file. If you're on discord that would make things easier.
  16. Can you elaborate on this, cause im not noticing anything.
  17. This is logged in Matts post but the wording is wrong. it should be Music Player, not Music Studio.
  18. Honestly hadn't thought of this idea but now that you mention it, it sounds pretty solid. All of RTWs weapons already have this in their description though they may need a bit of updating. Weapons RP has added are either "functionally identical" or just have random lore, seems to depend on when the weapon was made. I'll try writing up some revise weapon descriptions for those that don't have them and see where that goes.
  19. its 10m from the origin point of the character. Most games typically measure accuracy as X diameter at Y distance from the player origin.
  20. Only issue with presets is theres nobody to make them and it would definitely be a few months (after a pass was even thought up) before someone could make them. I sorta only see weapons working if maybe its a variant, like the CBMPs or Raptor 45, VBR, etc. Consumables are sorta in a weird spot though im not against having them be in the pass if their current implementation sticks around. New thought, what if basic versions of weapons were always free and available from contacts and customized tactikool versions were paid?
  21. My only problem with an APB battlepass thing would be; what would be in it? I feel that a battlepass would be entirely pointless if the items aren't unique or limited time in some way which kinda goes against what APB has been. Emphasis on "kinda" cause i didn't forget the older seasonal events. Those having one time rewards was super mixed.
  22. For the record, LO doesn't "not care" about APB. Without a doubt its impossible to get money for APB at this point from investors or anyone so it makes entire sense they'd focus on things that could earn them money (in general). Frankly i hope its successful enough to get APB to 1.30 at least. The "all in" approach to NFTs is without a doubt a terrible idea with crypto and NFTs crashing at the moment. Guessing it was a decent idea that released too late to be fixed.
  23. Got that one backwards, silenced snipers are effective till about 83m, then they start losing damage. Normal snipers will lose damage at 90m save for the DMR
  24. In fairness, i never ever took "q1 2014" as an actual release date for anything. I saw it as a "we'll have something done internally by Q1 2014", which in fairness, they did have whatever they were internally doing done by then. Old blog posts i think imply that development started likely in early-mid 2013 however. I do feel that if LO had continued development on that UE4 version of APB, we'd probably at least have a playable Financial/Waterfront by now. Just my wishful thinking however since they'd have to start from scratch mostly.
×
×
  • Create New...