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Posts posted by SkittyM
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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.
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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.
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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.
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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.
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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.
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31 minutes ago, Hexerin said:I wonder if this will fix the Vaquero's broken gear shift...
If you're talking the gear lethargic-ness, that should be fixed in the next patch that happens.
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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.
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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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Just now, CookiePuss said:It should be noted that the game, as originally designed/balanced, failed spectacularly.
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.
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7 hours ago, Yapopal said:The speed of cars is limited due to the low loading speed of the surrounding space and streets. At least that's how it used to be. If this problem is solved now, perhaps it is worth increasing the speed of vehicles? Sports cars Cisco, Bishada will finally occupy their niche. Why not make really fast cars out of them?
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.
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5 hours ago, N66 said:My issue is the HP nerf of the vehicles, what I said about bullet sponges I mean about people, not vehicles, I think a vehicle being difficult to destroy using bullets, for 1 or 2 people, giving it a chance to run is a good balance in APB, that also is complimented by the fact that you can't shoot the driver through the window.
The old balance allowed cars like Vegas to take an osmaw hit and possibly give the driver time to exit if he's faster than his enemy, now with HB most vehicles (not even Pioneer? correct me if I'm wrong) won't take an osmaw anyway, that's also my beef and why I said Vegas is kinda meh because it's still a good choice, but it's plastic like a Bishada.
Not to mention AV guns, especially ALIG, now eat through vehicles like butter, the concept is great, but this is too much
Lastly, yes, Mikro and possibly Vaquero need a reasonable buff, maybe HP buff, I think that's the difference between our views, I'd like to see a buff to them, not a nerf to bring the other vehicles closer to their level
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.
4 hours ago, BlatMan said:They nerfed other vehicle's health which makes the Coywolf's lower HP less of a downside. However, the free Coywolf comes with the high burn mod which lowers it's health. If it was an open 4 slot like the 4x4 and other vehicles, this wouldn't be an issue.
They increased the cargo space, but they didn't adjust for the heavy item slowdown. The Micro is slower with a heavy item than the starter car. Buying a micro is a trade off, not an upgrade.
The high burn change made it useless on all free vehicles. I used to run it on the cheaper vehicles to give myself cover, or to do remote det jumps, but the health decrease is too much. You can't outrun an smg with some vehicles. Than again, smgs probably deal too much hard damage.
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.
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3 minutes ago, Revoluzzer said:Besides throwing more people into the pool (which is a good thing when it comes to matchmaking), it will also increase the difficulty of gaming the system. Dethreating and hiding in Bronze districts for easy matches won't work anymore. Of course the next logical step would and should be to remove visible threat altogether.
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".
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17 hours ago, N66 said:- New Car: Vehicles and Heavy burn fuel "balance" is very terrible, I have empty vehicle mod slots and a bunch of HB sitting in inventory, I still use 4x4 Vegas, but now it's somewhat meh, your (LO) idea of balance seems to be nerfing everything to casual players and bullet sponges, which is exactly the opposite of what attracts players to APB's combat, and now to think all vehicles need to be equal sounds even worse, they're not guns, they're tiered.
With that in mind, looking forward to see and design a new car, but not to drive it in missions.
20 hours ago, BlatMan said:- New Car: I want to say the new vehicle and tweaking the existing vehicles will be a good thing, but I doubt it will be done right going by previous balance attempts.
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.
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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.
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18 hours ago, MonkaS said:Come on you've been here a while you don't remember the bronze that cheated on stream? Everyone knows bad players can and will cheat.
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.
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19 hours ago, Thial said:While it might be true that people did cheat I feel like the veterans who are left and who wanted to be in SPCT are still here out of their love for the game. That's why I just find it unlikely that they would cheat. Also like I said there's really nothing to gain from it at this point unless someone would be just super sweaty. In general I would assume that the current SPCT have at least few thousand hours in the game which is enough time to cultivate fully legit god tier skill. During my prime after around 2-2.5k hours I was playing so well and I was doing such things that I would ban myself tbh. My flicks were so accurate and my tracking was so consistent that it was scary. But it was the effect of me putting a lot of effort in which I'm sure other veterans were doing as well. Back in the day people were super into being as good as possible, training in aimtastic or csgo. Improving their muscle memory, reviewing their gameplay etc. So if the current SPCT are the remnants of that time then I'm not surprised why people would hackusate them. But of course it's possible that I'm completely wrong and people are in fact running around with macros and triggerbots.
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.
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11 hours ago, StunStick said:If I could make a suggestion, why not add daily challenges/log-in rewards? A system like that could go a long way to keep the returning players and make the new player experience a bit better by providing free items.
I suggest you use the existing JMB rewards as randomized prizes for logging in. The opportunity to get free permanent weapons and cars along with short rentals of some Armas weapons or JT packs could be helpful to keep players engaged in the game and returning daily.
I think remember a daily challenge system was implemented a while ago, I think that it was infamous because one of the daily challenges was “kill 10 teammates” or something, which was a terrible idea, but aside from that, having the same challenge for every player for rewards would be fun.
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.
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12 hours ago, LilyRain said:-snip-
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.
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1 minute ago, Hexerin said:I don't think you understand how completely that would break the game balance.
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.
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3 hours ago, Hexerin said:Nah, heavy weapons absolutely should not be usable out windows. Weapon weights in general need a rebalance as well. There should only be two weight classes, standard and heavy.
Anything that is currently in the G1/RG introduced middle categories (N-SSW, SWARM, Oblivion, etc) need to be shifted down into standard, as they are pretty much universally just standard weapons given heavier weight. Meanwhile, there's a few standard weapons that need to be switched to the heavy category (like the O-PGL, for one).
There's also some weapons that are standard weight, but disabled from car windows for no reasonable reason. Most shotguns, for example. These arbitrary restrictions should also be removed.
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).
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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.
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7 minutes ago, NotZombieBiscuit said:Why are we still here.
For everyone else's entertainment.
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4 minutes ago, Nickolai said:I want to go EU and test there, but it keeps saying EU is offline when I try to make a character.
Is this test only for NA?There isn't an EU server, only NA.
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20 minutes ago, TYRANSIS said:Hello when i started playing apb, after a few mission i was crashing on the spawning map. I installed APB advanced launcher put the game in low and it fixed the issue. While playing apb otw im crashing after a few mission on the spawning map
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.
04/19 Maintenance Announcement
in General Discussion Archive
Posted
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.