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BrandonBranderson

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Everything posted by BrandonBranderson

  1. The Strife really sucked when I was testing that out. Wasn't able to get a single kill on my own with it when up against a JG or CSG. Not saying I'm a pro with it or anything, but I can usually hold my own with it pretty well. It's supposed to have massive damage with a slow fire rate, and should be able to 1-shot fragile users if all the pellets hit. It's supposed to be the HVR of point blank range.
  2. Momentum is handled the same way as in real life. The Kolva for example. It isn't able to plow through full intersections just because of a huge amount of torque, it has just enough torque to get it moving then carry its weight, then when it gets momentum going it makes it easier for it to gain speed because it doesn't have to push as hard. While yes that is true, how many people do you actually see using it? Its health is laughable compared to the Vegas, and to go along with what I was saying earlier, it being bullied around so easily could cost you a mission. How many people actually use a Cisco often? Only a handful really. Hell, I see more people in Vaqueros than Ciscos. My goal here is to make it a direct competitor for the other top tier cars. The Cisco's weight is the direct cause of it being floaty. The reason it doesn't grip well is because there isn't enough weight pushing the wheels against the road. You can see this by the fact that the suspension is always fully extended. Suspension is supposed to be balanced, not fully extended unless you're airborne or upside down. You can barely see the suspension compress even when landing a jump because it's so light. The car being heavier will only improve how it handles.
  3. Well it's not like being told you suck is the worst thing ever, I mean look at my sig. When they start getting into the "you're awesome" territory is where I think trash talk should start being punishable. Telling someone "You suck" or "You're a piece of shit" is just too mild of a thing to even really give a warning for. Look at it like this, you made an enemy mad enough to rage whisper you. That should be seen as a compliment.
  4. Been a while since I've seen these ideas come up on the forum. I think adding gambling in social would be great. They could use up some of those unused areas in the galleria at the north end of the district to convert into a multi-story casino. Poker games could be held on the top floor, while the lower floors could be slot machines and roulette. I don't think anyone ever uses those small rooms on the sides of the galleria, so those could become part of the Casino. Maybe the west side of it could become the casino and the east side could be used for other activities like a shooting range or other stuff. Personally I don't think there should be a cap on how much you can gamble in a day because you're not using any real currency. If you were gambling away G1C or RTW Points (lol) then yeah it should have a cap on it, but Joker Tickets and APB$ are earned, so there's really no reason to cap players on gambling the resources that they earned from playing. Having that other end of the district actually have something worthwhile itself would make the district seem more alive too because you would see people running back and forth between the casino and the customization corner more often instead of everyone just crowding at the mall because there's nothing else to really do in Social. Maybe they could also make the Casino weapon skins and individual pieces of the high roller bundle prizes for certain milestones achieved by playing in the casino a lot. Usable benches and bar stools would be great too. They already have all the animations they need for that to work, they just need to be made usable. The stripper pole is 100% the most important part of this post though. APB won't be able to survive without it. On the east side of the galleria they could possibly add an entrance to a racetrack sort of area for playing around with vehicles and maybe use that area as a new prototype for a race mode. Then the top (currently inaccessible) floor of the galleria could take you to a spectator box to watch the races. The track itself should be behind the galleria and be fairly large. I'm aware that the back of the galleria would need to be modeled because just like in any game, anywhere that you can't see or get to just isn't modeled for performance sake. Races These could possibly be set up using the dynamic event system and reward the participants with cash or JT for taking part/winning, and extra rewards like normally Armas exclusive kits or high tier cars for milestone achievements. The way I can see this happening would be similar to joining minigames on Tower Unite but for there to be two rosters, one is for the practice track, where you press F on the roster and are immediately taken to a separate copy of the same track to practice with no real rulesets or place tracking. Basically just a track to goof around on. Pressing F on the other roster would put your name and vehicle up on a screen and the race will only begin once there are enough participants. Minimum of 4? When the race begins it pulls you away from whatever you're doing while you are waiting (to not keep the others in the race waiting) and puts you in the dynamic event which automatically puts you in your currently equipped car at the starting line. Then there's the usual countdown that you would expect and the race begins. While in the dynamic event you cannot leave the vehicle and pressing F resets you on the track at the previous checkpoint. After you complete the race you are teleported to the spectator box and can move freely. This would have to be timed so that players can't grief and make the race go on forever, but the time should be generous and take low tier cars into consideration. Once you are taken to the spectator box you get your prize immediately, so once again a player can't grief and delay you receiving your reward.
  5. What you are failing to grasp is that EAC can't distinguish Ninjaripper from a cheat because they both use the same method of interacting with the game. It's an injector, plain and simple. It doesn't matter if Ninjaripper is a cheat or not. To EAC it looks the same as a cheat, so it will block it. EAC blocks injectors, period. There's seriously no simpler way to put this and if you still can't understand... then I don't think there is any help for you. I want a legit way to export characters and cars too, but for now we'll have to use the workarounds.
  6. I really don't like the idea of reducing the power of any version of nitro. Nitro 1 and 2 are extremely underwhelming while Nitro 3 is just a little bit underwhelming. If Nitro really needs an extra downside it should be one that naturally occurs from using it, not just reducing the power. At the moment the downsides are A) Potentially undesired results in high torque vehicles (This is what makes it fun in my opinion) B) -90% turning speed The upsides are 1) 400% torque boost 2) +3m/s (6.7 mph) top speed boost I also really don't want it to be condensed down into one mod due to rank requirements. Currently you have to be rank 85 to use Nitro 3, which seems a little ridiculous to me. Level 3 car mods should have the same rank requirements as level 3 weapon and character mods (R40) I feel like if the Nitro mods were to be changed at all they should just get more of a top speed boost and no other changes. Currently Nitro 3 only boosts the top speed of the vehicle by 6.7 MPH. That is an incredibly small boost. What you really feel when using Nitro is the torque boost which really only poses a benefit when accelerating. If we were to up that speed boost stat a little then it'll make it's -90% steering speed downside more prevalent and make it considerably harder to drive. And keep in mind it's just a short 5 second burst, and that triggering it doesn't immediately set your speed at the max speed boost, your car still needs to accelerate to that bonus speed.
  7. Both, If the car were to have more mass then naturally it would carry more momentum too, so maybe the brakes would need tweaking a bit. That's a good point, shifting the center of mass forward might cause it to spin out more. It should be able to be bullied around by heavy vehicles, but it shouldn't come to a dead stop when it runs into something like a Varzuga or Calabria. Keep in mind the Cisco is technically a top tier car and speed and handling are really its only redeeming qualities as of right now, and its still a little slower than the Vegas, Bishada, and Jericho, while still being able to be smacked around like its nothing. It handles great, but a little too great to where it feels like it's just floating. Part of that I think is that its suspension may be a little too springy. It doesn't bank when turning at all and I feel like more weight would help balance out the suspension a little bit so its not always 100% extended. It seems like when G1 redid the vehicle physics, they didn't adjust the Cisco's suspension when they reduced its weight.
  8. If I remember correctly the addition of the weapon skin system is what broke them. I've always liked the look of them. APB isn't really a super realistic looking game so I think they fit well in the environment.
  9. Thanks for putting the shotgun testing in Asylum, but I'm really not feeling the Heat 5 change. Heat 5 is meant as a sort of balance for players that are doing too good and if they aren't on missions when they go Heat 5 then they aren't going to have objectives to keep them busy so they're just going to go and interfere in other missions. Heat 5 is a core feature of this game that I don't think should be changed other than making a teamkill get rid of it. Teamkilling shouldn't lower of your prestige/notoriety if you are already at 5.
  10. Imagine paying to be a digital janitor. https://store.steampowered.com/app/246900/Viscera_Cleanup_Detail/
  11. I feel like this needs its own thread. My post is a suggestion on how to improve vehicles that are already in the game. I agree with you about the Cisco's center of mass being too far towards the rear though. I'll add that to the op.
  12. The non-deployable ammo box, its an orange mod that you unlock from doing the tutorial. You only keep it out for like 30 seconds I think, and it has a 2 minute cooldown. The deployable one pretty much made the old orange one useless, but the nerf to the deployable version makes the old one viable again.
  13. As stated here: https://www.gamersfirst.com/apb/news/2020/1/20/hitting-the-road-map There will be balance passes in the future for vehicles. Here's a few suggestions that I'd personally like to see. Not all are necessarily "balance" suggestions, some are just to make them more fun to drive, or in one case to make the vehicle itself actually make sense. Sungnyemun Moirai Give it AWD like it originally had. Years ago G1 decided it was alright to remove the front drivetrain without taking into consideration that it would nearly cripple the reverse gear. Dolton Montane Make this one RWD. It makes absolutely no sense that a long bed pickup would be FWD. Don't get me wrong, they do exist, but they're very few and far between for a reason. Nulander Pioneer Give this one its old suspension back. Now it sits lower than intended and the front wheels clip through the fenders when you steer. Packer Vaquero The old handling was insane, but it was a lot more fun to drive. Currently it handles more like a lifted Mikro. Revert to original handling. Patriot Vegas It originally had suspension, now it just drives like it's on a solid axle. Give it some half decent, somewhat hard suspension. Revert the engine sound. Patriot Vegas 4x4 Don't touch the handling, speed or torque. These are what make it actually fun to drive. Reduce health a little bit to make it less tanky. Revert the engine sound. Balkan Ravan, Macchina Cosenza, Han Cellante Make their performance unique from each other. Currently they all handle pretty much the same and don't have any redeeming qualities. Also make the Han Cellante purchasable. You can't currently obtain it in any way and it was the original starter car pre-G1 Varzuga Rally Make a customizable & tradeable version available (possibly through the new contacts? 2-slot version from contacts and 3-slot from Armas?) "Faction Locked" Vehicles They're no longer locked behind a faction wall at this point so I see no reason that they need to be the same (I'm aware the Pioneer and Espacio are different) but the Vaquero and Mikro are pretty much the same, one is just bouncier, and the Jericho and Rapier perform pretty much exactly the same. The Jericho just has a little more grip when accelerating. I don't really have any suggestions for these four (other than reverting the Vaquero) but I feel like they should be tweaked to feel a little more different. Just a thought. Io Growl Raise the collision boxes on the bottom of the car slightly to make it a little more forgiving with curbs/small ledges so it doesn't get hung up so easily. Dolton Fresno This car seems good as is to be honest, maybe just reduce the repair time by a little bit. It's a big heavy road boat made for bullying other cars. It fits its niche. Balkan Kolva Return to its original stats. Way back when, they had suspension, weighed less, accelerated faster, and were able to be knocked over if you give them a good T bone with a Fresno or T-25. Sure it was easier to get speed to greif players, but they could also be put out of commission very easily. Currently if someone is griefing the only way to deal with them is to either box them in with another Kolva, or wedge a Mikro under it to flip it over which can be really hard to do. Back then you just had to hit them in the side with another somewhat heavy vehicle with a good amount of torque. Benkz Mhuller (I don't remember how to spell it lol) The Armored Van Fix wheel alignment. Currently it always pulls to the left. Increase Weight & Torque. When I look at these things with their bullbars and heavily armored exterior, I think "Hey that thing could plow through an intersection without any problems!". It could if it was just an intersection of Ciscos. Medium-Heavy vehicles stop this thing in its tracks. It doesn't have enough pushing power for what it is and is just over all very underwhelming to drive. I feel like it should be able to bully a Pioneer but that might be taking it a little far. Possibly Allow Passengers in rear (There are animations for it, feature just not implemented, was at one point but removed) Probably unbalanced. Charge Cisco (AKA "Hockey Puck") This thing gets bullied around way too easily and is pretty boring to drive. Add Weight Increase Torque to compensate and maintain its current acceleration speed. Increase tire grip. Despite being in the "top tier" of vehicles with the Vegas, The Cisco is very bland when it comes to handling. It's almost too stable and seems like it just kinda hovers. Suggested by M72_LAW: Move the Cisco's center of mass more towards the front of the vehicle. Charge Sentinel A car that nobody uses. Slower than the Kurai, but does handle a lot differently so matching the Kurai's speed wouldn't make it feel too samey. Increase Speed to 21.8 m/s Packer Ceresco Increase Speed to 20.5 m/s Make rear passengers able to move to rear doors (There are animations for it, feature just is not implemented) When in the back of the van Pressing A or D could make you lean out of the side, but pressing S could make you open the rear doors to shoot from. Seiyo Espacio Convert to AWD, tweak stats as needed afterwards. Might be overkill at first but it should be AWD regardless and should be rebalanced around that to properly compete with the Pioneer. Nulander Kurai Seems decent as is but could be a little better. Tighten the turning radius a little bit. Dolton Broadwing Increase Torque a little bit. Han Veo Increase top speed to 22 m/s Slightly increase weight and torque to compensate the weight gain Ambulance I don't have the stats to go off of with this thing, but I can tell from driving it that it feels way too light and airy. It's also FWD I believe, which just sucks in general. Convert to AWD Increase Weight and Torque Any car that I haven't mentioned I either forgot about or I think it's fine as is. All Vehicles Bring back the camera sway that G1 broke years ago without even knowing it existed *As an option that can be toggled for people who are prone to motion sickness* This feature gave an extra sense of speed that the current game is lacking and made APB feel more... alive? The camera used to bank to the sides as the vehicle turns, starts to shake very slightly and the FOV widens a little at higher speeds, and just in general hovers around a little bit while moving. APB is currently lacking a sense of speed which makes the driving look really slow and boring. G1 removed it by mistake and refused to acknowledge that it existed by saying that the videos provided were edited despite any video you watch from that time period having it. It's a subtle effect but it's there. Currently all that happens is the camera falls behind the car a little bit depending on speed. Other than that, it's completely static aside from being able to turn it. With the EMP grenades coming soon, that alone will be a big nerf to every vehicle, including the already useless ones, so I feel we need to come up with ways to make vehicles still fun to use. Prototype Districts for vehicles in Financial. Prototype District A with the above suggestions. And maybe a Prototype District B with all the original 2010 vehicle stats just for fun?
  14. That was the problem with it. It allowed for a constant unholy rain of nade spam from defending teams who were set up in already easy to defend places. Or you could use the orange ammo box, that one still resupplies nades. Vehicles do really need a rebalance, just don't touch the 4x4's handling and please give the poor Moirai its AWD back.
  15. Sakebee: Please everyone help us balance shotguns! Mackybolo: No I won't help make the game more balanced, I'm insulted by golds, cheaters, and the lack of threat segregation. Drop the tinfoil hat man, the only reason for the current desegregation is because they don't have enough physical servers set up to run a separate district for each threat yet. As someone who sometimes has to ship to the EU where I work, customs can be a load of horseshit at times. If EAC wasn't working then we would see a lot more T's running around at mach speed. Do you even remember the days of FairFight? That shit was awful. EAC is like god's gift compared to FF. Just because bans aren't being announced in chat anymore doesn't mean cheaters aren't getting banned. A lot of the suspicious people I report, I end up never seeing again. Maybe the ones you're talking about just aren't cheating?
  16. The fuck? The muzzle flash takes up the whole damn screen.
  17. Open it in the symbol editor, take a screenshot and crop it.
  18. Personally I don't like exclusive rewards that can ONLY be earned in-game for limited time events. A lot of us work jobs where we don't have enough time to play the game to earn every reward on every character. Some of us even work more than one job which leaves us with almost no free time. I look at it like this: You guys who want the items for free, put in the hours to earn them in game. Those of us who don't have time to grind events put in the hours IRL to get the rewards.
  19. Maybe add a chat filter that puts any messages containing "WTT" or "WTS" in a separate channel that is on by default but can be disabled? Possibly have the text as a more muted grey color by default instead of white or /y's orange. Totally agree though, the spam is getting out of hand at this point. It just pushes people who are actually trying to talk out of the chat box.
  20. I hope I'm remembering this correctly, because I really don't know what I'm talking about when it comes to the technical workings of the game. If I am remembering this correctly, back when they reduced the amount of particles that are emitted by... everything... I think I remember a dev saying something along the lines of "The problem with APB is that when it displays a particle, they're all rendered instead of instanced/referenced." and I would think that the new engine would have improvements in its rendering pipeline considering that we're moving to an engine that is 6-7 years newer than the one we're currently on. It was a really long time ago though so I'm probably remembering it completely wrong. I really recommend reading through all the Tracking The Engine Upgrade posts though. Neat stuff in there.
  21. Don't just ignore all the stuff Matt has talked about in regards to performance. That's usually one of the main focuses of the posts in "Tracking The Engine Upgrade"
  22. These are all pretty damn good ideas, and you even went the extra mile by making good images to go along with it! Nice job. Maybe a backdoor would be a good idea too so if enforcers are nearby the crim at least has a chance to not get gunned down immediately. I can't say that I disagree with any of these.
  23. You guys are already on the Engine Upgrade. PC is the only APB that isn't on some form of the engine upgrade and console development is being held back by that fact. Their goal right now is to consolidate all the platforms so they are all running the same version of the engine so they only have to develop for one version. On Topic: What I'm looking forward to is the possibility of them being able to update the game without always breaking something completely unrelated to what they changed. Also prettier visuals.
  24. Welp, community is done for. Good luck to Lixil with whatever happened.
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