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  1. Nothing that I can say I'm aware of, sadly.
  2. In total truth, I'd love a spiritual successor, but you'd have to divorce its IP from APB if you wanted to step away from any potential associations to any of APB's problems, or at least officially declare it to be "inspired by APB". The formula works, the tech is there. It just needs to be given proper support, regular content updates, and be built from the ground-up with better monetization in mind. It needs to be more fair toward new players, and have a less crippling progression system. (And not have its fucking lighting tied to bloom) An APB successor is bound to succeed if you just *try*, and make sure that your development team is the right bunch, specifically leadership roles.
  3. I do indeed pray for a spiritual successor, especially if it's one that doesn't do one-hit kills. A sniper being a support role is such a fun take on things. Maybe do a sci-fi version with energy shields to explain why headshots don't work. And you'd get to use some weird tech gizmos or whatever.
  4. I do have (albeit potentially misplaced) hope that APB can see a resurgence. Not to the point of being a smash hit, but to the point of having a stable population count. Just, not with its current level of attention from higher ups. It goes beyond engine updates, specifically toward monetization and progression. Even with an existing deficit of fresh content, the issues are that the monetization scheme is dated and scares people off. By using mechanics designed to keep people returning, it has the opposite effect of keeping people from coming back. The most game-altering unlocks take vastly too long to obtain, and the game does currently favor a vague sense of pay 2 win in the sense that the most tide-turning weapons and equipment are locked off to grind most people these days consider unreasonable in a mobile game or a price tag that doesn't suit what you're getting in return. I feel like in the right hands, APB could get a fresh population that actually really cares and wants to keep playing, but that's not where it's at right now. Am I the only one who thinks that this game could become profitable for the devs and publisher again if they'd just show it the care it needs? Game design itself would need some restructures too, though many of those are opinion based. (I think launchers should be mission-provided, not player-owned. That would make vehicle defense missions possible for those without launchers and heavy nades.) But what about everyone else here? Are you just enjoying the ride on this game's way to the grave, or do you think it actually could be redeemed in the right hands?
  5. Wait.... FALLEN EARTH STILL EXISTS?! I thought that game died off aeons ago.
  6. There have been a lot of reports of cheaters lately. I haven't played in a few months, but I'm seriously wondering if people are actually cheating, or if it's people blaming their losses on opponents who are just so good at the game that it feels like they're cheating. It's hardly the first time that would happen, just look at people in public TF2 servers who have a thousand+ hours and are unreasonably good with Sniper, and they just end up getting server-banned for "cheating". People talk about a faltering playerbase, but steam charts suggest that it's followed a fairly consistent trend (not a high number, but a consistent one) over the last 3 months.
  7. The OPGL was never meant to factor into the main conversation, so that's my bad. I had mentioned the ALIG in relation to the lineup of rocket launchers and their respective role in AV effectiveness. As for the OPGL, it's hard to say that either that or the ALIG are versatile weapons, though I would personally consider the OPGL to be more "versatile" in that it can combat players in a way that other weapons cannot, while still being effective against armor, whilst the ALIG is reasonably effective against both, it's just the ALIG has... Well, you know its limitations by now. Great of a gun as it is, there are still limitations.
  8. If that's directed at me, the problem isn't at all that I can't *beat* a launcher, it's that they seriously rip away the cover aspect of a cover based game, as well as provide far more AV power than other players have access to, especially early on. My desire is that everyone have a fair shot at stopping vehicle deliveries no matter where they are in progression, or how much they've paid. The ALIG argument holds up only on paper. Even getting a huge lead on the delivery vehicle with an ALIG encampment, the damage output just outright isn't high enough to stop many vehicles, either because they're too fast to get out enough rounds from the ALIG, or they're so tanky that the ALIG just can't do it. And that's assuming you had time to get the ALIG out and get set up in the right place. And even then, the ALIG can be hard to use consistently with its accuracy drop. You can't even use the argument to burst fire it because the entire point is that you need as many rounds down field as possible, and the thing is so damn slow that bursting hardly exists anyway. You NEED mods on it for it to be practical as an AV weapon against cars that are trying to blitz past you, which as I mentioned before, isn't a thing if you're fresh to the game. New players being at a disgusting disadvantage is what keeps people from sticking around. It's easy to write off this game as P2W because at the start of the game, it technically is. You can outright buy gear that are objectively better than your own, even if it's just by a tiny bit.
  9. I'll admit, I was expecting this to get downvoted into the dirt, but I guess I'm not as alone as I thought.
  10. That is certainly a viable option, but it then raises the question on whether or not launchers are considered a tool or an actual weapon. At this point, their purpose would be destruction, not kills, despite there being some overlap in this case. It's just simply a tricky matter of how do you not have practically robbed all the people who both earned/ bought their launchers while creating a system which makes them easier to obtain/use. The real root of the problem here is ultimately the vehicles as they pertain to objectives, and while on paper it would seem like a better fix would be to simply adjust the objectives, that would be treating the symptoms, not the cause.
  11. I think something may have been lost in translation. I would like explosives to be provided for an existing mission objective, not a new mode. To eliminate the issue of the have-nots being unable to hold off objective vehicles. It's very late/ early in the morning and I need some sleep, so I'll cover it more tomorrow/ later today.
  12. A conversation worth having, but this thread has gotten rather far from its main purpose, so let's try and return to it if possible.
  13. What's the confusion here? The grenade comes out faster than refiring the rifle or trying to switch guns, and one shot from the rifle requires absolute minimum exposure, then the instant blast of the perc delivers the killing blow. If I have time to pistol-switch I will, but someone hauling patootie at me from my flank isn't there to play chicken. The method tends to piss people off more often than not, but hey, if it makes teams ignore the objectives just because they'd rather try to hunt me down for revenge, that's a win in my eyes. (And the angry whispers are quite delicious btw.) That said, this is starting to get wildly off topic. (My fault included)
  14. Given that you want explosives removed outright, I can see where your opinion lies, so you know. You do you.
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