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Rehtaelle

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Posts posted by Rehtaelle


  1. On 3/25/2020 at 12:27 PM, Solamente said:

    apologies if some of this has already been addressed, i typed it up hours ago and then forgot to post

     

    aside from my personal reluctance to remove personal explosive weapons i don’t think simply allowing such free explosive use would really change much, most players who know what they’re doing don’t use explosives (except perhaps the volcano, which needs a rebalance regardless) for av in the first place

     

    i do have several questions:

    would it only be provided for vehicle delivery missions?

    would it replace a players primary/secondary weapon or be an addition 3rd weapon?

     how does the game determine who gets the rocket launcher?

    how does the game determine what explosive weapon fits which mission? 

    is it a forced equip?

    if it’s a random pickup item (as someone above suggested) does it spawn randomly?

    can anyone pick it up?

    will it respawn?

    is it limited duration?

    will it have the same balance as current explosives? 

     

    and while some may find it “pathetic” to inquire about, the fact remains that players have spent large amounts of money and joker tickets in order to acquire explosive weapons and i think there does need to be some for of compensation in place - total removal of personal explosives is very different from the normal balancing guns receive as a matter of course

     

    i think the easier (and less drastic) solution would be to allow explosives to be unlocked at a lower rank, even so low as all the other original apb weapons

    Great points here. I'll try to hit them in order.

     

    1. Probably only for vehicle delivery, though I won't say that definitively.

     

    2. (I'm mostly hashing out these suggestions on the spot here, so my posts may vary) I would make it behave like a heavy object, except move a bit faster. So you'd still get to have your primary and secondary, but you would treat the launcher like equipment you have to lug around. This would also award players with trunk space. This would also mean that it would be a bit more challenging to position yourself to use it (I would allow jumping with it, of course), however if this is a mission-provided weapon, it means that you wouldn't have to go and rearrange your loadout while also sacrificing your guns. I'm thinking of it being one rocket per-player, meaning they'd go to a cache(s) and pick up a launcher for themselves. Once you pick one up, you are disallowed to take any more, and the number of caches would probably be proportional to the number of vehicles to deliver, allowing the defenders to respond from more directions. (I guess this one answered a fair few of the other questions)

     

    3. As for which launcher you get, well... I'd personally just set it to the default OMSAW, but you know, that's just like, my opinion, man.

     

    4. Anyone can pick up ONE. So the things would more or less be soulbound in a way.

     

    5. Probably one-and-done. Use it wisely, and each player gets exactly one. This would mean the ALIG still has its role in the roster.

     

    6. I would say that you only get it for as long as the current objective is active. If the objective changes, you're allowed to still use it if you have it equipped and haven't fired it yet, but the moment you put it down, it's gone.

     

    7. Absolutely the stats would need tweaks to account for the new mechanic, though I think the current behavior of the OMSAW is sufficient for this purpose.

     

    8. And the big one... The fact that the current explosives are tied to the game's economy... Compensation would absolutely be due, but to what ends? It's hard to say, since there's no good way to quantify the money spent towards obtaining one. Perhaps your chosen launcher would still be a thing, it would just be limited to the mid-mission usage. Even still, it's what makes the proposition so.... Awkward.

     

    I would love it if explosives were more readily available, but also think that they could do with some nerfs should that happen, since they seemed to be balanced around the idea that they're in limited use. I personally (personal opinion) want OPGL to be more of a support weapon than what it is currently. I'd like the damage to see a 25% cut at least, or the blast radius to be much smaller.

     

    Merged.

     

    On 3/25/2020 at 12:30 PM, KnifuWaifu said:

    I too have a volcano but still think it is an interesting topic that should be discussed but mostly because I'm not a fan of nerfing anything to the point of it being useless, might as well just take them away at that point and I'm seeing that with some other weapons, including explosives. Although I also think that rocket launchers and grenade launchers need to be treated different. 

     

    For this part i'll just talk about rocket launchers and leave grenade launchers alone (just make the grenades flash with a light radius and most of us will probably just avoid them).

     

    I'd like to see their role in APB reduced or mitigated in a fair and balanced way, but where would these pick ups spawn? Would they be shown on the map? Or in front of every respawning player? Both of these have exploits. And what missions would warrant use of a launcher? I mean if we're talking about those awful Low-Rider missions, the enemy barely has time to reach the objective, let alone make a stop off to find a rocket launcher beforehand.

     

    Another option is to convert existing launchers into deployable boxes? Like the V-day/Slay Bells boxes, but instead of a random Holiday Weapon, it just poops out a Volcano or OSMAW, depending on which is selected/owned. Although now launcher users are trading a Primary slot for a Yellow/Orange mod slot, but at least they get something for previously owning a launcher. 

     

    Another another option is everyone keeps their launchers but they could work like pick-up weapons as in they cannot be resupplied and once empty/dropped you revert to your previous Primary. But then what happens when you die? Respawn with a new Volcano/OSMAW? More exploits. 

     

    This is a tough topic, maybe just buff Flak Jacket and let it be available at lower levels. Or do Flak Jacket I to III like the other green mods, have existing FJ as FJ II, give low level contacts FJ I, and higher contacts FJ III. (Either make the -1 grenade default across all FJs, or make it go -0, -1, -2 for I, II, and III respectively, I mean I'm fine with no grenades, I'm basic and don't use the fuckers anyway.) 

     

    Introduce a new anti-explosive shield Yellow Mod? The [Umbrella] everyone gets 25 for free and then it's handed out like the rest of the yellow mods. 

     

    Or go with the best idea ever and ban heavy weapons from Car Surfer (or ban Car Surfer) and enable Gunships. Great idea? Best idea.

     

     

    I've answered several of these questions in a post just above this one (addressed at someone else and their questions), but I'll cover the rest here.

     

    Spawns would probably be in caches a certain distance from the delivery zone. (Street-side only, or at the very least behind no closed doors/ fences) and the number of caches would match the number of vehicles to be delivered.

     

    I would imagine that if you are killed while holding one, so long as you haven't fired your launcher, it will remain available to you until the current objective changes. (And obviously won't carry outside of the mission.)

     

    When it comes to character/ vehicle/ gun mods, I have a lot to say (much of which is also unpopular). I think we would need to leave those out of the discussion currently, as the discussion I'm hoping to raise pertains more to anti-vehicle objectives over killing-power.

     

    YES PLEASE. DISALLOW LAUNCHERS ON CARS. Or more practically, apply a drastic accuracy cut based upon the weight of the weapon, but again, the hope of the mission-tool concept is that it should render this matter pointless.

    On 3/25/2020 at 4:52 PM, WEISSDEATH said:

    Ookay, but this doesn't have anything to do with the topic at hand.

     

    This is about removing personal explosives not about the new players. 



    Personally, im all for this but as stated above: What about them respawning? How will we know their around? Where will they be? Will they be close enough too the objectives(like vehicle missions) so the opp can grab them in time(plus equip them and then wind up a shot)? How would the OPGL fall into this? It has no real use when it comes to AV unless the car is stationary? Would the missions effect which explosives would spawn? If so, would it be restricted too certain stages of the missions or would they be available through all stages? 

    One of my major concerns regards the EOLs, the unwanted disappointments of the explosives. For the few and small base of players such as myself that use them, what would occur too them? Would they be safe from this simply due to how bad they are  and lack of usage protect them or would they fall under it? Personally, i wouldn't want them to be caught up in this IF this would to ever occur, imagine getting the hammer on something like creme da crime or that armored truck mission, that wouldn't be fun. 

     

    As annoying, frustrating and bad explosives are and can be, they are still one of the best ways to deal with vehicles and in the case of OPGL, especially for players that know what their doing(which is rare but still), remove/dislodge players from rooftops and other hard to reach and advantageous positions even with the availability of grenades.

    I just made two posts which should hopefully answer these questions, and I share many of your sentiments.

    On 3/26/2020 at 3:51 AM, Noob_Guardian said:

    or you know aligs,

     

    the first free perm weapon i got for 0 slot was the alig for a reason xD

    Yeah... No. ALIG is Alove, ALIG is Alife, but it's not gonna stop a Vegas objective car that's hauling patootie to the dropoff. ALIG is just blatantly too slow to stop most objective vehicles unless the unlucky bastards get one of the flimsy/ slow cars.

     

    Merged.

     

    On 3/26/2020 at 10:59 AM, Mitne said:

    There a lot of examples of one-use rocket launchers irl.

    I think they would be good as consumables (as permanent mods they would be way too dangerous in my opinion).

    I approve - this playtime curve (the more you play, the easier access to better equipement) really needs some drop in some way.

    Consumables, not so much. Then it's still a case of the haves and have-nots, plus it would HEAVILY overshadow other consumables. I just made some other replies that should shed more light on my thoughts.

    On 3/26/2020 at 1:26 PM, Solamente said:

    yeah us veterans with ten thousand hours obviously know better but i don't this is a good "excuse" when it comes to new players just completing the initial tutorial - if they aren't still mislead by the flat out incorrect ingame stat bars, i'd wager most end up either picking a weapon they recognize from being killed a lot by or just snagging the permanent version of whatever weapon they've enjoyed renting the most

     

    ^
    Oh, yeah, this gun TOTALLY does that much stamina damage. e_e


  2. On 3/24/2020 at 9:31 PM, CookiePuss said:

    #removeExplosives

    Maybe not entirely, but I'm not fond of launchers. I think with significant nerfs, I'd like the OPGL. I feel like that should be a support weapon, not an assault weapon/ artillery. (Unpopular opinions, like I said.)

    On 3/24/2020 at 11:28 PM, Nabiki said:

    I oppose this I have a volcano I if this was to be a thing would expect it to be compensated for the loss.

     

    Now I remember how much money I spent in box's obtaining it which was the sum of $350.00  so it is a loss monetarily that I agreed to when using a casino box however with that said I only agreed to it with the knowledge I could continue to use the item I purchased.

     

    however your proposal would mean they remove the item I purchased in Armas which would effect not just me, but many others who may have paid more real life cash on these box's.

    You're absolutely right. (I think?) But the current implementation of launchers would be very disruptive if it were removed, and compensation for any money spent on a weapon that would no longer be available should be a thing, but I can't envision a practical way of making that happen, and even then people would be upset.

    On 3/25/2020 at 3:06 AM, EvaPooh said:

    That's pathetic.

     

    I own 2 volcanoes as well and would give them up in a heartbeat if it meant improving the overall gameplay for everyone. Your entire post is the epitome of what's wrong with this game.

    Not really down for the hostility, but I mimic the sentiment.

     

    Merged.

     

    On 3/25/2020 at 7:23 AM, MartinPL said:

    Honestly... not a bad idea. It would definitely be interesting if certain vehicle-oriented missions provided both teams with coordinates to "secret stashes" or "weapon caches" containing rocket launchers. Of course they would have to be spawned somewhere between the car and the drop-off to allow the defending team to actually grab it and be able to use it — kind of like a side objective running side-by-side with the mission objective; you have to attack by getting the car to the drop-off, but you can defend somewhere else to deny the other team a utility.

    Love it. That said, it would be tricky to figure out a system for balancing the number of launchers available. One per person is far too many unless each person only gets 1 shot. That said, if they were carried like heavy objects where you would want to put them in your trunk, that would be good. PLUS it would reward vehicles with trunk space.

     

    Merged.

     

    On 3/25/2020 at 11:23 AM, -Niw said:

    I don't even really mind the explosive weapons all that much to be honest. The OPGL only works well in certain areas on the map and can be easily evaded in most situations, the EOL grenade launchers are in every way inferior to the OPGL, the OSMAW can't even blow up a vegas anymore (which is what literally everyone that doesn't drive a pioneer is driving nowadays) and the ALIG is way better at taking out vehicles than the OSMAW anyway imo. The only other explosive weapon that is left is the volcano. That is the only explosive weapon that does bother me at times. The explosion radius of the volcano at range combined with having 2 rockets can make it extremely annoying since you often cannot evade it no matter how hard you try. 

     

    I would not mind if the explosive weapons would be changed stat-wise or if they would be removed completely though, but don't put them around the map as item pickups. Right now people at least need to sacrifice their primary weapon to use explosive weapons, which in turn makes them less effective in 1 on 1 encounters. Besides, the spam of regular grenades is already annoying enough as is and we don't need explosive spam from picked up weapons on top of that. 

    I have agreements and disagreements here. The drawback of having to pick it up as opposed to equipping it as a primary would be that you can't keep it on your person if you want to switch to using normal weapons. The thing about rocket launchers, they're not good at killing. They're good at utility. They have an incredibly powerful utility, not found in any other weapon or tool of the game, and the fact that this incredibly unique and effective utility is locked behind weeks of grind/ a paywall is kind of... Stupid?


  3. I would rather that rocket launchers be mission objective-provided tools rather than personal weapons. This way they'll be available to anyone during vehicle delivery objectives since they're practically required to stop the delivery vehicle unless you're unlucky enough to have to drive in a Moirai. Obviously, this would never happen, the community outlash would be immense, but I can only imagine it helping the overall state of the game. In this way, players without launchers and conc grenades can make a contribution to these modes.

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  4. On 3/8/2020 at 10:49 AM, Hey! said:

    That's why dethreaters should be allowed, only the tryhardism and WTFPwning of the lower skilled and new population should get auto-kicked once attaining gold threat level in the district, since... allowing them to insta gold and grief the living crap out of the bronze district is the WORST game MIS-management model in any game at any time in gaming history.  Grats Little Orbit!  You win the STINK Award!~  But I doubt they even notice how deteriorated their game has become, let alone why.

    What?

    Side note, I'm silver skill, but hit gold and seem to be stabilizing there (I get occasional hotstreaks), though with the new restrictions, I was actually unable to enter a populated district the other day. I'm not allowed in bronze, the silver was A) Waterfront. Ick. and B) was at max pop for enforcers. Even fight club was too full.


  5. Just now, Toone said:

    Which introduces its own issues and compounds the issue instead of fixing it. Spawns should be close enough to be able to help (around 120m) without spawning in los of another player, but not too far that you have no impact (beyond 200m).

    I'm not arguing that the spawn system as it exists isn't fucking TRAAASH, but I think spawners are a useful mechanic to the ends of allowing players to be strategic about it instead of praying to RNGsus. And improved map design would go miles beyond just the spawn system. That's why waterfront is fucking horrid.

     

    "I thought you liked spawning out in the open near no car spawners roughly 300m from a rooftop objective..."


  6. On 3/2/2020 at 2:30 PM, Hey! said:

    Reimplementing a Bronze threat segregation district whilst doing nothing whatsoever for auto-kicking players who attained gold level in the district, simply allowed griefing tryhards to exterminate the bit of goodwill which opening the Bronze District accomplished... by exterminating the new players we tried to invite to the game and pissing off oldtimers with just more shenanigans... you know, the undetected cheats, the horribad matchmaking, and now concentrating ultima tryahards onto silver, and griefing tryhards onto bronze.

    Back in the day when I was new to this game on old Colby... it had a different scoring and threat system, so that tryhardism as we know it today wasn't as big of an issue, and people could afford to lose a few matches without losing their threat, and so took time to coach actual newbies,,, and the newbie armies of REAL bronzes... not throwaway alt accounts of raging cheatbots... would enjoy the chance to match an authentic, pro skilled gold player.

    I donno if the game could ever be recovered... but for a fact, abandoning it entirely, no in-game Gms, no insight into what the game needs to survive... is just APB circling the toilet before the final flush. 

    Damned if you do, damned if you don't. A rookie district would showcase how low the player count really is, even if it would make the game more appealing. 


  7. I still personally don't see all that much value in taking the .45 over the ACT44. Not that's *worse* or anything, but the similarities are so tight, especially under the notion that they're both great finisher weapons. (This opinion brought to you by an N-HVR main)


  8. On 2/29/2020 at 5:56 PM, Toone said:

    Remove the car spawner mod from the game or adjust the spawn rules so you cannot spawn within 120m of the objective.

    The entire purpose of the custom spawner is to work around the fuck-awful spawn system in this game.

    • Like 1

  9. I know there's nothing deep or interesting to say on this one, but 55 clothing slots with no method of expansion at this time just isn't enough for me. And more outfit slots would be perfect.

     

    I have my:

    -Beat Cop outfit

    -Dressed to Impress outfit

    -CSA Elite outfit

    -CSA Elite outfit (no jacket)

    -Casual outfit

    -Old Highschool Soccer outfit

    -CSA Takedown Unit outfit

     

    And I want to make more but I'm out of inventory space.


  10. On 2/12/2020 at 8:07 PM, Nanometic said:

    It's literally the best car mod in terms of meta.

     

    Also I liked @Leefekyns idea from ages ago, make HBF convert health damage into stamina damage(fully or a percentage), people will still get punished for staying too close to it, but wont die 100% of the time. Also then allows for the ridiculous use of car det + HBF.

    That idea actually sounds amazing.


  11. On 2/4/2020 at 12:22 AM, ExoticZ said:

    Either that or make it so high burn fuel takes about 20-40% of the vehicles' health. No idea what a good percentage would be considering the difference in health the vehicles have.

    It has to be nerfed to the point where people would consider using other mods. Although, I'd personally just remove the mod completely.

    I've seen vastly more people running car bomb builds than High Burn Fuel. In fact, I can't really name a whole lot of times I've EVER seen HBF in action. But that might just be my perception.


  12. On 1/31/2020 at 8:12 AM, BrandonBranderson said:

    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

    Yet, those downsides ONLY exist while the upside is in use, and that upside has no penalty for being present. Okay, if you have a vehicle with Nitro, and a vehicle with no nitro, which one is objectively better? The one with nitro. Those downsides only exist as facets of the upside, and you can CHOOSE when to use it, which means you use it when the downsides don't matter. And in this game, speed and acceleration are two of the most powerful aspects of vehicles. Due to the presence of Conc grenades and rockets, a little more health PALES in comparison to the ability to get away from danger faster. Consider the Fresno vs the Cisco. Fresno's superior health doesn't matter if it's practically a sitting duck.

     

    On 1/31/2020 at 8:12 AM, BrandonBranderson said:

    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 agree. I never meant that it should be unlocked at Nitro 3's level.

     

    On 1/31/2020 at 8:12 AM, BrandonBranderson said:

    Currently Nitro 3 only boosts the top speed of the vehicle by 6.7 MPH.  That is an incredibly small boost. 

    I will concede that point, the actual top speed is pretty shite, though the toqure is what allows vehicles with crap acceleration the ability to get out of harm's way in a damned hurry.

     

    On 1/31/2020 at 10:22 AM, Acornie said:

    What do think about a % decrease to the car's explosion? For example such as -40% explosive dmg and -40% radius, as to just have a little better chance of getting away from the vehicle without being completely safe

    I do see your point, though I would contest that the entire point is to have there be no hazard to anyone as a part of its functionality. It can no longer be weaponized by you or against you.


  13. On 1/30/2020 at 9:50 AM, BrandonBranderson said:

    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. 

    In real life physics, yes, but that may or may not be the case in-game depending on how Unreal handles that.

     

    On 1/30/2020 at 9:50 AM, BrandonBranderson said:

    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, 

    Mind you, speed means getting to objectives faster, which is a very, very powerful trait, and it handles corners way better than the Vegas, so it hits that happy middle-ground.

     

    I like Cisco being "light" because that makes it notedly different from the others, it is just too floaty whatever that means, but it's true.


  14. The Fresno and Cisco are my two vehicles of choice, and I would mainly agree, though does adding weight to the Cisco just mean its mass vs other vehicles or would it actually carry more momentum? Its steering and drifting are finicky enough as is, and I think a center of mass shift forward would cause it to spin out even harder, no? That said, I'm TOTALLY down for better traction on the baby. But the thing being easy to bully is kind of its punishment for high speed.

     

    And this might be my bias kicking in, but could Fresno get like just the tiiiiiniest bit more starting torque? I'm not even talking double-digit percents here. Just a tiny bit more.

     

    Also, it would be broken as hell, but I'd love it if you could fire LMGs/ Snipers out the back of any double-door vans. I think you could only justify it as being a 90-135 degree cone pointed straight back with the gunner having effectively no cover, but it would still be cool. (Though without EXTENSIVE playtesting, I don't think it would be balanced.)


  15. On 10/26/2019 at 11:45 AM, Todesklinge said:

    You dont know how balancing works.

    Stop trolling!

    You suggested a mod that increases damage dealt. That's a big no-no. There's a reason that no weapon mods increase damage output. There's one that marginally increases fire rate at the cost of accuracy, which increases your theoretical DPS, but you'd have to land every shot with a much less accurate gun for that to work.

     

    Merged.

     

    On 11/16/2019 at 2:14 PM, LilyV3 said:

    CA3 is fine, it is the other ones that lack a purpose which is caused by the way how APB plays.

     

    No CA is WAY too long before hp regenration starts it keeps you out of play for so long that soe opponents can spawn faster which is an own issues by itself, but not caused by CA3.

     

    [...]

     

    CA is not OP, it's just the only one not being crap.

     

    Provided I understand CA's performance behavior, it takes the same amount of time between CA and a blank slot to reach max health, yes? If clotting agent starts sooner, even if they both have the amount of time to reach full, the overall uptime of health is higher with CA, plus you can recover from stray shots far sooner. Talking as someone who runs the ACT44 and NHVR together, I can vouch that sometimes there is too much downtime between both weapons to secure the kill with 1 ACT44 shot alone. I wouldn't call CA excessively OP, but either base regen could be improved a bit, or there could be some overlap between their uptime.


  16. On 1/27/2020 at 2:32 AM, ExoticZ said:

    Most of the mods mentioned are not even in the meta. I can agree with your standpoint with Steel Plating but thats about it. I'd nerf it even more than whats mentioned in your post. (6%/9%/12%.)

    Orange mods have a downside already which is their cooldown.

     

    I dont know why High Burn Fuel was not even mentioned in this post though. One of the insanely good vehicle mods which should've never been introduced to the game but here we are. (thanks G1)

    I would contest that the no-explosion-damage is a double-edged sword, since that can sometimes work to your detriment.

     

    And I guess I should clarify something. I do NOT consider a "negative effect" such as the cooldown for nitro to be a downside considering it does not apply any negative effect while the advantage is not in use.

     

    And I especially do not buy into the notion that mod coloration is indicative of a form of balancing. I'm someone who believes that ALL mods should behave the way min-maxing gear behaves. An increase to an existing stat or addition of an ability should come with some form of sacrifice, and that does not count as sacrificing that slot for something else. 

     

    This is what I want with all mods, that you could justify an empty slot over taking them. Not that it would be recommended, but like I said before, mods are a form of min-maxing. Reflex Sight is a perfect example of what I'm talking about, it costs you one playstyle/ advantageous situation to give you a different one. The entire point of the discussion I'm trying to raise is that I want mods to be more powerful in their ability to min-max, not to just be better than nothing at all.

     

    On 1/25/2020 at 7:17 PM, Solamente said:

    iirc vehicles already have a slowdown effect after being loaded beyond original capacity?

     

    dont really see a need to double down on nerfs for an already barely used mod

     

    This is a perfectly valid point, though maybe I had taken a short-sighted approach. Maybe +Cargo Capacity, -Speed deduction from cargo (So it would then go less slow while holding cargo), worse turn radius based on encumbrance.

     

    On 1/27/2020 at 4:16 AM, Lily Rain said:

    Every mod in this game has a downside called color-code. By using a mod that has no immediate negatives, a player will still miss out on opportunities where certain-advantage of another mod of the same color could've been taken. Therefore, As long as a mod is not severely abusable, it doesn't need to have immediate negatives.

     

    What makes or breaks a mod is how practical and competitive it is against other mods under the umbrella of core-game values. Even if some mods were adjusted now, some core-gameplay values are still busted. 

     

    For example, since fast-fix-chassis was mentioned, even without immediate negatives no one is going to miss fast fix chassis if it happens to be patched out of the game overnight. Simply because the repair-rate of ga5 stations is insane. It is very feasable for a scummy-runaway last-stage vehicle to just drive through ga5 stations to win. Additionally, the out-of-this-world blowtorches exist. Also usable from a passenger-window, 1 blowtorch can turn tides in a mission. Combine that with the possibility that a coordinated-team can have more than 1 blowtorcher.. At this point, fast-fix-chassis has no reason to exist in the game. Not only at the competitive-level but also at the mediocre level. Even without immediate-negatives, it is simply outclassed by everything and that by itself speaks of the half-@$$ed work that was done on this game...

     

    If for instance, the repair-rates on ga5 stations and blowtorches were nerfed to something like the hack-rate of a satellite-dish, then fast-fix-chassis would become more attractive and we will see more people use it as it would be the equivalent of the netbook character-equipment. At THAT point and only that point, if fast-fix-chassis appears to be game-breaking then giving it an immediate-negative should be sought after.

    The Blow Torch is the very reason I brought it up. Blow Torch also being one of those mods that I think needs a downside besides just not having it.

     

    EDIT: On the topic of color coding, that should exist to prevent stacking certain mods of similar types, not as an indicator of power.


  17. Let's make it clear, I want to address SPECIFICALLY mods with either no downside or such a minute downside that they don't seem to matter. I mean, I know that no one will agree with me, but hey, I have nothing to lose by speaking up. I wouldn't call any of these *perfect* so if you have alternative solutions, speak up.

     

    Brick - Surely a reasonable downside to counteract its main purpose: Exit cars 50% slower.

     

    All versions of Explosives - 20% more damage taken. As this weaponizes your vehicle in a way that you the user are aware of, A means of countering this is to cause the increased blast radius to be more of a potential hindrance to the user. The driver must be more mindful of how their car is positioned, and the angle of approach. The reason that the downside is uniform across is that the expanded blast radius could be as much of a hindrance as a benefit.

     

    Extra Cargo Capacity - 5%/10%/15% Top Speed. I think this one seems self-explanatory.

     

    Fast-Fix Chassis - While being repaired, vehicle moves 20%/40%/60% slower. While the vehicle gets back into the fight quicker, it's more vulnerable until then.

     

    Fireproofing - 20%/40%/60% Slower Repair speed.

     

    Nitro - Consolidate all 3 nitro into 1 mod which is statistically between 2 and 3. 300% engine torque output, 3m/s top speed, -90% turning speed. Currently, Nitro 1 and 2 are hardly noticeable, and there is little purpose behind them other than progression filler.

     

    Steel Plating - Increase downside of reduced speed from 2%/4%/6%/ to 3%/6%/9%.

    • Like 1

  18. I mean, technically you could modify the brick throw mechanic and animation to pull this off. That said, as an NHVR user, this might make me dangerously powerful, to where the act of reloading could be my 150 dmg finisher.

     

    I wouldn't call it a bad idea, just not a good one.

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