
BlatMan
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Everything posted by BlatMan
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[PC] 05/17 Maintenance Announcement (Build #1385)
BlatMan replied to Ritual's topic in General Discussion Archive
The M-1922 is trash because G1 nerfed the accuracy. The recoil was 90% vertical which is easy to control, but it required too much desk space. The lowered accuracy made it worse against other SMG/AR hybrids, and the hip fire recoil makes it less viable against SMGs. The 'Hazardous' legendary is pointless. It has normal preset mods, and a free 2 slot M-1922 is unlocked from the later contacts. I would give it Chambered Round, and one open slot. At least then it has something better than the normal model. -
"fire burst" Why? You just said switching shoulders resets the bloom.
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I prefer old tommy gun with high mag scope and muzzle break. Switching shoulders doesn't remove bloom. It's a placebo because you shoot slower focusing on switching and crouching.
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[PC] 05/17 Maintenance Announcement (Build #1385)
BlatMan replied to Ritual's topic in General Discussion Archive
The Yukon's takes too long to draw. You're not hitting that 4th bullet per burst at 40M. It's pointless in its current state. But about the RFP. The changes make no sense. The current issue with the RFP-9 is that it cannot hit a full burst beyond 20M, or even at 10M while firing at max rate of fire. The RFP-9 on the test server is not overpowered. It has a longer ttk than the Colby .45 and FBW, and has less range than the Colby RSA and ACT 44. It doesn't make sense to keep the terrible bloom per shot and slow recovery time on the RFP-9 when buffing the accuracy of the others. The Colby .45 range nerf makes even less sense now that the ACT 44 and RSA have been buffed. ' Other thoughts. The OCSP should be increased to 35M or 40M. The fr0g should be increased to 15M or 20M. The pistol suppressor should NOT have -1 ammo capacity. The OCA Nano should have faster draw time. The Mobility Sling mod should have the longer draw time debuff removed, or replace mobility sling with tagger on all pistols. -
It's mostly vertical recoil, and it's not absurd like the old tommy gun. The lower draw time and reload time on the FBW does make it better in some situations, but if you missed 15 rounds, you weren't going to kill with any weapon. Thing is, I don't think the .45 needed a nerf. I think the other pistols needed tweaking to make them worth using. The gamersfrist buffed RFP-9 was a good alternative to the .45. Better accuracy at range while sacrificing TTK. They could have reduced the FBW's bloom or gave it a little more over damage, rather than nerf it's competitors.
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Decrease the time it takes to complete the objectives in the mission "Side Effects May Vary." The investigate and burn objectives take over 30s to complete. I believe these are the longest out of all the missions. The investigate objectives, in the 2nd stage, are normally over 300M apart. There's not enough time between spawn waves and traveling to complete the objectives. There's a high chance criminals will not have the proper equipment for the investigation, since criminals cannot unlock the camera equipment. https://apbdb.com/missions/JG_BCL4_Ars1 Also, this mission is being assigned to 2 players when it should be minimum 3. On APB:DB, it says Min Group Size 3. I have gotten this mission unopposed with only 1 teammate, or 2 players total. No one quit the mission.
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https://apbdb.com/changelog 1.30.0.839420 > 1.30.0.839648 Pistol_ColbyClassic - fMinDamageRange - Old 2500 - New 1000 Pistol_ColbyClassic - fRampDistance - Old 4000 - New 3500 It still has more range, faster ttk, and better accuracy than the FBW. It's still the most versatile secondary.
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The only reason the .45 out shoots the PMG is because these idiots nerfed the range of the PMG from 40M to 20M.
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No they didn't. The game still freezes every minute due to the garbage collection. Their DDoS solution has latency fluctuations, causing ghost shots and hitreg problems. It better than the servers going offline, but it's far from good.
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The clownery at LO knows no bounds
BlatMan replied to NotTheEnforcer's topic in Social District (General Discussion)
In all seriousness, I think you need to take a break. One time I mistaken you for another player who used to be named Arch. -
I've noticed many of the blatant cheaters stopped playing missions. I wasn't expecting there to be any change, considering players were cheating on the 64 bit beta test. I can't say how good a job EAC is doing, but it's obviously doing something, even if it's just making players scared to cheat.
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I keep getting disconnected when I tab out of the game while in the character clothing editor.
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I found this post on the Fortnite subreddit: https://www.reddit.com/r/FortNiteBR/comments/awagpo/packet_reordering_technical_post/ It describes how the game handles packets out of order. By default, if an earlier packet arrives later than a later packet, the packet is dropped. The packet is counted as received, so you don't get a packet loss message on the client. Maybe APB has this same issue?
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It's too blocky compared to the real gun. Looks like a nerf gun. I would have buffed the range to 20M, but also would have not nerfed the .45's range.
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The fr0g is garbage. It starts losing damage at 10M, and the suppressed version has 1 less bullet per mag. It's still going to be garbage after this patch, just slightly more reliable against CA3 users.
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This is why the Obeya CR762's damage and range should not have been nerfed. It needed that extra damage and range to fill a niche the N-TEC5 and N-TEC7 did not fill. The whole problem with the way Gamersfirst and Little Orbit do weapon balancing, is that they try to fit weapons into very tight niches, rather than let them be serviceable outside their niche. I don't get their fear of overlapping roles. Let the players decide what weapons work, and then balance the less used weapons around the popular weapons, rather than heavily nerfing them.
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I noticed a few blatant cheaters seem to have forgotten how to play.
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Climbing fences also causes a large amount of packets to be sent to the server. The only data that should be sent is the player's position when they start climbing, and when they end climbing. Anything else is useless, at least from a performance, optimization perspective. Black line is client to server. Red line is server to client. The two 125+ spikes are when I climb over a fence.
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This was happening BEFORE Little Orbit took over. It's gotten worse with the server population increase. I've had shots miss vehicles at 10M. I've been experiencing ghost shots, as in the weapon shoots client sided, but not server side, ammo is not consumed. PVP plays out as if I have an extra 100ms added to my normal latency, but switching shoulders, driving, and interacting with doors isn't affected. There's also something weird going on with ammo boxes. My character stands up immediately after opening the ammo box, but then crouched down again and my inventory opens.
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I wouldn't consider recent weapon balances a positive thing. They accidentally nerfed the range too much on the .45, then decided to leave the bug in place. It went from having reasonable dropoff damage, to now dealing no damage if a player moves a few meters. The better jump shoot accuracy on the Star and Far would not have been needed if they never nerfed the jump shooting to begin with. It's also not a big enough change to affect combat.
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Not sure if this is a bug. Climbing a ladder produces significantly more udp packets than normal gameplay. Below is a packet capture of APB. At about 20s, I was tap firing a shaw while spamming aim down sight, crouch, and shoulder switch. Average packets per second is about 50 to 70. At 32s, I climbed down a ladder. At 35s, I climbed up the same ladder. I climbed down 5 times, and up 3 times. The wider spikes are the times I climbed up. Highest average packets per second was 190.
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Did you have a custom shader that was disabling the bloom?
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Just needs instant stone wall placement, oh wait.
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And NA East is having issues. My shotgun missed a van at 15M. It's like the server randomly does not process the hit. Are the servers getting DDoS'd?
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Thank you for confirming.