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BlatMan

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Everything posted by BlatMan

  1. Oh god no. I hated the autoaim on console games. I couldn't chose who to lock onto. You'd be fighting one person, then another runs in front of you and drags you aim towards them.
  2. I bet most cheaters using that method had it configured correctly to cheat in other games. It didn't matter what anti-cheat was used. I think Vangaurd is the only one that is difficult to get around. Besides, the main problem isn't cheat detection, it's lack of investigation. There's Youtube channels posting clips of themselves using aimbots, but those players don't get banned. It feels like a waste of time reporting.
  3. As far as stopping cheating, EAC is useless. The virtual machine check is easy to get around. Only time will tell if LO can utilize it, along with FairFight.
  4. I can't tell if it's an improvement, but at least my xbox audio codecs don't get blocked anymore. EDIT: One improvement is EAC at least checks for a virtual environment. BE didn't.
  5. My shots will still miss on west coast servers.
  6. You can create an account on odysee with a throwaway email, if you're really paranoid about people getting access to personal information.
  7. Out of curiosity, what does "realtime GC" show in the logs for you? Mine shows about 160ms on average, regardless of player population. Line 30296: 18:05:40 - DevGarbage: 160.517497 ms for realtime GC Line 30904: 18:06:40 - DevGarbage: 160.491766 ms for realtime GC Line 31393: 18:07:40 - DevGarbage: 162.730075 ms for realtime GC Line 31934: 18:08:40 - DevGarbage: 160.198051 ms for realtime GC Line 32434: 18:09:40 - DevGarbage: 160.437293 ms for realtime GC Line 32927: 18:10:40 - DevGarbage: 160.267305 ms for realtime GC Line 33295: 18:11:40 - DevGarbage: 160.398697 ms for realtime GC Line 33616: 18:12:01 - DevGarbage: 159.532607 ms for realtime GC
  8. People have been using custom settings since the start. Back in 2011 I would enable 'debug hitmarkers' to be able to see if my shot actually hit or not. It also turned off blood splatter, which was necessary back then since the best GPU at the time was the GTX 580. The 580 stutters from close up blood splatter, graffiti, explosions, basically anything using too many particle effects. A weaker GPU will freeze at times.
  9. Seems easy enough to add it to the in game options, seeing that they added a few other settings in the past.
  10. And no one it going to use the star when it has worse ttk, marksmans mode accuracy, and bloom recovery, compared to the N-TEC variants, including the Ursus.
  11. I can consistently car glitch. Not sure if you fixed it to begin with.
  12. It was fine for me till about 23:30 Eastern time. Then hitreg went down the pooper. Other players were micro teleporting. I was missing shots that should hit, but occasionally hit shots that should have missed.
  13. There are players who were banned multiple times under fairfight, but Gamersfirst kept unbanning them. Sadly, the FFBans site didn't track repeated bans. Each anticheat is a tool. It comes down to how well the user uses the tool. Battleye can be programmed to block just about anything if Little Orbit felt like it. One thing APB does not block, but other games block, is the ability to run APB in a virtual environment. Battleye can't detect what's happening outside the VM. You have to be careful with what you block, because you can prevent legit players from playing. With PUBG, they blocked VMs running along side the game, because cheaters were using them to scan network packets for external radar. Worst part is you get kicked mid match, instead of getting the blocked message at startup. Meanwhile, cheaters switched to using separate hardware, like their phones. PUBG and Rust block specific mice due to built in hardware macro capabilities. Again, it blocked legit players from playing, but cheaters found workarounds.
  14. FR0G: - Increase max/min range from 10M/50M to 20M/60M. RFP-9: This weapon has been sitting in my inventory unused for years due to the massive nerf to it's accuracy. Revert back to about the date 2019-02-15. This was when I purchased the RFP-9 'Fang'. Pistol_RFP9-SD - Keep the fRampDistance at 4000 Mountie: - fRadiusAtTenMetres 28 > 26 - (Yukon) Remove "+50% equip time" from Select Fire mod. Colby RSA: - Increase minimum damage % from 30% to 45% (6 shot kill at minimum damage) - Increase fMinDamageRange to 2000 - Decrease fRampDistance to 6500 ACT 44: - Increase minimum damage % from 30% to 45% (8 shot kill at minimum damage) - Increase fMinDamageRange to 2000 S-AS PDW: - Improve base accuracy from 35.5 to 30. OCSP: - Increase fRampDistance to 4000 Remove the -1 magazine capacity penalty from the pistol suppressor. The Nano does not have this downside, neither should any other sidearm. Remove the equip time penalty from Mobility Sling mod. 3 Point Sling does not have a downside, neither should Mobility Sling. This would buff all the sidearms with this mod equipped. Primary weapons generally don't suffer from the downside since well, they're your primary. And the obvious one, revert the Colby .45 changes made this patch.
  15. Can you remove the slowdown when half damaged on the Kurai and Sentinel? These are SUVs, but they can't take a little damage without loosing half their speed.
  16. Sounds good to me. We have the anti-cheat discussion thread. Don't need more than that.
  17. Corsair says "What about me?" LN9 says "Hold my beer, watch this"
  18. Nerfing the .45 doesn't fix balance. This weapon will still have faster TTK and less bloom than the FBW. It will be more accurate than the majority of close range secondary weapons. Decreasing the jump multiplier on the Star and Far won't fix the balance issue with them. They take too long to recover from bloom and have lower overdamage, compared to the N-TEC. 35M and 45M, according to the APB:DB update. Still makes it better than the FBW 99% of the time, although having only a 10M difference between min and max damage is stupid. It makes the damage change too rapidly during combat. If I were doing weapon balance the minimum range between min and max would be 20M, that way weapons don't go from useful to useless in a few seconds of running. https://apbdb.com/items/Weapon_Pistol_Colby45AP
  19. It happens when the server receives too many movement packets at the same time. It should be easy to block by checking for too high of a data rate and latency jitter. More than 200ms jitter? (not ping) Kick the player. Aussies have less jitter than that on US East.
  20. If it was the servers themselves the problem should be consistent among them all, not just a few.
  21. I don't have many games to compare to, so maybe my perception is skewed. PUBG and Dayz are far worse, Rust is unplayable on official servers. HL2 has sniper bots every match, but at least you can vote kick them. But, I'm also not silver, and haven't been since they changed the threat icons. I probably spend more time focusing on the mission that playing detective. Fightclub is a mess though. Seems to attract the majority of the cheaters.
  22. Fyi support reached out to me a few days ago so it's being looked into. It's not poor aim. Most players seem to have issues with US West, but I've experienced issues with US East as well. Best way to tell if there's going to be issues is to run /latencytest and check the district_server latency. The normal values for me are 33ms for US East, and 99ms for US West. If those values are higher, the server will have hit registration problems. Running traceroute to the server's IP doesn't show any issues. The latency for the server's IP is within +-5ms. If the issue was on my end, it would show up on all servers, not just a few.
  23. We can't judge weapon balance with the current state of the servers. It doesn't matter what the weapon's stats are when only 1/5 of your hits register.
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