BlatMan
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Everything posted by BlatMan
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The hitreg problems have nothing to do with the current weapon system, it's the netcode. There's no upper latency limit for lag compensation, meaning you can have 2000ms latency and still hit players who are visible on your screen, but are behind cover server sided. Waiting 2+ seconds for your shot to hit isn't exactly playable, but the netcode allows it. There's no timestamps, the server processes packets the order they come in. This causes issues like ghost shots when one packet takes a few ms longer than the next. There's other netcode issues that enable things like the teleport speed hack. There's also noticeable delay processing player hits compared to vehicles and pedestrians. If weapons were more accurate, you'd have more complaints about hitreg because more players would know their shot should have hit or not, rather than thinking it was rng with the bloom.
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It was before LO. G1 had test districts with various weapons and ttk changes. They also analyzed each weapon's average ttk and adjusted the weapons to get it slower. This is where the retarded bloom curve mechanic came from.
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Peace is built with Autoit. You could try using Voicemeeter for an equalizer. It works for me with APB.
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Please remove the fog and bloom. It will look so much better.
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You'll go from Bronze to Green, if you're not already.
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Except you missed a key part: https://legacy.apbdb.com/changes/ Pistol_RFP9 fRadiusAtTenMetres 10 > 20 The accuracy would need to be changed back to 10, otherwise it's just going to be less accurate than the current version. I'm questioning your sanity over the FFA 'bullshark' change. Less bloom per shot will help take advantage of it's 4+ round bursts, but completely removing the bloom will make it strait upgrade over the current OBIR / FFA. You won't need IR3 for extra range since you'll be landing all the shots from 4+ round bursts.
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Most changes I'm not against, but there's some that don't make sense. RFP fMarksmanshipModifier 0.32 >>> 0.64 - The RFP has issues landing 3 bullets at 30M. If anything, the Per Shot Modifier should be reduced. fHealthDamage 110 >>> 133 fRampDistance 4000 >>> 3000 - I'd leave it at 4000 or at lowest 3500. fMinDamageRange 1500 >>> 2000 nAmmoPoolCapacity 120 >>> 105 - Leave it at 120. It already runs out too fast. nMagazineCapacity 24 >>> 21 - Leave it at 24. *Change the RFP-9 ‘Fang’’s modification from Improved Rifling 3 to Hunting Sight 3. - I would replace it with piercing. I rather have all the RFP versions have the same accuracy for balance, otherwise you end up with one version being worse like it currently is with the 'Talon'. FFA Bullshark fPerShotModifier 0.2 >>> 0 - You've turned this weapon into a laser. Reduce it to 0.15 or so, but not 0. Maybe this was a typo. DMR AV/SD (DMR SD) fRampdistance 8000 >>> 7500 - The two shot feature is kinda overpowered as is. The SD isn't used because there's no meaningful improvement over the AV, but widening the two shot range doesn't feel like the right way to go. I'm not sure what to do with this weapon. I think there's too narrow of a range to properly balance heavy hitting snipers.
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The EU / NA server merge/consolidation
BlatMan replied to MattScott's topic in Community Open Letter
Then we're back to dethreating, threat inflation, and dividing friends, with the added bonus of latency problems. -
Matchmaking and Extiction of middle threat levels.
BlatMan replied to Queen of Love's topic in General Discussion Archive
I'm in the minority because I loved open conflict. There was no threat based matchmaking so you got who was ready. You were less likely to get the same opp each match. Only downside was missions would get too large due to the backup system still calling in anyone, but it made each mission more dynamic instead of the static matches we have now. -
People started using the Obeya CR762, but then Little Orbit nerfed it's damage so now it takes 11 shots at 80M instead of 8. But that's Little Orbit for you. Over nerf everything. Look at the RFP-9. It was competitive against the .45, now it's worse then every secondary.
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All of those weapons have been nerfed over the years. These are just the changes I remember. I'm sure there's others. To say these guns need more nerfs is insane. OBIR: - Rate of fire nerfed. - Sprint delay linked to rate of fire. - Ammo capacity nerfed. N-TEC: - Tap firing nerfed due to non linear recoil change. - Jump shooting accuracy nerfed. - Damage nerfed. FAR: - Shot modifier cap increased (less accurate while spraying) - Jump shooting accuracy nerfed. - Ammo capacity nerfed. PMG: - Range nerfed by G1. (50M to 35M) - Range nerfed again by Little Orbit. (35M to 20M) - Accuracy nerfed.
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Performance is not the issue. They run better than the previous generations. The issue is GPUs that use GDDR6 memory are not 32 bit compatible. APB will run but it will eventually crash with an "out of memory" error. The same thing happens with AMD that use GDDR6.
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[APBGame.cWeaponAttachment] m_bParticleMuzzleFlash=true This config option is used to turn off Muzzle Flash. GamersFirst disbaled this feature without reason. Muzzle flash, like all particles in APB, are overused. They cause stuttering during normal gunfights, even with a midrange GPU like a GTX 1080. Enabling this config, preferably adding it as a graphics option in game, will put players with varying hardware at an equal playing field. This should be an easy addition seeing that you've added other graphics options in game.
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An Open Letter from the APB community
BlatMan replied to MattScott's topic in Social District (General Discussion)
That's a lot of words to say nothing. Did you have a help desk chat bot write those replies? -
Every update is nothing but issues they weren't aware of. Now they can't even provide game updates when there is a patch.
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How will this solve anything? The majority of cheaters don't get banned even when they self incriminate. The ToS isn't enforced. Their in game "moderators" are just other players with no mod power. Most people know who they really which means they can't take action without backlash from other players.
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Making any hardware changes triggers the trade lock. I can't even plugin an external hard drive without getting trade locked. Besides, it's pointless when you can sign in on a completely different PC and IP address and sometimes not get trade locked.
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Vehicle explosion damage is inconsistent with the way it credits kills. Scenario 1; - Player Alpha and character Bravo are in a vehicle. - Alpha is driving. Bravo is in the passenger seat. - Player Charley damages the vehicle till it's on fire. - The vehicle crashes into a wall and explodes from the collision damage. Expected Results: Alpha gets a suicide and a team kill since they caused the final damage to the vehicle, or Charley gets two kills because they did most of the damage to the vehicle. Actual Results: Charley gets a kill on Alpha, Alpha gets a team kill on Bravo. This outcome does not make sense. It's the same vehicle explosion that killed both players. Whoever is credited for the explosion should be credited both kills. Scenario 2: - Player Alpha is standing next to a vehicle. They have full HP with no green mods. - Player Bravo throws a grenade at Alpha, killing Alpha and blowing up the vehicle. Expected Result: Alpha is credited for an explosion kill. The grenade cannot deal enough damage to kill Bravo on it's own. Actual Result: Alpha is credited a grenade kill. This should be impossible since the vehicle doesn't explode until after receiving grenade damage, and Bravo cannot receive lethal damage until the vehicle explodes. The district servers supposedly are run in a single thread, meaning these damage calculations should run in the order they happen. Otherwise, there's multiple threads stepping on each other.
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Glad you solved it. Still disturbing that there were no patch notes despite there clearly being a patch.
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I'm on Windows 7 and it works fine.
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I am not having any issues, but where are the patch notes? We get updates every week when nothing changes, but the day there's an actual change we get nothing.
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[APBGame/Config/APBEngine.ini] Client overwrites config on launch
BlatMan replied to NilPointer's topic in PC
My bad I misread your post. Turn off smooth frame rate and v-sync in the settings, and turn it off or set it to "fast" in the nvidia control panel. The only reason you would need to edit the configs is to limit the framerate to 120fps, to prevent the character sliding bug. Other than that, you don't need to modify the configs. It is the BaseEngine.ini. It's line 164 "MaxSmoothedFrameRate=62". Most likely it got overwritten by the event patch. -
[APBGame/Config/APBEngine.ini] Client overwrites config on launch
BlatMan replied to NilPointer's topic in PC
The file you need to edit is: 'APB Reloaded\Engine\Config\BaseEngine.ini' It's been this way for years.