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BlatMan

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Everything posted by BlatMan

  1. The bloom curve was removed from the N-TEC. This was a buff and a nerf. It nerfed burst shooting slightly, but make tap firing more reliable. Regardless, it didn't change the N-TEC enough to matter. IR3 was changed, but it affected too many weapons negatively that they decided to revert it. Carbines, like the Joker Carbine, VBR, and OSCAR had their max range nerfed from 40M to 35M, but I'm not sure when this was done.
  2. You can release sprint or assign a key to walk to show your crosshair. Sounds like someone is having fun messing with you or are just goofing off.
  3. The skin should be given out to all participants. The event really was not about skill. It was lucked based. One unlucky spawn and you couldn't progress.
  4. LO unbanned everyone because of how bad G1 handled things. Between PB's bugs, FF's half arsed rulesets, and signs of GM's abusing power, LO didn't trust G1.
  5. All G1 did was disallow discussion on the forums. They took no action in preventing custom shaders. Overwolf uses an overlay injection similar to Steam, discord, sweetfx and other apps, which is different from the in game shaders. Battleye can be configured to block it, but I don't think it is atm. You also would not get banned. Battleye would prevent APB from launching and display a message informing the user which file was blocked. Most anti-cheats block autohotkey by default. It's stupid since it's very useful outside of gaming, like with CAD software that requires you to press 5 keys to do something. Gaming device software is whitelisted, which most can do the same thing AHK does.
  6. 315ms ping is the biggest issue. All your actions are delayed server sided, and you see things happening later than other players. If you get behind cover, the other players will still see you in the open for a moment and be able to hit you. On the other hand, you can do the same, but hitreg is controlled server sided, and tends to favor the lower ping player in APB. Driving is server sided, and I'm sure feels very delayed.
  7. I don't think a weapon damage mod would be easy to balance. We need to balance the current mods before making a new one. I would like to have the vehicle speed mod, but with different stats. Turbo: + 2 m/s max speed (23 m/s cap) + 50% engine torque + 25% collision damage received - 50% engine torque when critically damaged. This mod is mainly targeting lower tier cars. It gives the vehicle a constant torque and max speed increase, but it's slower than what Nitro 3 will provide, and it does not further increase the speed of the Vegas and other top speed vehicles, for balance. It would still be a useful mod on those with the extra torque, but it's not a huge boost. Think of it like one of those cheap ebay turbo kits. They usually work, but you're not going to make much power. The downsides I tried to make more realistic. A vehicle with a turbo will have more parts crammed in the engine bay, so a collision will more likely damage something. When the vehicle is critically damaged, the turbine can't spool up properly which restricts airflow, so the vehicle loses power.
  8. It has higher accuracy than the RFP while in MM, same bloom per shot penalty, and has a lower shot modifier cap. The burst is more accurate than the RFP's. It takes more hits to kill and a longer burst time, but that's to balance out having a lower ttk when hip fired up close. Draw time is a little longer, but it will still kill faster than the Nano if both were drawn at the same time and hip fired. I think your issue is you're treating it like a primary weapon. If you want something that's better, use the N-TEC.
  9. BlatMan

    l

    They rarely even ban speed hackers who run the speed of a Vegas, I doubt they banned you for no reason.
  10. Except now it's bugged. Randomly it will not deal full damage even with the crosshair fully closed.
  11. 40M range. 4.2 accuracy at 10M in MM (RFP 6.4). 0.78 ttk (lower than nano and FBW). If you can't take a player down with those stats, you might want to consider joining the bronze districts.
  12. Why can't the event just be run 24/7? Seems like it would be fairly easy to configure.
  13. The mission system and progression. This includes the spawn system. There's too many missions that are impossible to progress due to all players spawning within range of the objective. Mobile spawner adds to this, and the spawn waves means the whole team can spawn in the same location, at the same time, next to the objective, immediately after you finished wiping the last team member. For normal spawns, they should be placed 125 to 150M distance from the objectives, and at least 75M from players, which should include final stage item holds and VIP players. Mobile spawner should also fall within these spawn rules. With the low population, players are unable to rank up their character because there is not a waterfront or financial district populated enough to start an opposed mission. This means they cannot unlock the higher tier mods and vehicles which can be essential to winning and progressing even further. This severely hurts free-to-play players, the core playerbase who keep the whales around. What I suggest is allow players to rank up contacts on all districts, including fight club. Premium should double the standing earned to make it worth purchasing.
  14. I've seen multiple players with the speekhack over the last month. All of them still play. I find it kind of ridiculous that the servers don't instant kick them. I doubt it difficult to detect a player running as fast as a Vegas. They don't keep it enabled all the time, they just turn it on at some point when they're losing, and then instant quit the game the moment the mission ends.
  15. APB uses more than 2 cores, therefor a quad core or better is recommended. You can easily see this viewing APB in task manager and resource monitor. The latest dual core CPUs will work, but it won't be optimal. The reason I recommended a GTX 960 or better is because the particle system causes fps drops. You can use the advanced launcher or your own custom config to negate the issue. Those recommendations are to keep you near the fps limit. If APB kills your SSD, it was faulty to begin with. The whole point of using an SSD is to get fast read and write times. I've done tests with RAM speed and APB, although I haven't tested DDR4 yet. There are noticeable gains in average and minimum fps when increasing the RAM frequency. You also need tight timings, but 1866 is the lowest I would run it. 1333MHz will kill you fps. The only thing a RAM disk would be OK for is putting the Assetcache folder on it, but even then, a small SSD will be cheaper with near identical performance in loading times, at least with APB.
  16. It's the damage dropoff range I'm suggesting to increase, not increase the accuracy. I find it stupid that weapons stop dealing damage even though they are still reliably accurate. Currently, you can land 50% of your pellets reliably yet you're only dealing a third of the damage per pellet. It makes no sense, and to a new player it just looks like bad hitreg.
  17. Bumping this incase the devs missed it. Here's a workaround for those who have this issue. Open the file "BaseEngine.ini", located in "\APB Reloaded\Engine\Config\" Change the line MaxSmoothedFrameRate=62, to MaxSmoothedFrameRate=121 Launch APB using the APB.exe. Enable smooth framerate in the graphics options.
  18. Teamkill, suicide, and VIP ignore spawn blocking.
  19. The SNR was intended to be the starting sidearm, but G1 changed it to the FBW, which is superior in most cases. I agree that the SNR needs a little better accuracy. If you need more range atm, us the ACT44. It has the same ttk with higher accuracy. The downsides are it's draw time and moving accuracy. You could also use the .45 if you want more damage per shot.
  20. The minimum sprint delay is 0.25s, and the max is 0.73s. Looking at the db, weapons with a firerate under 0.2s have a sprint delay of 0.25s. Higher, they have a longer sprint delay, and it increases as the firerate value increases. I don't know the exact math behind it. This was explained by G1 on the old forums, might even be in a blog post. Shh. Let them zig-zag back and forth through my crosshair.
  21. This is what I recommend for the current game. CPU: 2nd Gen i5 quad-core 3Ghz or better. RAM: 8GB min, 16GB recommended. 1866MHz or higher DDR3, 3000Mhz or higher DDR4. GPU: GTX 960 (1080p/100fps), GTX 970/RX580 or higher (1440p 144fps) Storage: Separate HDD for APB, or an SSD. OS: Windows 7 64bit If you are good with tweaking your hardware, you can get decent fps with an older gen CPU. For example, the X5690 in my sig gets 140+ fps on average and rarely dips below 100fps. I still have the garbage collector stutters, but that's unavoidable atm. Also, due to the latest security patches and useless hardware features, you can actually get worse performance with the latest hardware and software. A few more tweaks: - Use Nvidia GPU driver 388.59 if you don't have a GTX 2xxx series. Some new games may require a newer driver. - Disable HPET in the BIOS. Make sure your new motherboard has this option before buying it. - Do not apply the spectre/meltdown security patched BIOS to your system. Obviously a security risk, but it does reduce performance. This mostly affects new hardware.
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