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BlatMan

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Everything posted by BlatMan

  1. IR still has it's downside on the N-SSW and Rabid with the current max bloom increase. Not nearly as bad as cooling jacket, but still enough to make it not worth wild. I feel the original damage dropoff from beta was the most balanced damage system. Some of the weapons back then needed minor tweaks, but the damage drop-off felt natural and was easy to understand.
  2. For improved rifling, the firing rate should be -3%, -5%. -7%. Than again, what's the point of this change? It's such a minimal change in range that having any noticeable downside would make this mod useless. It's already useless on LMGs and other weapons that reach maximum bloom after a shot or two.
  3. How about we don't change any of the mods until 3.5 is out?
  4. I think I mixed up the LCR's accuracy with another weapon. Looking through the DB it's definitely less accurate while in MM. On Innova, the old Russian version, the LCR was 4 shots to kill. I wonder how that would work out on G1's servers?
  5. It does make a huge difference. When my GPU drops to 2D clocks the game gets stuck at around 30fps, while when set to maximum performance in the control panel it runs at 120fps. I really wish Nvidia/AMD would go back to the old way of implementing boost, by going by what application is running, instead of going by load.
  6. The LCR is slightly more accurate than the the Obeya though. The low rate of fire on the LCR is what makes it less forgiving. 1 missed shot adds a ton to the TTK while the Obeya isn't that big of a deal. 1 missed shot is still a lower ttk than the LCR, and 2 missed shots is also faster to kill if you have CJ3 on the Obeya.
  7. I'm fine with it being OP too. It's such a small range difference. Most players would have died regardless.
  8. Have IR increase recoil slightly would do more to balance the mod, You can still fire fast up close, but you lose a little stability at range. It turns it into a semi-auto LCR. Defeats the whole purpose of the Obeya CR.
  9. Enforcer, because I don't have to pay off contacts mid mission to avoid getting 5 star for the 3rd time that mission.
  10. I feel these issues affect all mission types, not just item hold missions. - Car torque is currently reduced, but the 4x4 vehicles have enough torque to overcome it. They need to limit max speed instead, or reduce the overall torque of these vehicles. - Players shouldn't be able to spawn in a moving vehicle at any time. They also need to count carry items as objectives when checking for blocked spawn points. - Blow torch should be canceled for x seconds after the vehicle takes damage to prevent repairing while under direct fire.
  11. Check out the marketplace in game. The worth changes a lot due to the small amount of trading. One day a weapon can sell for 5mil, the next day someone puts it up for 2 mil and no one buys it.
  12. Honestly, it's impossible to give feedback with so few players on the OTW. It's also impossible to give feedback if these changes go live because these weapons are locked behind paywalls. If I were LO, I would recycle those christmas boxes on the live version and have them spawn the weapons they're currently testing.
  13. Reloaded's additions to the game broke the balance of running. The biggest offenders are car surfer, blow torch, and mobile spawner. - Car surfer: Allows players to mount themselves on top of a moving vehicle with any weapon, bypassing the weapon restriction placed on passengers in a vehicle. - Blow torch: This mod allows players to repair a damaged vehicle, while riding in said vehicle. If a player is using this mod, you must kill them or they will repair the vehicle faster than you can damage it, but now you've wasted time shooting them and their teammates just respawned in the vehicle because of the next mod. - Mobile spawner. This mod allows players to spawn in a moving vehicle.
  14. They should allow you to move heavy items the same speed as medium items.
  15. APB has a blue overlay that affects the overall color in game. It it's impossible to have black customized items because they turn blue when displayed in game. Here's an old comparison of what I am talking about: Default: Blue and fog removed (pre-2015 shader policy):
  16. Just nerf the N-HVR 762's max damage. That's the problem with it. Lower it to 640 soft damage, and increase the hard damage so it's a free alternative to the DMR-AV. Having damage linked to accuracy is just stupid. A hit should be a hit, not a guessing game as to how much damage you dealt.
  17. https://db.apbvault.net/items/Weapon_Rifle_Obeya/ https://db.apbvault.net/items/Weapon_AssaultRifle_STAR-LCR_PR3_Armas/ LCR TTK: 1.2s CR762 TTK: 0.84s The CR762 takes ~0.294s to recover fully from bloom. (0.44/2.27 + 0.1). This means if timed right it will maintain 100% base accuracy and kill slightly faster than the LCR minimum ttk. The CR762 kills with 5 shots slightly over 70M (77M with IR3). It also only needs 7 shots at 81M (88M IR3). If the player is close enough to not require 100% base accuracy, you can then fire the CR762 slightly faster. I don't remember the exact hitbox size of players or I could calculate this. The LCR is designed for noobs. It's easy to control but nowhere close to efficient.
  18. It's a netcode issue that causes this. The server thinks you should be further ahead than where your client is. Sometimes when I stream I get this kind of movement. My client will be moving normal speed, but every few seconds I get teleported an extra meter forward. I have 200mbps down / 35mbps up, and stream at 6mbps.
  19. Give the CAP40 the same base accuracy as the current OCA and call it a day. Maybe less people will complain about the N-TEC.
  20. Using the car surfer mod itself is exploiting more than this oversight. You can't shoot your weapon while holding a heavy item, but with the car surfer mod you can use a heavy weapon from a moving vehicle. Heavy weapons are suppose to be restricted when in a vehicle. Regardless, the easiest fix is to allow players to move while crouched with heavy items.
  21. System Specs? I run APB above 100fps most of the time. It has the typical short stutter each minute and will drop a bit when there's 20+ players running around, but otherwise it runs fine. Specs in sig.
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