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Mercuie

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  1. I use most these guns! It gets boring using the same gun every match. Though I think most players disagree! Heh.
  2. Noooo! I'm not that Mercuie. I'm a different one who is cooler and never did all those dumb videos and streams! That guy was a dork!
  3. APB Players don't like the idea that different guns are for different ranges and locations. They got too many years of Reloaded being bad at their jobs. This is probably a really difficult time for them with all these range adjustments and the idea that the gun you like might not be the best for all places anymore!
  4. Yes they desperately need to do some mission balance passes. So many things are inconsistent or dumb. Sometimes you have to break into the car, sometimes you can just get in. Sometimes the enemy can see a car and sometimes they can't. Missions where you just pick up an item (or just get in the car) should have shortened timers or switched over to actually having to do an action. Hidden Menace still has the "whoever is holding it at the end wins" for a final objective. Lots of little things. Very much need to be looked at.
  5. It would just make it more convenient and easier to find if they were in mission districts. Either having their own vendors that show up on the map somewhere in district or just add what they sell to the current list of contacts. Heck that might even get people to understand about that currency easier and/or motivate them to actually do the JT quests in district. Sooo many people don't know about or really understand that whole system or that many things are available through them. Now that you put a ton of ARMAS guns in the game via the JT vendors I think this would help getting players into finding and trying these guns. Also I don't think you earn enough JT's or the prices of weapons are too high with JTs, but that's another topic. But consider giving a few for doing missions as well.
  6. I'm really impressed with a lot of your guy's ideas. Seems like you all really do wanna help fix issues that have been plaguing this game for awhile. I only cover a few things below because you guys already have great ideas that should be looked into. Also almost everything I suggest below is to remove heavy vehicle meta. Heavy cars should have a place, but not be viable for every location or strategy, just like our guns. And to be honest I might have gone too far. So take these with a "needs more testing" sort of view! CAR SURFER - Remove mod and give this as a baseline feature of pickups and if ever possible vans from side doors. Bringing viability to these classes of cars. REMOTE DETONATOR - If we have to keep this mod reduce the HP of the car on a scale. Heavier cars take the bigger HP hit, while lower HP cars barely take any, making it harder to just drive up in heavys and zone people. Plus the changes Dopefish mentioned. This could also help bring viability to more ranges of cars. RADAR TOWER - Remove it's always on detection and turn it into a pulse that either the player can control or a timed thing that happens every 30s or so. This could balance it in a way to have a longer range as well. RESUPPLY BOX (both) - Like Dope said, remove the ability to resupply grenades giving a real reason to equip Mobile Supply Unit in cars again. This increases viability for smaller cars that can get into more locations and also makes players think more wisely about when to use grenades. HIGH BURN FUEL - Still does explosion damage but reduces that damage and explosion range. This mod makes people cry when you spent 40 hours blowing up a group in a heavy car only for them to get out and poop on you. This would actually make you move away from your car at the explosion point, but not very far. I'm talking small range here. Like less than 10. You could scale this with how car explosions work already (big cars blow up further) making it so small cars you might not have to move at all and big cars you need to move a little. SPAWN SYSTEM - While some areas of the map have benefited from elective spawn, many MANY more suffer from it. Spawns are way too close for any objective that is outside. This hurts Financial in a lot of spots and makes Waterfront attacking the worst thing to ever have to do ever because no matter how many times you kill the defenders they're back and in view before you have a chance to even do the point. - Push out spawn distances. With this game you should never be able to spawn in view of an objective. You died and you should be punished for it. Not rewarded with a new location to continue your assault. This also speeds up missions a bit because dying on a defend will be more costly, and defending is already the much easier task. - If not push out spawns, change the spawns into a Left/Right system (similar to before elective spawning). Let each side get a half circle on their side to choose from. This needs to be implemented on the edge of maps regardless because right now edge of map spawning is a nightmare of enemy teams spawning one in front of the other making for a very annoying death and also extra far spawns as one team usually gets the closer ones. That last line of text was messy but I hope you got the point. Don't hate @ me. I just want to help make the game better!
  7. Really? I thought it felt great and easily hit everything I was aiming at.
  8. This is their first real patch and they're actually trying. They plan to continue to work on gun balance. This isn't G1 where they patched it once and called it good. I'm interested to see what meta forms with this and with more real world testing that they couldn't get on the test server they'll be able to see better where to tweak and adjust things. It's been less than a day. I don't think we need to start telling them off when they haven't deserved it. This isn't G1, don't bring your built up hate for years of abuse on to a new team that is actively trying to save this game. Let this patch simmer for a week or two, see where things land and see what meta forms before making more adjustments.
  9. Hey I wouldn't be against removing IR! It's seeming like a big issue to balance right now and I would be interested to see what would happen if guns were stuck to their ranges. Then again APB's locations are so varied that having a gun bleed out of it's range is actually useful since it's hard to cover a lot of ranges in random teams. Game balance is hard. Glad I'm not in charge. I would just delete the HVR and pat myself on the back for making the best change ever done in video game history!
  10. The range on IR seems way too much. This easily pushes AR's into Rifle range with less drawbacks. Why would I use an OBIR or Obeya when I could just equip an AR with IR3 and still perform nearly as well in the closer ranges while gaining a MASSIVE improvement in my 50-70 ranges.
  11. They're major mods with huge power behind them and it's incredibly difficult for newer and lower level players deal with some of the power behind higher ranked players. Flak Jacket works wonders for the explosion damage of rockets , OGPL, and Car Det, but it's locked until 195. Something that is insane to earn even with premium. Car Surfer and Blow Torch is a huge advantage if you're running or chasing down a runner or just trying to do a car hand in mission. It's near impossible for lower level players to take out runners because not only do AV weapons take 40 years to actually blow up cars, but those same cars are usually being blow torched while some dude rides on top killing any players trying to stop it. Another big disadvantage for lower level players. I'm not saying move where they are in progression this patch (though they should be moved at one point) but just lowering the required level to use it would at least give lower level players an option to buy off the market and equip. These are game changing mods that are limited to high ranks, which would be fine if low ranks didn't have to fight them, but they do making an already challenging situation that much more difficult because they lack the same options. One thing that was great about APB was that rank didn't matter that much. But these mods actually do and should be lowered to at least 40 or 85 for equipping. And I know I'm just talking about these few here, but I highly suggest that all 195 mods be lowered. And don't even get me started on JT mods. Thanks for your time.
  12. I think it's better to fix the Yukon and then do a balance pass on the secondaries anyway. They're all over the place on viability and usefulness.
  13. Do they ever do testing in an actual district? I have trouble getting a real feel for a gun in the vacuum that is Baylan. I can tell you I really like the COBRA, but I can't tell you if I think it's too strong or not because I can't test it properly with real world matches that take place with meta guns in different locations and such. My brain just doesn't work that way. Also thanks to all the people providing real feedback. Seems like the game is in good hands with you all.
  14. Something to consider when talking about Assault Rifle balance is that there are only I think 2 AR's in the game you don't have to pay money or JT's for. Obviously the NTEC is better than the STAR. I think the NTEC could use similar damage drop off and ammo as the other AR's, but honestly without seeing a ton of people using a lot of AR's it's hard to tell what changes if any they need being most people just sit on one. This game really should release all guns with either no slot or one slot through progression. I think that would spike up diversity and help all of us see that maybe some guns aren't as strong as we think they are and maybe some guns we see as weak are actually pretty strong. Just my opinion, don't flame me!!
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