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notHunky

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Everything posted by notHunky

  1. As someone already pointed out, I don't think the problem with the NTEC was that it was more accurate and could reach out at longer distances than other assault rifles, but that it works way too well in close quarters.
  2. The weapon is fine. Other handguns perform better at range, while the showstopper excels punishing people who get too close. I haven't been able to get a Thunder version yet to see how that handles though.
  3. I know Im going to regret asking this, but such as? CSG: noticeably better range and accuracy than the JG now, but was especially overpowered back in 2012 Troublemaker before the nerf. ATAC. Joker RFP9 "Fang": still really good even with the IR3 nerf. Was better than a lot of primary weapons before the recent nerf. PDW-57 "Kris": it's a whisper you can mod with 2 open slots (probably due to an oversight). NSSW 74 and VAS SW2 variants: Despite being derived from NTECs and having similar accuracy/handling, only the NTECs had their tap fire ability nerfed. The NSSW can still snipe you at near TTK speeds. AMG 556 Euryale: Basically a straight upgrade to the SHAW because of it's better mobility and less recoil. Sure it has 20 less rounds per magazine and a longer TTK by 0.03 seconds (lmao) but if it takes you that many bullets to kill your target, you're probably already dead anyways. Dog Ear: A semi automatic Sniper class weapon which can be hipfired in CQC with relative success. Quick-switching to the PIG works after one hit for whatever reason. Also it does tons of hard damage against vehicles AND can be fired out of windows by passengers. Bonus round: Legendary weapons which objectively do not suck: Medusa: even though it's a bit worse than the Euryale when you start shooting, the thing is still an AMG 556 with more mobility (and eventually) accuracy than a SHAW. Jersey Devil: A better NFA9 "Quickdraw" VBR "Huntress": Better fire rate and starting accuracy than the SR15. Admittedly more of a side-grade due to only having 1 mod slot, but still far from sucking. AAEPD "Volcano": Airbursts for campers and can actually destroy a Pioneer without needing to reload or change weapons, unlike the Osmaw. Ursus: DO I REALLY NEED TO EXPLAIN THIS ONE?! Nano: Hands down the best sidearm for LTL enforcers who want a lethal secondary. The only lethal sidearm capable of stunning reliably. True Ogre: A very situational weapon, but very capable of wiping multiple enemies when defending an objective.
  4. So the only retort you could come up with was condescending ignorance with a side order of memes, rather than actually explaining in any capacity why you think many ARMAS items don't offer any distinct advantages. Congratulations, you are a shining example of why people think the APB community is cancer. You know in many instances that just isn't true. I'm sorry but many people don't have the time/effort to put into grinding out legendaries like you can. In addition, there's like 7 different examples of legendary weapons which objectively do not suck.
  5. This answer is such a cop out though. By all means go ahead and see how long it takes to grind enough joker tickets or game money to maintain an arsenal of all those weapons, then compare it to the permanent ones I've got sitting in my locker. Tell me it's not an an inherent advantage being able to change up tactics on the fly by having unhindered access to all those unique weapons at any time. The joker store requires grinding as you guys said earlier, and legendary weapons don't just pop out of thin air. Someone still has to first buy them through Armas even if you don't. Many people I've tried introducing to the game don't last through the grind long enough to get even one legendary weapon through the market. So no, I'm going to call a spade a spade.
  6. Have to disagree here, some Armas weapons are just straight up better for many situations than the free guns. I own a ton of them. Volcano has an airburst feature which kills campers on rooftops better than anything else in the game. The PDW-57 Kris is not an OCA-EW reskin, but a whisper with two open mod slots with hidden stats which give it better range and accuracy modifiers than the regular OCA-EW. The Dog Ear is the best semi auto sniper in the game against both soft targets and vehicles in the majority of situations, and IT CAN BE HIP FIRED. It can also be shot out of car windows, making it hands down the best weapon against vehicles for people who don't have enough joker tickets or aren't ranked high enough to have car surfer. ATAC. Enough said. Yukon before the nerf had the lowest TTK in the game and was absolute cheese within point blank ranges. Euryale is a straight upgrade to the Shaw aside from having a microscopically higher TTK by like 0.03 seconds. No, I'm not exaggerating that value.
  7. LOL it sounds like these changes are going live now. So I just did some gameplay in Baylan with the new shotguns and all I can say is, hope you guys liked the 2012 CSG meta, because it's back with a vengeance. Okay, maybe not THAT bad but still a very powerful and annoying weapon to be up against. This gets exacerbated by any amount of latency due to corner popping where it looks like the enemy is just shooting through the wall while only exposing themselves for 1 frame. But on the bright side, the Shredder is really good now. It's high damage per shot and tight spread make it great for suppressing or killing enemies who attempt to retreat behind a wall or corner. Also, it's now great for punishing play-styles which rely too heavily on latency and WASD dodging without the use of cover. Overall I like the changes.
  8. I wanted to test the shotguns some more but a lightning storm made me cut the session short. Here’s what I found so far in controlled testing against stationary targets: The CSG with IR3 was able to consistently kill with 3 shots at around 25 meters, but I wasn’t able to test performance beyond that range. I was able to get two shot kills at a whopping 15 meters. The Shredder was able to consistently kill within 3 shots both with and without IR3 at 25 meters. Anywhere past that point starts requiring more shots to kill regardless of if IR3 is being used or not. CJ3 reduced the 3 shot kill range to around 20~22ish meters due to increased spread, but holy cow that fire rate buff shows on it. (If the ranges get reduced again, I hope the fire rate will at least stay like it is now) I haven’t had a chance to try out actual gameplay yet to see how practical these are though, but I imagine the CSG is going to be a bit broken when used in conjunction with vehicles to close the gap.
  9. Uh, I don't see anything posted on the forums about server maintenance, but the OTW server seems to be down for me. EDIT: nevermind it fixed itself.
  10. I know I was saying earlier the sudden damage falloff on the shredder seemed a bit punishing, but the new shotgun changes on top of the improved rifling changes seem a bit excessive, ESPECIALLY THE CSG. Good lord 15 meters base effective range with improved rifling increasing it by 12 meters? Am I going to get killed in 2-3 shots from nearly 30 meters now?! I'm going to test this now and see how practical shotguns are. Also my main gripe with the shredder was with the bad hipfire accuracy, but a fire rate increase sounds good instead I guess.
  11. The mm gimmick has always been pretty shit on the yukon, being a .45 burst interval vs .35 for rfp. Only thing that made the gun even sort of worth using was the hipfire rate. Now the gun is just hot garbage. If you own one, better sell that shit fast. Its now maybe the worst full auto secondary in the game. Eh I still like the gun itself because it's a Beretta M93R with the stock. At least I can point to this now if people complain about getting killed by it. Also I forgot to mention, the Shredder DF is absolute garbage compared to the other variants good lord.
  12. One thing I noticed about the shredder is that the damage is now far more consistent for me at point blank range IF you manage to hit anyone while aiming down the sights (but good luck doing that with any amount of ping or against carbine users). The performance at range however seems to be really punishing if your target is even a few meters too far. Not sure if this is reflected in the stats but it feels like anything within 15 meters is absolutely toast in 3 to 4 shots, but anything just 2 meters beyond takes an entire magazine to kill. The damage falloff seems a bit too much like hitting a wall considering range is supposed to be the Shredder's specialty. Maybe a more shallow damage curve over range is in order for this weapon? Probably just my own bias here, but I also think the bad hipfire accuracy on the shredder is an unneeded balance mechanic since the TTK is already longer than most other shotguns. Right now it handles like a severely handicapped ATAC with 1/5 of the effective range, a notably longer TTK, and other weapons will kill you faster at point blank when aiming down the sights becomes impractical. Also something seems a bit weird with the Yukon. I think the fire rate fix was definitely needed and I actually prefer the slower rate of fire, but I'm finding it especially difficult to kill anything reliably with the burst feature within 3 bursts (even when the enemy is standing still) compared to the normal RFP9.
  13. I just tested that variant in Baylan C. We found that hitting center mass at 18 meters and under you can kill in three shots with the thunder. At 19-20 meters it starts killing in 4 shots. We didn’t test beyond 25 meters though, but it was still killing around 4 shots at that range.
  14. I haven’t had a chance to test the weapons on Baylan D, but so far on Baylan C I am extremely impressed with all the changes and hope they go live soon. I wouldn’t change anything about the showstopper variants either. They’re perfect. There’s only two things I need to know. Will the Oblivion be able to be fired out of car windows to make it competitive with other mobile sniper rifles? Please tell me we will get the Bendis and Dianna variants of the ISSR-A rifle. I NEED a stock on my rifle Either way, this is great moving forward.
  15. Wow seriously, this is like everything I've been wanting for a while. I'd really like to see how the Shredder, Anubis, Swarm, and COBRA perform after these changes. I may have missed it, but is there any estimation as to when you think the changes will be implemented?
  16. Yeah I think it would fit with the theme. Absolutely everything in the game is pretty much over the top including lore, characters and weapons. I think one of the contacts commonly takes a jab at enforcers with a line like "where do these guys get their style from, World War II?" or something. Well everything would fit except for the Chauchat, because that thing would probably have jamming as a unique mod/mechanic.
  17. I think it would be too powerful at 6 STK because of the better fire rate and faster bloom recovery compared to the NTEC. Giving the Frenzy a slight fire rate increase sounds good.
  18. LOL, you guys have already accomplished more in a few months than what G1 could in 3 to 5 years. Also thanks for allowing us to still use Advanced Launcher until we get a proper graphics settings update.
  19. Oh thank god. I sometimes share legendary weapons with friends and was hoping they wouldn't get character locked.
  20. Thanks for going out of your way just to say "git gud" and miss the point entirely. You forgot about the horribly long bloom recovery time as well. This isn't a valid answer when nearly any other weapon in the game can fulfill its intended role better. Technical TTK doesn't really mean much when the bloom becomes the size of a dump truck after 3-4 shots and then takes nearly 0.5 seconds to go back down again. The Temptress or Huntress also has better starting accuracy than the SR15 and does the job way better than a COBRA, but I'm not trying to say the COBRA should be a huntress. I'm trying to say that it should fulfill its own niche while still being viable in some way. Also I still payed money for the weapon expecting it to have better performance before it got nerfed for no reason. I like the model of the weapon and want it to work, but it doesn't come close to being effective as any other weapon which fulfills a similar role. I could deal with the weapon if the bloom didn't take forever to go back down.
  21. Except for the fact that the carbine is pretty much better in every way imaginable besides starting accuracy in marksmanship mode. Right now as is, the COBRA has the worst effective TTK at any range beyond 10 meters, and short range weapons or even an NTEC will wipe the floor with it within those 10 meters. Honestly I'd be satisfied with it becoming a reskin of the Raptor 45 variants, but with 2 open mod slots instead of the suppressor. The hipfire would still be decent for up close, and you could also be effective at medium ranges.
  22. How did the RTW system work again?
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