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notHunky

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Posts posted by notHunky


  1. Just now, CookiePuss said:
    2 minutes ago, notHunky said:

      You know in many instances that just isn't true.
     
    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.

  2. On 8/12/2018 at 8:13 PM, QtePi said:
    dude lol just learn to play the game and get gud
    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.
     
    On 8/12/2018 at 8:15 PM, CookiePuss said:
    Best guns are still in game weapons.
    You know in many instances that just isn't true.
     
    On 8/12/2018 at 8:15 PM, CookiePuss said:
    And as far as legendaries go, I have an account that is less than 2 years old, ive never bought a JMB, and Ive owned at least one of every legendary in the game. Found making the money to buy them so easy in fact, that Ive given away at least one of every legendary, and thats not even getting into the fact that legendary guns suck.
    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.

  3. On 8/10/2018 at 11:24 PM, CookiePuss said:
    ... sigh
    how many times must this discussion be had?

    All legendaries can be acquired though in game cash, so this includes BOTH the Volcano and the Yukon.
    The Kris is a Whisper which is available in the joker store.
    The ISSR-B is available in the joker store.
    The ATAC is available in the joker store.
    The Euryale is the Stheno and is available in the joker store.

    I mean really guys, can we just stop?
    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.
    • Like 1

  4. 3 hours ago, SuperToaster said:

    What Armas weapons trump their free counterparts? Most of them are reskins anyways

    49 minutes ago, illgot said:

    The only exception maybe the Mountie SF9 'Yukon' but only because the burst mode has been reported as being broken and really only dominate in CQC.  Anything past 10-15 meters and nearly any pistol will out perform it.

    Since you do not own any of these "golden" guns I do not see how you can make an objective stance on the weapons being overpowered.

    I own plenty of them.  I can tell you that no Armas exclusive weapon is dominate for that specific weapon category.  Every weapon in game fills a niche, some of the Armas exclusive weapons do not even do that considering a fair amount of them are just remodels of what you get in game or with locked in mods.

    Also, fried chicken is good.

    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.
    1. Volcano has an airburst feature which kills campers on rooftops better than anything else in the game.
    2. 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.
    3. 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.
    4. ATAC. Enough said.
    5. Yukon before the nerf had the lowest TTK in the game and was absolute cheese within point blank ranges.
    6. 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.

  5. 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.


  6. 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.

  7. 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.


  8. 6 minutes ago, CookiePuss said:
    27 minutes ago, notHunky said:

     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.
    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.

  9. 23 hours ago, AgentWatson said:
    -Which is fine in my opinion, 6 shots and if it takes 3 to kill and 4 to kill at 20m that's 50% or 66% of the mag respectively. You have to take into account the new changes, the damage reduction per pellet. I think a 40% reduction in firerate is a good middle ground for the thunder and an increase to reload time. 

    -Shotgun changes seem fine, the Shredder however doesn't really seem that different. An increase of (20)m effective range to (30) would be fine for the shredder. JG may be a little too strong up close and far too consistent, slight reduction in damage per pellet. 

    -Improved Rifling change is controversial but I like it, I'd aim more for 5/10/15% middle ground for the modification would be a pretty decent middleground, In step with what a bunch of other people have said the change is pretty consequential for balance. 

    Overall, I'm completely fine with a lot of the general changes to other gun but I believe these changes should stay for awhile to see if any other unforeseen consequences arise. 

     
    -Which is fine in my opinion, 6 shots and if it takes 3 to kill and 4 to kill at 20m that's 50% or 66% of the mag respectively. You have to take into account the new changes, the damage reduction per pellet. I think a 40% reduction in firerate is a good middle ground for the thunder and an increase to reload time. 

    -Shotgun changes seem fine, the Shredder however doesn't really seem that different. An increase of (20)m effective range to (30) would be fine for the shredder. JG may be a little too strong up close and far too consistent, slight reduction in damage per pellet. 

    -Improved Rifling change is controversial but I like it, I'd aim more for 5/10/15% middle ground for the modification would be a pretty decent middleground, In step with what a bunch of other people have said the change is pretty consequential for balance. 

    Overall, I'm completely fine with a lot of the general changes to other gun but I believe these changes should stay for awhile to see if any other unforeseen consequences arise. 

     

    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.

  10. 18 minutes ago, LazyLizard said:

    Here's my two cents: Shotguns no longer being broken? Hooray! Shotguns being way too effective at range at the moment? Boo! Needs a slight nerf.

    Additionally, the Showstopper's 'Thunder' variant is just way too fucking powerful in my opinion. Considering i can basically destroy someone within 20m with just 2 shots.

    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.

  11. 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.

  12. On 7/6/2018 at 4:39 PM, MattScott said:

    Hi everyone,

     

    In the spirit of transparency, here are the changes we are implementing for weapon balance in the coming couple weeks. The development has all been done, we are just testing internally to make sure things work as intended.


    To start we have two general changes to the Sniper and Shotgun categories:

     

    1) Linking accuracy to damage on the HVR 762

    Reducing the damage of the HVR 762 when it's not perfectly accurate allows us to reduce the ability to fire it at close range / snap shot and still be effective.

     

    Sniper Rifles, particularly the HVRs, are particularly hard to balance because they are currently effective at point blank range and also devastating at a distance. G1 tried a few rough balance measures in the past with initial inaccuracy and movement cooldown, but it’s still quite possible to use the HVR in CQC. We feel this change will preserve the HVR 762's place in our matrix of weapons, but make it less desirable outside of actually sniping.

     

    2) Shotgun Damage Pellet Damage

    We're adjusting how shotguns do damage, to allow for more damage for partial hits (the first pellets to hit a single target do more damage than the last ones). This allows them to be more forgiving without buffing their overall damage.

     

    Again, Shotguns are hard to balance. Currently we feel they are powerful but very inconsistent, and some of this is because how our servers perform at higher latency.

     

    Now for the smaller tweaks to specific weapons:

     

    1) AR-97 'Misery' (Apoc Famine)

    Improve damage to give it some overkill, and improve the tap fire ability.

     

    2) COBR-A

    Remove the accuracy curve and improve accuracy recovery rates.

     

    3) ISSR-a

    Low recovery time for accuracy loss, so you can wait less time after taking a shot to fire again.

     

    4) SWARM

    Reduce horizontal recoil amount. We're also investigating increasing the time it takes to recoil to slightly higher than the recoil time, making the recoil smoother.

     

    5) SBSR (Rifle)

    We want to give this weapon a unique recoil pattern that's significantly less harsh than the sniper variant.

     

    6) H-9 'Curse'

    We want to give this weapon a new recoil pattern that has heavily reduced horizontal recoil.

     

    7) S-247 'Oblivion'

    Attempt to make the weapon a lot snappier when using it as a fire and reposition weapon. This would heavily improve snap fire by reducing the time it takes to gain accuracy after moving, and allowing you to switch during re-fire timer.

     

    8) NCR

    New crosshair (from existing asset). Removing the accuracy recovery curve that the HVR has.

     

    Thanks,

    Matt


    Edited: added clarity on weapon names mentioned in comments.

    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?

  13. On 6/14/2018 at 4:23 PM, VickyFox said:

    Do you really think that these historic guns are fitting with the themes of the war on the streets of San Paro?

    For legendary JMBs and as part of a pack exclusively It is ok in moderation but I feel this list is a bit much.

     

    I would say though that a Bolt action in game rifle is something I think could be added in game, It would need a sniper rifle animation but kept in the Rifle(semi) class. Also a double barrel shotgun is something that is a bit overdue.

    The Browning BAR M1918 should still be ok because of it's ammo count it would probably be lower than average LMGs, it would make it distinct and adds to the variety of LMGs in game.

     

    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. :classic_laugh:


  14. 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.


  15. 3 hours ago, MattScott said:

    Hi everyone,

     

    Please see the update announcement here:

    https://apbreloaded.gamersfirst.com/2018/06/june-2018-anti-cheat-update.html

     

    Sorry this took so long to nail down on our end.

    We had to address many different issues internally to get ready for this patch - everything from upgrading libraries to bring them current to training a new QA team on testing the game. I know the radio silence and lack of clear date was frustrating for a lot of players. We will do better in the future of giving more of a timeline and heads up.

     

    EDIT: For clarification, players can still use the Advanced Launcher for the time being. The developer was generous to share the code so we could test and review it. We hope to incorporate many of these features directly into APB in the future.

     

    Thanks,
    Matt

    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.


  16. 22 hours ago, Kewlin said:

    No, turning a gun that people own and like into a reskin is never the solution, lol. Making the gun into a reskin is the absolute worst thing they could do.

     

    Some upsides of the carbine include:

    1. Around half the starting spread of the SR15 Carbine with comparable recoil per shot.
    2. Almost half the spread in MM.
    3. Accepts any red mod well, but most notable can take CJ3 with almost no downsides and bring it within 0.04s of the technical TTK of the SR15
    4. Around 10-15m more range, depending on how you count it.
    5. 170 overdamage as opposed to 80.

    The one and only downside of the COBR-A

    1. Its technical TTK is 0.10s higher than the SR15's if for some reason you aren't using CJ3, but the COBR-A was basically made to have CJ3, in which case it has only a 0.04s difference in technical TTK.

     

    . . . and no, the NTEC does not wipe the floor with the COBR-A at 10m and below unless you REALLY suck with it.

     

     

    TL;DR: Just because you aren't good with a gun doesn't mean its bad and should be replaced with [INSERT GUN HERE]. Here's a suggestion, how about you use [INSERT GUN HERE] instead if you like the way it performs so much?

     

    I have no problem with them buffing the COBR-A, as long as it's a minor buff, but there's no reason to completely rework it or replace it.

    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.


  17. 3 hours ago, Caesruul said:

    It was meant to be the automatic version of the joker carbine and crossing over into two niches, semi-autos and normal assault rifles.

     

    Unfortunately, buffing it too hard makes it TOO good in both of those areas.

    As it is right now, it's a very tricky weapon to play with, the main thing to watch for is the bloom.

     

    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.

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