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stateofthegame

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Everything posted by stateofthegame

  1. I agree with this, the NL9 can be scary in good hands: - it doesn't suffer from pellet spread - it has barely any accuracy loss when moving - the reticle is already quite tight for a shotgun - you can quick-switch it with a pig or vice-versa - corner popping is easier than with the ccg - it ACTUALLY does damage if you cant arrest your target - its basically an ltl csg without any pellet spread /rant Back on topic: - The SBSR series are the worst guns I have EVER played with - The Shredder has no CQC niche and no mid-range niche - whats the point? - The Harbinger is arguably the worst sidearm (which is a shame since it looks cool)
  2. Should honestly be released at this point. I still get a kick out of people OSMAWing my Fresno and being confused when it isn't even smoking.. good times.
  3. Man everyone's so heated in here, relax and let LO fix the issue.
  4. If you're forcing a HAN migration could you also look into what has caused drastic latency changes for Australian players? I had to move to HAN as my Jericho MS is too high, if everyone is forced back to Jericho people who have the same issues as me will not be able to play the game at all.
  5. In-terms of ARMAS exclusive items (not including reskins). Most ARMAS items can be attained in-game with a different model, you're better off spending your money on items you can't get in-game, don't throw money at reskins unless you REALLY like the gun. High-Velocity Rifle - HVR-243 'Scout' ; I personally like the RT1 the most, avoid anything with a silencer. Submachine Gun - OCA 'Whisper' variants ; all of these are good, personally I like the PR1 over the PR2 Shotgun - Colby CSG variants ; I like the PR1 the most as I find IR3 helps with damage consistency, the TAS is also a good choice. Semi-Auto Rifle - Technically the only exclusive is the SBSR which is quite bad - do not buy it! The OBIR 'Vladivostock' has all the mods you want to use on the OBIR so I'd recommend this if you don't want to buy slotted weapons. I'd personally avoid the Obeya 'Below Zero' as HB3 really hurts your damage and your range. The OSCAR is also an honourable mention as you can otherwise only get this late in the game. Assault Rifle - If you like SMGs more, choose the ACES Rifle. If you prefer the STAR/NTEC choose the FAR. If you want something inbetween choose the ATAC. Light Machine Gun - If you like the NTEC, choose the NSSW 3-Slot, it's basically an LMG version of the NTEC. AVOID the swarm, they're terrible.
  6. They'll turn the city lights back on when the player population returns.
  7. I find the OSCAR to be one of the most polarizing weapons in the game and I'm curious to see what other people think of the gun. I personally find it to be a perfectly balanced weapon that becomes unbalanced when combined with a high latency due to how the gun fires and operates. Whilst this is nowhere near what it was during the sprint-shooting days it's still perfectly possible for people to create multiple stages on invulnerability or 'weird hitboxes' whilst using the gun.
  8. I agree with these points aside from the IR point. I personally recommend using IR3/MS/ a third mod of your choosing on this gun - I find that no other red mod lets you play as reliably as IR3 does in this gun and the max-bloom is already low. You should be tap or burst firing this gun anyway so I find running IR3 is basically a straight upgrade, it also doesn't make your gun harder to manage like CJ does. Of course if you are running it in financial CJ may be viable, but stick to CJ2. Even then I'd say the slightly lessened TTK isnt worth it. I tend to run IR3/MS/BA3 as the ammo count runs out quite quickly.
  9. It's one option. I think it needs a reason to be used above the OCA/PMG. Currently it has a faster TTK however it's less forgiving per mag and much harder to aim consistently with. Think of it like the FBW vs the .45 FBW is more forgiving and easier to handle. .45 kills faster and is far less forgiving.
  10. I think the rifle variant is totally fine, though having access to red mods on it would be nice, I don't think it'll make a real difference to the gun. The smg needs a small TTK reduction, that's about it.
  11. None of the weapons are pay to win in my opinion. The holy trinity of OCA/NTEC/HVR can overcome all purchased obstacles. Everything you can purchase is just a worse/on-par version of one of those weapons.
  12. Since the implementation of BattlEYE I've had two issues running my game; 1. Whenever I join a district for the FIRST time (ie; a fresh start-up) I will consistently get kicked by BattlEYE due to 'PC not responding.'After this happens once it will not happen again until I restart the game 2. Unless I tab-out and tab-in my game after a start-up the right side of my screen will cause the cursor to behave as if it is on my desktop not in the game, thus clicking when trying to shoot/aim etc. will force me to tab out of the game. Any fixes or suggestions are welcome!
  13. I don't think the STAR should be changed. It is mediocre at everything it does and that is exactly how a starter weapon should work. A starter weapon should not have any strengths and the changes you've suggested would make the game harder to get into than it already is - the STAR is a 'decent-at-everything-but-not-great' weapon and that is exactly how it should stay.
  14. The only issue with the N-TEC is that it outshadows all other ARs - there's no reason to use a STAR/FAR/COBR-A/ISSR-A/whatever-else over the N-TEC. The gun itself is fine, the other AR's need more defining attributes to necessitate using them over an N-TEC. Some examples; -increasing the STAR/FARs range to be slightly higher than the NTEC -increasing the ISSR-As hard damage to more than it is currently -deleting the COBR-A Give me a REASON to use the other ARs over the N-TEC and I will.
  15. If you lost an encounter, think about WHY. More often than not (player skill differences aside) there is a reason for your death; Did you take an overly obvious route? Were you too out in the open? Did you peek from cover for too long? Was there an obvious grenade you should have avoided? Did you rush without team support? Were you trying to outrange a weapon you shouldn't? Did you get impatient and rush too early? There are an ENDLESS amount of things you can improve on in this game, the most important advice I can give is to think about what you could have done instead and apply it the next time you are in a similar situation. Of course every situation in APB is different however recognising your own bad habits and changing them to good ones goes a long way. Also take note of why your opposition managed to best you - what did they do differently that you can apply to your gameplay? There are many many many times where I have eaten a grenade to the face and gone 'damn, that was a smart prediction' and many other situations where I've been flanked and gone 'I should have watched both directions, I deserved that backstab.' Treat each loss as a chance to get better at the game, it goes a long way!
  16. A big issue I see is that most new players don't even know what player modifications ARE let alone which one would let them hop on top of a car or avoid some level of explosive damage. Player modifications need a complete rework but that's not the topic here. IMO, player mods and mods in general (vehicle, weapon etc.) need their own tutorial section - none of this is explained in the tutorial, I even find veteran players confused by how improved rifling actually affects your weapon, don't even get me started on the whole CA3 / CA2 argument. If players were EDUCATED on how modifications work AND the rank restriction was removed then it would be a slightly more even playing field. I'd also like to throw in that a tutorial section on the different TYPES of weapons would also be great, particularly pointing out which weapons are dedicated AV weapons. Anyway, I'm going off topic. To clarify; tl;dr - players need education on what mods actually do rather than simply making them all available at once, simply removing the rank requirement will not fix a skill gap but a tutorial section will go a long way towards helping new players settle in.
  17. All the full auto secondaries (aside from the yukon) are all pretty underrated, particularly the PDW. Main vote goes to the ALIG though, complete RNG as to whether your shots land but if they do it's a scary gun.
  18. We all know what really needs to be fixed..
  19. Great poll / topic to bring up. Interesting to see the communities general opinion on stuff as well as what's unanimous. LittleOrbit take notes!
  20. Anyone team who switches to all OPGLS during a VIP stage and camps somewhere obnoxious. Extra points if they have mobile radars set up around entrances.
  21. Exact same issue. Have always mained Jericho/Colby and started off with a stable 160ms. Various patches later and it now sits at 290ms / 300ms consistently which is unplayable. I remember writing to support asking what had changed but their response was only to get me to troubleshoot my internet which has not changed in years and works perfectly with everything else. So really it's odd to me. Also when Jericho was having 'ddos' attacks my latency went back to normal? Real weird stuff. On Topic: Han was best suited in Singapore. It was a good middle ground between Asia/Aus./NZ and provided relatively even latency for everyone. Currently it's trying to cater to a player-base that doesn't really exist. Makes more sense to pull as many regions as possible.
  22. I think the issue lies in two areas for the HVR. Please keep in mind this is just my opinion. The first is just how easy it is to completely cripple a target irrespective of range - in a game that's (mostly) about staying mobile having a gun that has the ability to remove your mobility entirely at ANY range really doesn't make sense, especially considering it can do this in one shot. I have no issues with snipers doing what they should be doing, camping a spot from draw-distance and keeping people off a point, the issue comes with the fact that they are still more than capable of doing this in close-quarters situations. Which brings me to the second point.. It's far too easy to be accurate with a sniper rifle in close quarters. The gun shouldn't even have a hipfire reticle in my opinion, it should have a function similar to HMS and the non-marksman accuracy should not change from borderline unusable unless you are ADSing. As others have mentioned 3PS is also an issue, but in my opinion that's an issue with the modification itself being an upside to EVERY weapon. It also makes sense to use this on a weapon with a high equip time - again, changing non-marksman accuracy would mitigate this issue to a certain extent.
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