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XXXXXXXXXXX

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Posts posted by XXXXXXXXXXX


  1. Just now, BXNNXD said:
    5 minutes ago, 23k said:

    That's why i said make nades be able to kill a player with one hit just like in any other game & real life.

    ok i give up, lets add headshots and one hit kill grenades to apb so the game can die in a week and i wont have to deal with this smart argument anymore
     LO could try to implement it for a short period of time and see how the players react to it if they like it or not something like otw.

  2. Just now, Slickmund said:

    23k  1
    Started conversation: Saturday at 10:36 PM
    What faction you play for? got ingame name? maybe when i'll learn to play we could play together.

    From this I assumed you were new, sorry if I misinterpertated that.

    I was messing with you since you were trying to teach me about apb in the first place. 

  3. Just now, BXNNXD said:
    except nades generally require you to expose yourself and now thanks to headshots even that slight corner pop to throw a grenade means you can be killed

    not to mention grenade damage is now useless because health is now largely irrelevant due to headshots
    That's why i said make nades be able to kill a player with one hit just like in any other game & real life.
    1 minute ago, Slickmund said:

    @23k You have told me you are new to the game. Take our words for it. APB will not improve over it, it will just create a more hostile and more demanding skillgap, which already is a bit of an issue within APB. Im going to pull out from the discussion now, seen as you seem to circle-reason your way about it which I find frustrating to discuss with.

    I'm not new i've started playing in 2011 open beta.

  4. Just now, CookiePuss said:
    You seem to ignore that good players will also be able to 1 shot. 

    Good players would wreck shitties even harder. 
    That's not true at all, they would still have other game experience therefore they wouldn't be completely lost in combat.

  5. 1 minute ago, BXNNXD said:
    im not up for it because it would turn the game into a campfest to an insane degree - whats the point in rushing when opp can just hide on a corner and insta-gank you without every exposing themselves?

    also fyi its a lot easier to spot a cheater when they cant legitimately kill you instantly from anywhere
    You got nades for it man, you act like you don't play the game we the players we will always think of some tactic to outplay another player regardless of the circumstances.
    Just now, BXNNXD said:
    2 minutes ago, 23k said:
    People cry when they get dominated by experienced players if they get a better chance to fight back then they can develop confidence to compete against those higher skilled players, therefore they got more fun from the gameplay.
    new players wont have a chance to fight back, with headshots theyll just be overwhelmed before they can even react
    That's not true at all, they would still have other game experience therefore they wouldn't be completely lost in combat.

  6. Just now, CookiePuss said:

    people cry p2w cuz they get beat, simply adding 1 shot kills changes nothing... absolutely nothing

    People cry when they get dominated by experienced players if they get a better chance to fight back then they can develop confidence to compete against those higher skilled players, therefore they got more fun from the gameplay.

  7. 11 minutes ago, Slickmund said:

    Im sorry but... I laughed my patootie off here. I played the shit out of CSGO, I've reached high there, I know it in and out. APB with headshots, would be gosh-darned easy really. Exposure is much more lengthy on these maps, flanking is so much easier on these maps. No sir, you have not thought this through, or simply haven't analyzed APB well enough yet. Experienced shooters would completely dominate in a much more instantious way than you can right now through raw finesse on its own. Someone who isn't all that great at aiming, can still become great at APB if he develops his playstyle accordingly and plays in a tactical way. That is why APB has a diverse player base, reaching beyond the "typical cod guy".  Take that away and you'll be left with, an underwhelming mmotps with nothing really special about it besides nice customization.

    That's not true at all, APB has alot faster combat compared to CSGO, headshots would spice things up even more hell, your movement would be able to somewhat counter some shots, it would give silvers and bronze a better fighting chance against the more experienced golds that wouldn't be so bad, it would give them more confidence.

  8. 1 minute ago, BXNNXD said:
    corner camping and car gameplay would instantly become absolutely mandatory 24/7 because the combination of instant ttk and a large amount of wide open areas would make gameplay unbearable

    the only way this would affect the p2w stigma is by killing the game so fast that no one has time to worry about p2w anymore
    It would make a person think before running in to the open, On top of that you think everybody will be headshot masters? Only thing that will shine if that happens would be the hackers they would get alot easier to catch. Since you and Cookie were banned in the past  for cheating most likely that's why probably you're not up for it.

  9. 8 minutes ago, Slickmund said:
    14 minutes ago, 23k said:

    If there was hs in the game then there would be no way for someone to say that some gun is op or pay 2 win simply because every gun would have a chance to finish you, it would all come down to you making the shot.
    Thats where you're wrong. Right now, the time to kill is based on (Accuracy + Accuracy dropoff over range + Accuracy maintained over Rate of Fire + Damage carried over range). With headshots, that tactical part of it will disappear. Have you ever played CSGO? You only see the AK there, with a reason. Best for headshotting, decent damage/accuracy/rof for body shots if headshot is missed. Your ideas of adding headshots, is not possible with the current game mechanics firstly, hitboxes will not improve to that extend I can guarentee you that. Secondly, it would fundamentally switch the game from a tactical shooter, to a common HS hunting game like the rest of the shooters.
    It's ironic CSGO has AWP and AK as main weapons and APB has hvr and n-tec. You make it seem like it's easy to headshot it would be harder for people to headshot in APB then in CSGO simply of how fast the combat is, it would come down to your skills and reflexes to get the shot in on top of that APB has a fast crouch i had many shots miss when i shot at the head the way i was used to and player ducked down and was able to avoid the shot so with a fast crouch and your movement you have a chance to avoid headshots.

  10. 8 minutes ago, Slickmund said:

    That perspective is wrong though. Pay2win has become a popular term and therefore you will see it flying about no matter what. Like I mentioned before, headshots mechanics would change APB from a fast paced, tactical shooter. To a bad TPS mmo. That's all there is to it. It won't balance a thing because there will just be a new meta, and surely some armas weapons will still be called pay2win after that. 
    Reason why the Pay2Win doesn't fly in APB is quite simple really, the guns with the best meta, are the HVR and NTEC, which are both F2P guns. Most gun classes are dominated by the F2P weapons.


    If there was hs in the game then there would be no way for someone to say that some gun is op or pay 2 win simply because every gun would have a chance to finish you, it would all come down to you making the shot.

  11. 12 minutes ago, CookiePuss said:
    LTL + percs is viable af tho
     
    That's a easy way out you gain no skill from it. Adapt to hit those 2 shots. LTL percs is no excuse i can use percs with hvr but i don't, I take 2 clean shot and actually gain some aiming skill from it. Still percs holds no real value to the game majority of people don't even use it if they do they get bashed in chat.
    6 minutes ago, Kiida said:

    Sounds like you want to APB to be exactly like Fortnite. Just go play that instead.

    I don't play Fortnite.

  12. 15 minutes ago, Slickmund said:
    @23kPercs in terms of quickly stunning, make for a weird combi if you ask me, not overpowered. Just weird in terms of gameplay. Damage and hard damage wise I find them lacking so never really use them, appart from farming the "Grenade kills" mission in FC sometimes. Making a scope modification built in on snipers is a thing I can support, I dislike how snipers play because of the lack of it really. There would still be a strong gun meta though, but it will simply shift from: Whats best in terms of TTK/Range and adaptability to scenarios, to, whatever gun is easiest to headshot with. There is no OP gun in APB, atleast not right now. Even the bugged Yukon isnt op besides acting like a baseball bat up close.
    I'm not saying any gun is op but the headshot solution would change the new players perspective of "pay2win" and "op" guns.

  13. 7 minutes ago, CookiePuss said:
    Percs suck and only bad players use them (outside of LTL loadouts).
    If you are losing cuz opp has percs, thats on you my guy.
     I'm not losing to no percs "Percs suck and only bad players use them" that's the point when players use them they usually getting trashed in chat and recieve hate people that use them it's not helping them with their skill it's sloppy way to kill, there is no need for percs they hold no real value to the game.

  14. 56 minutes ago, Slickmund said:

    Adding headshots to this game will not do it any good. It doesn't have a proper hitbox system in place to support it either. Now, it is a tactical shooter, which most of us enjoy because it is so much different from your every day shooter, besides all the customization options of course, those are icing to the cake. What this game needs, is a proper tutorial/learning phase for new players, on a daily basis I run into players that have invested 100h+ into the game and still have very restricted knowledge about the game, and knowledge truely is power in this game, other than reaction time, finesse and tactical insight/quick thinking. In APB when someone kills you, theres often so much more to it than simply "Oh he shot better than I did", or "Oh, he got a headshot on me then". I play a lot of shooters and would quit APB the second they change the combat fundamentally, like adding headshots.

    I see your point, but the reason why i said add headshots is because it would remove the "this gun is op" or "this gun is pay2win" talk since every gun would be able to hs, another thing adding a real scope to hvr would require more skill in order to get the kill and also would make it harder to quickswitch. Percs on another hand shouldn't exist in any game and i don't think it does except for APB i don't know who was smoking what when they decided to add percs to the game that thing gotta go.

  15. Lets do this, revert every gun to their original state make them all op, then add headshots to the game it would work wonders, the characters heights would be no problem you just have to adapt.  Add a nice scope to hvr got to zoom in real nice, make nades 1 explosion 1 kill, osmaw 1 rocket 1 kill, remove percs.

    • Like 1

  16. 16 minutes ago, Slickmund said:
    24 minutes ago, 23k said:
    I never said shotgun is bad i said they're inconsistent that's their main and only problem.
    That they are JG even more so than CSG. But inconsistency is something you can learn to play with as well, I enjoy that part about it.

  17. 43 minutes ago, Slickmund said:
    @23kLike I mentioned, I do also play against proper silver and golds in the silver district. When my clanmates are on we compete with sometimes some of the best players. Players you come to know and respect because they often play really well against you in missions. Sometimes I cone across pkayers who are on top of the leaderboards of FC as well. Im not trying to say; OH but im really good you know! However your point is irrelevant and you wouldve known that if you bothered to read well what I said. Also, people are right to ridicule your demeaning behaviour. I main NTEC, HVR and Alig/OPGL as support in big teams or really hard to approach areas or AV heavy missions. Like most players. Shotguns are good, youd know this as well if youd play against good players. Actually one of the very best players Ive ran into on Citadel mains shotgun consistently and hes madly good and tactical. Either, git out you slag, or atleast those argument you throw out here as if youre on a bathroom break.
    I never said shotguns are bad i said they're inconsistent that's their main and only problem.

  18. 8 hours ago, Slickmund said:

    "Never miss a shot" are you a comedian? Cus you did make me laugh there. I play Silver district mostly nowadays, on Citadel, and people there miss plenty of shots, even the best players though more rarely in their case. Shotgun dictate a certain playstyle and if you do that well, it performs well in the right situations. Why? Because not even the best players manage to consistently 5-6 shot you if youre quickly peeking around a corner and give a face full of buckshot. If you shoot well, 1 shot is enough for a quick pistol whipping, 2 shot can do them in, if not you might even have time for a third shot or a nade finnish if you play well. Shotguns aren't versatile like many other guns, but situationally a force to be reckoned with, like most specialized guns. I dont bother to play on Silver districts in Jericho, half the time I get to play against folks that hackusate me, the other half I fight proper folks in which I can notice 120ms delay doesn't help me much and that puts salt on my slugs really.


  19. "Never miss a shot" are you a comedian? Cus you did make me laugh there. I play Silver district mostly nowadays, on Citadel, and people there miss plenty of shots, even the best players though more rarely in their case. Shotgun dictate a certain playstyle and if you do that well, it performs well in the right situations. Why? Because not even the best players manage to consistently 5-6 shot you if youre quickly peeking around a corner and give a face full of buckshot. If you shoot well, 1 shot is enough for a quick pistol whipping, 2 shot can do them in, if not you might even have time for a third shot or a nade finnish if you play well. Shotguns aren't versatile like many other guns, but situationally a force to be reckoned with, like most specialized guns. I dont bother to play on Silver districts in Jericho, half the time I get to play against folks that hackusate me, the other half I fight proper folks in which I can notice 120ms delay doesn't help me much and that puts salt on my slugs really.

    • Like 1

  20. 15 hours ago, Kempington said:

    Here's my main concern.

     

    You're introducing a lot of intricate mechanics to these weapons, that an average player in the game will have no knowledge about, because it isn't explained in-game at all. It's all well and good us knowing about these changes, in a brief sense, but what about the average joe who plays this game, but doesn't necessarily reads the forums. How will he know how the weapon behaves? Sure, you could argue that he could work it out as he goes along, but what if he gets frustrated by it and refuses to use the gun because it doesn't work like he expects? Just a thought. I'd say make sure these changes are documented appropriately in-game, not just in the intro-screen patch notes.

     

    Let's talk about the elephant in the room, the HVR.

     

    From a balancing perspective, I have to paraphrase what the previous weapon balance guy once told me. This was during a discussion we had to make the HVR-762 not have the ability to equip purple mods on. Essentially, changing the way one weapon behaves in a category with a limitation that the others don't have will confuse players when using the weapon, since they'll have certain expectations on how the weapon will perform.

     

    This suggested change isn't much different from banning purple weapon mods on the HVR. Since no other sniper is going to have this accuracy-damage penalty, the HVR will feel clunky and weird. Veterans won't really care, but newer players who expect the weapon to be dishing out tons of damage, won't understand why it's so inconsistent, if they choose to fire just a moment before minimum accuracy is achieved.

     

    However, conversely, this change might not do anything at all to the HVR. I would ask kindly that we know more about how this damage penalty will perform and what sort of damage will be lost when the gun isn't fully accurate. I admit, I'll be making an initial reaction to these values, but I will also make an additional post after testing, so you can see the before and after thoughts on this change. I don't want to condemn it now and say it's a bad idea, but it might be nice to see what our thoughts are from the way its described.

     

    My honest fix for the HVR is to make it behave more like a turret. It's a big, heavy sniper that can remove players from a gunfight for up to 15 seconds at a time. It's an area-of-denial weapon. In a sense, it can be compared more to the SHAW, than the Scout or other snipers. With this reasoning, make it take longer to setup and acquire accuracy,

     

    Let me jot this into notes:

     

    • Take longer to acquire minimum accuracy when first equipped. Increase the delay from 1 second to 1.5 seconds?
    • Increase the maximum bloom of the weapon. Since you can control its snap-in rate and accuracy recovery rate, this shouldn't be a limitation anymore.
    • Larger accuracy penalty if the player moves at all, even in marksmanship mode. Focus the emphasis on being completely still when taking the shot. It's not a mobile weapon.
    • Add a 1 second delay to the HVR regaining accuracy from any source. This includes, running, moving in marksmanship mode, jumping, etc.
    • Maybe add a small accuracy penalty to the HVR when players change stance from standing to crouch?
    • Remove the crosshair when hipfiring the weapon.

     

    Sounds harsh? It should be. The gun is the second most powerful hit-scan weapon in the game and can change the tide of a gunfight in a single shot. I feel the above changes would force players to play a little more carefully when using the weapon and would potentially allow players better options on closing the distance against these players. As it currently stands, it's risky to close the distance on an HVR, due to how mobile it is and how easy it is to snap-fire shots in with it. If you slow this process down and make it more defensive (like the SHAW), I feel this may encourage other long range options, without making the HVR completely useless.

     

     

    Now then, the shotgun changes.

     

    I don't know if this is necessarily a good idea. I understand that players may feel the weapons are inconsistent at times, but I don't think that's a fault of the design. I think that's more the hit-registry on the server that's screwing them. With this in mind, is this change meant to be balanced around the server's inconsistent hit registry with shotguns? I want to hear why you felt this change was necessary.

     

    Again, this issue revolves around not have enough information to go on. IF we could get an idea on how much extra damage we'll get from "grazing shots" (how much extra damage the initial first pellets will deal), that might be beneficial. As it stands, this will either make shotguns the kind of CQC again with very little options against them, or make no change to them whatsoever.

     

    I feel that the pump shotguns require the player to be skilled and keeping their target in the centre of their cross-hairs, but will still allow for some yield, due to the spread. I don't necessarily disagree with the change, but I'm more concerned about the repercussions that this may bring to some of the other shotguns.

     

    Let's take the NFAS "True Ogre" for example.

     

    The true ogre, in some cases, feels like it breaks the hit registry in the near vicinity. This causes opposing forces to potentially miss more shots than expected, while the nfas spams them down. If this "grazing shot" comes into effect, this might inadvertently buff the true ogre to silly levels, where trying to kill this guy will require out-ranging them.

     

    Let's not forget the CSG.

     

    The CSG and the JG I feel are pretty well versed against each other. The JG has a higher potential to 2-shot up close and is slightly more forgiving in that category, whereas the CSG has the ability to comfortably poke players slightly further out. This change might make the CSG's "poking" ability that much more potent, meaning SMGs might get short changed here when trying to oppose these players.

     

    I agree that shotguns are difficult to balance, but I feel that they're in a pretty good spot presently and this change isn't necessary. However, I'm still interested to see how much of a difference it makes.

     

     

     

    I will not make an intial thoughts post about the specific changes you're making to the list of weapons below. I'll reserve that for after I've tested them.

     

    However, could you clarify the H9-Curse change? It doesn't have any horizontal recoil. It has practically no recoil at all. Is this an error?

     

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