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N66

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Posts posted by N66


  1. 6 hours ago, Solamente said:

    technically it will be a nerf but considering every other shotgun will be 3stk (or more) at that point it will almost be a buff, since it will be the only pump shotgun worth using

     

    But that honestly doesn't make sense, I mean, 3 stk for shotguns... even corner popping won't help you if any SMG charges you, while at best case scenario you need 3 shots for them..


  2. I understand Ursus is supposed to be balanced in relation to Ntec-5, and yes it should be, but people are already complaining for a while that it's a downgrade from Ntec-5, which I didn't agree with at all, until recently when they reverted IR3 (that revert is still in place right?) since then I feel it's a bit weaker, but from what I know there are no changes what-so-ever to Ursus or IR3 now. 

    This is more of a confused opinion I guess, Ursus is changed or is it just some placebo? 


  3. Yea at this point I realized that L.O will fuck this part up real bad. I was anxious for balance, for reliability for shotguns without a buff, for buffing those unused weapons here and there which could bring a lot more fun.

    Then I realized their idea is to nerf anything to match the shittiest weapons, and instead of having a meta strategy plan of using the right weapon for the right scenario, and learning skills, instead they prefer to just make a spam fest of bullets and rely on 50 / 50 chances of each player dying or killing, thus giving everyone "their dose of fun".

     

    In my opinion Ntec-5 was the ideal target for the balance, Scout with jumpshooting, NHVR with damage over range (maybe even allowing long range QS), and other nades to get a slight buff if they're not matching up to low-yields, and I think the majority of weapons back this up as they're balanced to fit with this.

    • Thanks 2

  4. 5 hours ago, Acornie said:

    Im sorry, what? Dropoff at 65 fricken meters? Trying to invalidate the Rsa, Act and Harbinger even more? Sigh

     

    5 hours ago, Noob_Guardian said:

    if you're increasing the rfp's ttk fine, make it mid to long range, but by how it sounds it'll even further outclass the act and rsa. That's not even looking at how badly the ACT misses even with enemies in reticule.

     

    5 hours ago, Asu said:

    no testing needed, rfp changes suck

     

    5 hours ago, Darkzero3802 said:

    Right, so basically a secondary has the stats of a primary. Make the RFP a primary then if your going to have stats like that otherwise put up an actual nerf.

     

    5 hours ago, Noob_Guardian said:

    oh please, i own the IR3 RFP and normally dominate within its range with it. Increasing the range is too much imo, especially if they dont increase the TTK, or nerf its accuracy to prevent it from 3 hitting at that range consistently.

     

     

    5 hours ago, SkittyM said:

    I feel like everyone is ignoring the damage nerf and just focusing on the range buff.

     

    The RFP is now 4 bursts to kill, not 3.  So it has a longer ttk

     

    Though I agree with all of this and think the RFP is already OP, but as Skitty said, the nerf means it'll always take at least 4 bursts to kill, if I'm not mistaken, in the current version, you need to land 8 out of 9 shots in those bursts to kill, with the damage nerf, it'll need at least 10 shots, meaning larger ttk.

    Let's test this, maybe somehow the range will make sense..

     

    What I'm more worried about though is the ammo boxes and shield becoming really useless.. I think 2 min cooldown makes them garbage, and no inventory access kills half the reason you may ever need them and Boombox is still as useless as ever.


  5. My 2 cents,

     

    On the positive side: Interesting to read about this EMP grenade, this may feel like a new unique mechanic, nice to finally have new contacts, hopefully with more mods, radar jammer changes seem very well thought.

     

    On the not as positive side, the balance, I'm in favour of some balance changes, but my take on this is as follows:

    Shotguns generally were designed and intended around corner popping, this is how they are different from other CQC weapons, you lose in the open (slower ttk), you win behind cover, and I think this is brilliant.

    I agree that they need to be more reliable, but I don't like some of the changes, namely: 

    - NFAS 0.72 is too much, it is intended as knife range, at which it'd be very deadly, and then useless, so I'd make it a bit more reliable, a bit slower to kill (it wouldn't be OP if first pellets didn't give more damage)

    - JG is unreliable yet OP sometimes atm, I wouldn't give it any buff, I wouldn't make its TTK competitive with CQC sub machine guns either

    - Shredder is broken atm, entirely, sometimes you shoot someone at 2-3m range, 5 shots, well aimed, and they brush it off and keep going, it should be a CSG range version of NFAS kinda

    - Ogre, would remove initial pellets giving more damage on this as well, and it'd be fine, wind up time is needed to force it's play style to corner waiting, it'd also be OP without it.

     

    -- I also don't think removing inventory access from munition boxes is a good idea, that's their main use, you don't use them in combination with a Field Supplier.

    --- I really think Boom Box needs a change, it's only useful on paper.

     


  6. 1- Buggy af.

    2- How does the riot contact even progress? it's way too slow, and I'm not sure what to do.

    3- Often you respawn so deep into the gas zones, hazmat suit expires, the warning delay expires, and your whole health depletes before you can sprint out of it. Happened to my whole team at some point that we all ran out of respawns trying to get out.

    4- Vehicles ? difficult to implement but it's meh without

    5- Takes too long to start.

    6- Hazmat suit's cool down is way too long, maybe 20 sec instead.

    7- Rewards? I know it's season 0 without rewards, but it needs more of the typical rewards, more $ and some way of obtaining standing, so people can play it as an alternative to missions.

    8- Random teams is a minus.

    9- BR, giant minus, from what I see, me included, the majority of APB players really hate BR.

    10- Game flow seems too chaotic,, luck plays a big role. you either die too early before you collect money, or you collect and keep respawning, getting killed when trying to bribe the driver, but you don't get a confirmation of loss since you respawn, but you also don't get a confirmation of progression since it's in vain. It lacks strategy.

     

    * Generally the mode focuses on a negative feedback loop, which is only good for some particular game design flows, not riot imo.

     

    My suggestion which unless every member in the community insists on it, will be ignored as it's too different from original RIOT plan, convert this to faction or clan wars, you already have the map segmented, a mechanic to obtain zones is there, maybe keep the random weapons or allow player weapons,

    Let the faction/clan obtain zones and defend them, obtaining reward for holding out, delivered at match end, (divided by participating faction players, or divided by clan members, including the ones not participating at a smaller ratio).

    For this suggestion, it can either be active all the time as RIOT having smaller rewards, or being a daily/weekly event at a fixed scheduled time with bigger rewards (possibly including an increased rewards multiplier for the winners until the next event)


  7. All the people saying macro doesn't give an advantage and blah blah, let's put it this way, if it only makes you able to use the gun at normal fire rate / accuracy like others and you couldn't do it yourself, you need to get kicked, why? coz we need greens & bronze and you pretend you're not one.


  8. 6 hours ago, MartinPL said:

    Buying items would make you able to use them at any time without having to rely on others or praying that someone you're playing with will have the weapon; same principle would apply to modifying weapons.

     

    I see your point and I partially agree, but personally I think the negative feedback loop you're describing would be a result of people misinterpreting simple statistics rather than the intended outcome. The idea is to encourage weapon diversity by pointing to varied options that APB offers.

     

    I agree in a way. The current state of our matchmaking system is quite shoddy as a result of, among other things, rampant dethreating - but I wouldn't say we need a new system, but rather the current one to be fixed.

     

    I think one of the biggest barriers behind Armas trials being truly useful is how they're only really usable once a year for a very short period of time - which, depending on how long it takes for a mission to spin up, might not even be enough (if we talk about the 30 minute period for F2P players)... and let's not even discuss the situations when the weapons won't even be useful in a mission due to the circumstances (for example, getting a trial lease of an SMG and getting forced to play The Fast And The Incarcerated instead, where you would really be better off with an AV weapon).

     

    Personally I wouldn't buy stuff for that honestly, I can't perceive the value of the purchase anymore

     

    And then yea, ideally stats are always good, practically it's highly unlikely people don't start having placebos and raging about this and that

     

    Threat system itself I think is very good,  it gives score to hidden things like saving a mission last moments, even if it never mentions it, so if you carry your team, your score will be really high even if you lose, the problem is the segments may be too few (though I think in the back it actually uses a ton more than 4 threats, + it almost certainly takes into consideration things like matching pings etc..), some things can be abused and need to be fixed, and it needs a lot more players to select from, 80 is simply not enough, most games select from a main lobby of hundreds if not thousands, I think Matt mentioned at some point a dynamic population merging solution (your district changes mid play with minor loading), that requires UE4, that, abuse fixes, and larger population would fix matchmaking

     

    And regarding the Armas, what I meant was awards given to players, not trials, but gifts given for a few days, multiple of them, to keep them testing this and that weapon, while they also have multiple choices instead of star, even if the gifts stop later

    • Like 1

  9. On 5/20/2019 at 6:37 PM, MartinPL said:

    1) Share unlocked content within missions and groups.

     

    2) Add a pre-game period before the mission begins AND let players blacklist items.

     

    3) Display item use/blacklist statistics in-game and on ARMAS.

     

     

    1- Why would I ever buy anything? What exclusivity does buying it give me? and how do I feel any value to it ?

    2- Major change to APB play style to accommodate waiting periods and maybe a lobby to go with it. Make players wait more, fuck up matchmaking to find matching restrictions And why? to diminish gameplay mechanics & content

    3- Maybe, but most of the time displaying usage statistics ends up making a negative feedback loop, oh that gun is shit because the usage stats say so, that gun is OP because more people use it, the community starts raging, such stats must exist, and must be reviewed by developers/game design, but they should not influence the community by themselves.

     

    - I think a proper matchmaking system with a lot of new players would solve this problem better by matching them together

    - If extra steps are to be taken, I think Armas trials are to be encouraged on new players, reward them now and then with a few days lease of some Armas gun so he can see what it is as well as return to the game to use it again and again before it expires.


  10. It's absurd to have someone put such effort to write something genuinely "anti-toxic" in APB, first I'd like to share your appreciation, for L.O. first, that they invested in this project to keep it going, and to put professional yet honest effort in making things right (at least this is how I see it), so thank you, L.O, every employee there, your work is appreciated.

     

    And thank you Alisha, for the positive post, and the help you offered the community, you probably don't know me, but Nexus did mention you a few times, he seemed proud of you indeed.

     

    • Like 1

  11. Could you give us some more details on this? the post doesn't say much, namely:

     

    - Is this going to be a permanent game mode or is it an occasional event? 

    - What's RedHill Institute role? is it going to be an enforcer organisation, for contacts and such? 

    - Are we to expect new contacts with this?

    - Any info on when we can expect it? 

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