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TheHidden-Tember

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Posts posted by TheHidden-Tember


  1. 2 minutes ago, Kiida said:
    19 minutes ago, TheHidden-Tember said:

    HOLY HELL this ruleset is amzing. Please make open conflict work that way when the testing is over.

    Playing missions where everyone can be an ally or an enemy is SIMPLY AMAZING

    Until you get sniped by literally everyone every time you spawn.
    Yes well it is QUITE EXPLOITABLE.
    It can remain there just as a terrain for huge clan events and stuff.
    Also they actually limited entrence to this new "open conflict" to rank 50s and above, why hasn't that been done before X)

    The one thing I don't like seeing in opn conflict is new players who have no idea what they're doing there and will never be seen again.

  2. So these past few days i've been trying various green mods in various situations.
    And I have to say, Medspray is a game changer when it comes to most of them but as others pointed out medspray is a limited ressource.
    Personally I have lots of ingame cash and if there was something i'd enjoy buying it would be medsprays.
    fnmod_consumable_medikit.png
    There is already an option to buy medium ammo boxes (for a rediculously high JT price and only 3 stacks at a time) at the ophelia and wilde store, why not allow us to purchase consumables at any contact?
    Also If I could sell all my boomboxes, THAT WOULD BE GREAT THANK YOU.


  3. 2 hours ago, AxeTurboAgresor said:

    CA and Fragile is ok and should not be changed in any way. 
    I would chose the different approach to other mods tho:
    Kevlar - I have honestly no idea what to change yet so it will not break the game
    Flak jacket - make all explosive damage transfer into stamina damage. 

    If you have no idea how to change kevlar other than a straight buff then it means other mods should be nerfed.

  4. 4 minutes ago, Dopefish said:
    10 minutes ago, Nitronik said:
    My problem with this : Who would willingly choose a mod that adds regeneration delay?
    Why would anyone pick CA2 instead of CA3? It's mainly long range players, that prefer the faster regeneration, and who have more readily available cover. If you don't think that's enough players, how would you compare their numbers to the amount of people who isn't using CA3 currently?
    people who aren't using CA3 currently are either trolls, new players, or people who have such an overpowered game sense that they don't actually get hit by enemy fire so they can just wear whatever they want except kevlar.

  5. After reading other people's input i've come to the conclusion that CA3 should in fact be nerfed and/or that default regen should be buffed for the sake of new players.

    Kevlar and fragile would become fine if that happens (although i would personally enjoy a buff to kevlar to stop being 3shot by obir and 2shot by nhvr and a buff to fragile speed so i don't look stupid when using it)

    Flak jacket REALLY needs that buff though. currently if you have any level of clotting agent and are hit by a grenade (frag or conc) just wait a bit behind cover and you'll survive the second nade. 

    With flak jacket if you get hit by 2 of the nades listed above you die.

    • Like 1

  6. 4 minutes ago, Lord Cashpoint said:

    Clotting Agent 3 is the superior green mod for a number of reasons. One of the greatest downsides of the other green mods is that it prevents you from using Clotting Agent 3.

    Honestly they should make the default regeneration the same as Clotting Agent 2, make Clotting Agent 3 just "Clotting Agent", remove Clotting Agent 1 and make the current default regeneration its own green mod for whoever wants to use it.

    that could work.

  7. Hello little orbit!
    So since  you started touching mods a bit here are my two cents about how you can improve green modifications.

     fnmod_character_clottingagent3.png Simply put, right now clotting agent is the only real option. Other green mods come with a huge drawback (less speed, less HP, half your grenades) and have the additionnal drawback of NOT being compatible with clotting agent. And this mod has no real drawback, which will put anyone wearing it on a higher playing field than any new player who doesn't have access to mods yet. The fast-paced nature of APB gameplay makes this the best mod for most situations, and with sufficient imagination you can actually imitate the way any other mod works simply by waiting sufficiently between shots or using epinephrine injectors. You nerfed improved rifling 3 fnmod_weapon_rifling3.png because it had no real drawback (yes please don't call the changes anything else than a nerf because it's a nerf.). It is time to do the same with clotting agent 3 which also does not have a drawback. Some people in this thread will probably say "but tembeeeeeer, regeneration takes longer with CA3" to which i reply that if you get hit enough that your fire fight lasts for more than SIXTEEN SECONDS then you deserve to die anyway.

    The other unloved mods:

    fnmod_character_kevlar3.png I am personally a big fan of kevlar, but really wearing it in the current meta is just handicapping yourself. Speed reduction is one thing, but the fact anyone can click me to stop health regen for 8 seconds completely negates the health bonus.

    fnmod_character_flakjacket.png Flak jacket seems nice on paper until you realize that explosives will, in fact, kill you most of the time anyway because you got sneezed on earlier. Also the -1 grenade thing means you're stuck to using low yields and they feel bad.

    fnmod_character_fragile.png Fragile is mostly fine health-wise coz by using it you assume you won't get hit by enemy fire anyway. but the speed boost is barely noticeable and you can reach a much more spectacular effect by using clotting agent and epinephrine injectors.

    My unreasonable suggestions:


    Some buffs to non-clotting agent mods.
    Kevlar doesnt feel like a good protection and clotting agent gives you the same 1300 health if you just wait between shots or behind cover. Use your A/B testing on OTW to figure out some good numbers but i believe Kevlar 3 should grant up to +45% health so you can at least resist the overdamage of most weapons.

    Flak jacket needs a serious improvement too. When i equip flak jacket, i want my enemies to STOP EVEN TRYING explosives. They'd still be able to down me with actual skill if flak jacket granted up to 70% explosive reduction (or 66% maybe.)  What baffles me with the current flak jacket is that getting hit by all grenades of any kind WILL KILL YOU ANYWAY (or stun you in the case of stun nades)

    Fragile health is just where it should be although i woyld not mind a 30% health penalty if it meant a 30% speed increase.


    All those big numbers might seem well.... big. But you have this A/B testing tool at your disposal to make this game more interesting and give us an impression of choice. Please use it.


    Alternative suggestion:
    fnmod_consumable_medikit.png Currently medspray is a consumable which works great with non-CA green mods. However it is a limited ressource and you do not earn enough of them. On top of that new players really don't have easy access to consumables, because most mission rewards will grant you decals at low ranks. So please give us an option to buy and sell consumables or give us better ways of earning them. I would 100% sell my 400 boomboxes to buy 200 medsprays.
    • Like 11

  8. 13 minutes ago, Captain Teemo said:

    i disagree. the weapons are still fine with the change (its such a small difference because the burst interval was already very low). and the weapons are perfect without IR.

    CJ would put it on the yukon trail..but for range. I dont think people realize how small the interval is already.
     

    Eh  no. The burst interval is super high on OBIR, and having IR3 on it makes it REALLY slow and bad.

  9. Just now, Lign said:
    1 minute ago, TheHidden-Tember said:

    I think the changes to IR3 are fine, but CJ3 should be changed accordingly by reducing fire interval on normal guns and reducing burst interval on burst guns.

    so, you're fine with ntec easily outplaying obeya/obir on 70m when you can just spray first 5 shots on this range and hit them all
    basically what I'm saying is change CJ3 in a way that you could equip it on OBIR to make OBIR better at 70m.

  10. Just now, Uqe said:
    4 minutes ago, TheHidden-Tember said:
    Well not really, what I'm advocating for is make both of those mods coherent with each other.
    Cooling jacket 3 could decrease fire interval on regular guns and decrease burst interval on burst guns as far as I'm concerned.

    If one mod destroys burst-weapons, I want another mod that improves them. 
    Does IR3 actually increase the burst interval now? If so, that was a stupid decision
    It does (bye bye OBIR) and IMO it's not a stupid decision (coz IR3 never had any drawback) just not a very coherent one.
    If they change CJ3, it will become coherent again.

  11. 2 minutes ago, Uqe said:

    ur essentially advocating for it to have double of an effect on burst rifles...

    Well not really, what I'm advocating for is make both of those mods coherent with each other.
    Cooling jacket 3 could decrease fire interval on regular guns and decrease burst interval on burst guns as far as I'm concerned.

    If one mod destroys burst-weapons, I want another mod that improves them. 

  12. 6 minutes ago, tennogrineer said:

     

    the choice now really comes down to recoil/bloom preference since they all hover around the same ttk and have its own pros and cons. oca is still doing its job as the smg benchmark, its not like the others are abandoned (certainly see plenty of pmgs on NA), its just way less "easily" accessible  in comparison.
    They actually DON't hover all around the same ttk.

    The difference between 0.64s and 0.7s is actually insane because you have to take into account missed shots.
    Overall OCA has a much higher chance than any other SMG of downing a target under sustained fire because it just spits out bullets faster.

    The difference doesn't look like much at first glance but if the engagement lasts for more than two seconds the OCA will win against any other SMG because its DPS is a straight upgrade.

    Also as an extensive user of cap40, I can say that it's recoil/bloom pattern is a straight downgrade to current OCA as well. The bloom is just bigger.

    As for my argument for buffing, 0.7s is the ttk of most assault rifles. OCA is the only SMG that actually has a high chance of not getting killed by an assault rifle in cqc
    • Like 2

  13. Hey there! 

    I heard rebalances are incoming so here are my 2 cents:

    CAP40 is a straight downgrade to OCA, it kills slower.

    A few months ago, OCA received a time to kill buff for rebalancing reason, but cap40 was completely unaffected even though they're supposed to be equivalent guns.

    Please buff cap40 accordingly (or maybe nerf all OCAs)

    • Like 3
    • Thanks 1
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