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Posts posted by Todesklinge
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I can see only 95% of all players using Clotting Agent 2 or 3.
But no one use other character Modifications.
This need a fix!
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The bug exist again!
I can not kill a player in close combat with the Blood Mary!
Have tested this today in Abington Towers and it is impossible to kill one player with this gun, i lose every 1:1.
Why is this gun so total broken bad also total useless, why?
I have Kevlar 3 so i can surive a bit longer, but i need more than 24 shots to kill ONE pople and i dont do full auto!
I am aiming on the enemy, but the Blood Mary do no damage.
I am thinking the spread of the weapons dont works with the server.
Please help and fix this bug!
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When we do get this important rework?
Clotting Agent is so total broken OP, thata realy bad game balance!
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Assassin 3 gives +15% Damage, but cost you -30% of your health.
This is a fair pro and con. And yoz get more speed.
EXAMPLE:
N-TEC 5 Dvah
Health Damage: 185 (Base)
3 shot = 555
4 shot = 740 = kill assassin 3
5 shot = 925
6 Shot = 1110 = kill normal player
N-TEC 5 Dvah
Health Damage: 185 + 15% (Assassin 3) = 212,75 = 213 Damage
3 shot = 639
4 shot = 852 = kill assassin 3
5 shot = 1065 = kill normal player
Normal Player health: 1000
Assassin 3 Player health : 700
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This forum is full of ignorants!
Clotting Agent is OP and all other total weak...
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Both Sniper kills with 2 shots, this makes hard sniper not good. Or to good.
Clotting Agent can recover very fast HP and HVR deal 500 Damage x 2 = 1000 but Clotting Agent can regen so fast, that Clotting Agent can keep 3 hits.
Also same like Kevlar, but Clotting Agent have no penality.
The Overdamage is the Problem, 2x 850 = 1700 damage, this makes no sense!
Clotting Agent have full speed and fast regen speed, thats INSANE in Sniper Combat.
But curiosity, Kevlar gives NO Bonuses against Snipers... also Kevlar have more penalitys (slower movement)!
This have nothing to do with balance, if one Mod (Clotting Agent) OP in all situations and Kevlar are to weak and becomes downsides in sniper battles!
Wow... 99% of all Players use Clotting Agent, because its OP and no other Mod can beat this.
Kevlar should give you more HP but this dont works most of time, because many Weapons are deal overdamage.
Also a Health Mod that dont works, nice!
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Disable shadow in the game gives you full view and you cant instant see your opponents.
This needs to be fixed!
I dont understand why the Community of APB is so "special" (negative) in most other games balancing is important and everyone like it, but here in APB no one like a balanced game, why not?
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I dont know why legal cheating/exploiting is enabled on APB, why you dont stop that?
Set Brightness to level 5 makes the game total ugyl, but you have a better win chance.
Why this exploit/cheat is dont removed out of the game?
See the screenshots.
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18 hours ago, BrandonBranderson said:The HVR being a one shot is one of the dumbest suggestions I've ever seen for this game, and that's saying a lot because I've read most of yours.
Use your brain befor you are posting!
1000 Damage is more balanced than 850 Damage, like yet.
With 1000 Damage you can use Kevlar to survive a hit, thats easy.
But actually the 850 Damage make no sense.
Kevlar have no effect and a double penality!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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2 hours ago, RagingDragon said:why would you make the damage of the HVR ro 500 when theres a scout version..
I told, there are two options.
1000 oder 500 damage each shot.
With 500 Damage, its just a reskin.
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10 hours ago, NotZombieBiscuit said:Why would I ever agree that the HVR should be one shot?
Because we dont need two same Sniper that kills with 2 hits.
500 Damage Sniper
Vs.
850 Damage Sniper
N-HVR 762 make Kevlar useless but Clotting Agent have max Bonus against.
You can use Kevlar to survive one N-HVR 762 hit.
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I need an answer from the Development Team!
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You all dont know how balancing works!
You are all only dont be one shot and keep OP Clotting Agent alive. Thats stupid logic!
N-HVR 762 need a damage rework, actually it makes no sense!
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With Kevlar you can killed easier because your movement is deacreased.
Why only Kevlar have an penality against N-HVR 762 and Clotting Agent not?
Or set the Damage to 500. Then you need 2 hits to kill.
Same like yet, but the overdamage is to much OP
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7 hours ago, NotZombieBiscuit said:They should ban you for this thread.
Those stats/suggestions got a good laugh out of me.
You dont know how balancing works.
Stop trolling!
Merged.
Here are a few weapon damage stats:
N-TEC 5 Dvah
Health Damage: 185
5x 185 = 925 Damage
6x 185 = 1110
7x 185 = 1295
8x 185 = 1480
CLOTTING AGENT
Clotting Agent 1
+5% income Damage
5x 185 = 925 Damage +5% Damage = 971,25 Damage
Clotting Agent 2
+ 7,5% income Damage
5x 185 = 925 Damage +7,5% Damage = 994,375 Damage
Clotting Agent 3
+ 10% income Damage
5x 185 = 925 Damage +10% Damage = 1017,5 Damage
Also:
At Clotting Agent 1 + 2, nothing is changed, both can survive 5 N-Tec 5 shots!
Only Clotting Agent 3 dies at 5 shots.
KEVLAR
Kevlar 1
+20% player health
6x 185 = 1110 = Survive
7x 185 = 1295 = dead
Kevlar 2
+35% player health
6x 185 = 1110 = Survive
7x 185 = 1295 = Survive
8x 185 = 1480 = dead
Kevlar 3
+45% player health
6x 185 = 1110 = Survive
7x 185 = 1295 = Survive
8x 185 = 1480 = dead
If you can see, Kevlar have higher stats, but this is not so OP it looks like.
Kevlar 1 can keep 7 Shots.
Kevlar 2 und 3 can keep 8 shots.
At the OLD Kevlar System:
Kev 1 = 10% = have no effect = useless
Kev 2 = 20% = 7 Shots
Kev 3 = 30% = 8 shots
The old Kevlar 1 have no effect, Kevlar 2 and 3 can keep one more.
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Here you can calculcate self
SHAW
Health Damage = 125
8x 125 = 1000 Damage
9x 125 = 1125
10x 125 = 1250
11x 125 = 1375
12x 125 = 1500
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DMR-SD R&D I
Health Damage = 400
3x 400 = 1200 (Kevlar 1 dont have effect)
4x 400 = 1600 (Kevlar 2 + 3 die after 4 hits)
All Clotting Agent can surive 2 shots, also they die at 3 hits.
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N-HVR 243 'Scout'
Health Damage = 550
2x 550 = 1100 Damage
3x 550 = 1650 Damage
All Kevlar can surive 2 hits, thats fair.
All other die at 2 hits.
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N-HVR 762
Health Damage = 850
2x 850 = 1700 Damage
This high damage makes no sense, it need a rework.
It is better to set the Damage to 1000 or remove this sniper out of the game.
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See first Post for all new rework!
I am thinking every player can find a good and fair modification for ingame use.
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Every character Modification should have a fair existing (role)!
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VERY IMPORTANT !
Character Modifications need a rework.
Clotting Agent is to much OP and all other are useless.
Dont ignore that post!
I made many post in the sugesstion Forum but no one Dev read this.
It makes no sense to develop the game further if the character Modifications are total broken!
IMPORTANT:
Some HIGH DAMAGE weapons need to be rebalanced (like Sniper etc.) to work better with the new Modification rework!
The Rework:
CLOTTING AGENT:
OLD:
Clotting Agent 1:
-25% health regen delay
+25% health regen time
Clotting Agent 2:
-50% health regen delay
+50% health regen time
Clotting Agent 3:
-80% health regen delay
+100% health regen time
NEW:
Clotting Agent 1:
-30% health regen delay
+20% health regen time
+5% more income damage
Clotting Agent 2:
-60% health regen delay
+40% health regen time
+7,5% more income damage
Clotting Agent 3:
-90% health regen delay
+60% health regen time
+10% more income damage
Reason:
Clotting Agent gives you a faster health regen delay for a bit longer regeneration time, but you take more income damage.
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FLAK JACKET
OLD:
Flak Jacket 1
-40% explosion damage taken
-1 Grenade count
NEW:
Flak Jacket 1
-40% explosion damage taken
+1 Grenade count
Flak Jacket 2
-80% explosion damage taken
-1 Grenade count
Reason:
Flak Jacket should give 2 options.
Fair explosive damage reduction, but one more grenade, or massive explosion reduction and one lesser grenade. Higher explosion damage reduction is good to have more protection against explosive vehicles (if damaged or with a trap)
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FRAGILE
OLD:
Fragile
+14% sprint speed
+14% run speed
-14% health
NEW:
Renamed Fragile in to "Assassin"
Assassin 1:
+10% sprint speed
+10% run speed
+5% more damage you deal to enemys
-10% health
Assassin 2:
+15% sprint speed
+15% run speed
+10% more damage you deal to enemys
-20% health
Assassin 3:
+20% sprint speed
+20% run speed
+15% more damage you deal to enemys
-30% health
Reason:
The Assassin modification gives you more speed and you can deal more damage to your opponents (by attacking from the sides), but your deadly attacks gives you lesser Health.
PS: Sniper Weapons need a damage rework to kill the Assassin 2 and 3 with one hit. Thats the compensation.
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KEVLAR IMPLANTATS:
OLD:
Kevlar 1
+10% player health
-15% sprint speed
Kevlar 2
+20% player health
-20% sprint speed
-10% run speed
Kevlar 1
+30% player health
-20% sprint speed
-20% run speed
NEW:
Kevlar 1
+20% player health
-10% sprint speed
-5% run speed
Kevlar 2
+35% player health
-15% sprint speed
-7,5% run speed
Kevlar 3
+45% player health
-20% sprint speed
-10% run speed
Reason:
Reduced sprint speed have multiple downsides:
1. Your enemy can hit you better (on all ranges).
2. The jump Distance is reduced (many places can not be reached with Kevlar 3)
3. Incoming Vehicles can kill you easier (it is harder to avoid incomings cars or jump over them)
4. You take longer to get in Cover
5. You need longer to reach mission tasks (!!!)
Kevlar should give you more health for more allround protection, but makes you slower in movement.
Lower Kevlar gives you a good bonuses and higher Kevlar dont increase is to much.
PS: Sniper and some other weapons need to rebalanced!EXAMPLE:
FFA 5.56 R&D III
Health Damage : 165 x 3
1 Burst = 495 Damage
2 Burst = 990 Damage
3 Burst = 1485 Damage (Overdamage)
Also every player die at the 3. Burst, Kevlar 3 too...
This weapons is dealing to much damage.
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INFO:
This all numbers etc, are just THEORICAL suggestions, its need to be tested in the game, before adding it.
I am thinking most of players can find very nice modifications what suits you better!
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Here some weapon examples:
Here are a few weapon damage stats:
N-TEC 5 Dvah
Health Damage: 185
5x 185 = 925 Damage
6x 185 = 1110
7x 185 = 1295
8x 185 = 1480
CLOTTING AGENT
Clotting Agent 1
+5% income Damage
5x 185 = 925 Damage +5% Damage = 971,25 Damage
Clotting Agent 2
+ 7,5% income Damage
5x 185 = 925 Damage +7,5% Damage = 994,375 Damage
Clotting Agent 3
+ 10% income Damage
5x 185 = 925 Damage +10% Damage = 1017,5 Damage
Also:
At Clotting Agent 1 + 2, nothing is changed, both can survive 5 N-Tec 5 shots!
Only Clotting Agent 3 dies at 5 shots.
KEVLAR
Kevlar 1
+20% player health
6x 185 = 1110 = Survive
7x 185 = 1295 = dead
Kevlar 2
+35% player health
6x 185 = 1110 = Survive
7x 185 = 1295 = Survive
8x 185 = 1480 = dead
Kevlar 3
+45% player health
6x 185 = 1110 = Survive
7x 185 = 1295 = Survive
8x 185 = 1480 = dead
If you can see, Kevlar have higher stats, but this is not so OP it looks like.
Kevlar 1 can keep 7 Shots.
Kevlar 2 und 3 can keep 8 shots.
At the OLD Kevlar System:
Kev 1 = 10% = have no effect = useless
Kev 2 = 20% = 7 Shots
Kev 3 = 30% = 8 shots
The old Kevlar 1 have no effect, Kevlar 2 and 3 can keep one more.
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Here you can calculcate self
SHAW
Health Damage = 125
8x 125 = 1000 Damage
9x 125 = 1125
10x 125 = 1250
11x 125 = 1375
12x 125 = 1500
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DMR-SD R&D I
Health Damage = 400
3x 400 = 1200 (Kevlar 1 dont have effect)
4x 400 = 1600 (Kevlar 2 + 3 die after 4 hits)
All Clotting Agent can surive 2 shots, also they die at 3 hits.
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N-HVR 243 'Scout'
Health Damage = 550
2x 550 = 1100 Damage
3x 550 = 1650 Damage
All Kevlar can surive 2 hits, thats fair.
All other die at 2 hits.
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N-HVR 762
Health Damage = 850
2x 850 = 1700 Damage
This high damage makes no sense, it need a rework.
It is better to set the Damage to 1000 or remove this sniper out of the game.
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I am not missing, this is an Server side damage Bug.
You need to test it so you can see it.
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You need just to use Kevlar 1 or better to survive a N-HVR 762 shot.
Its simple.
But actually Kevlar have no effect against Snipers.
Thats unfair.
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Hi!
The N-HVR 762 Sniper need a damage rework!
The N-HVR 762 should do 1000 Damage with a not so good accuracy.
Actually it makes no sence if the N-HVR 762 do over damage against Kevlar.
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On 10/17/2019 at 1:25 AM, Kevkof said:This is not a bug. The gun does kill in 12 shots, it just isn't very accurate if you keep firing it.
You need to test it on a moving enemy, there is a difference!
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When do you fix the Bloody Mary?
It takes to less damage.
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The Damage Status of this Weapon is wrong, it deals not the damage it should!
Character Modifications
in General Discussion Archive
Posted
This community is the most toxic in game history.
To add new or rebalance old Stuff is most impossible to talk to arogant people.
We have over years the broken Modification system.
Green and orange character. = total broken
Cars = but this is just ok
Weapon modifications = ok but boring.
Example: Heavy barell decrease the damage, no one need this ?!
Weapons are based on the green/orange modifications.
A slow player with much health (like kevlar) need other weapons like other modifications, thats why we have so much weapons in the game.
But there is only ONE modification (clotting Agent) and all other are total underpowered.
This makes the game monoton and boring.
But a good game need dynamic game play!