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Todesklinge

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Posts posted by Todesklinge


  1. Med Spray works only if no green mod is equiped.

     

    Remove mobile ammo box. We dont need, if you need more ammo, just equip a ammo mod in to your weapon.

     

    Remove Car Spawn. You can respawn at every friendly Car in mission, every time. The vehicle must stay XYZ meters away from the mission target.

     

    Increase the TTK for all weapons and add body parts that gets more damage (Head and Torso).

    So you need to aim the weakspots of an character.

     

    Player can only use 1 Percussion Grenade or 1x Low Yield. All other grenades are locked to grenade launchers only!

    If you like to carry +2 grenades of the same type, use Flak Jacket.


  2. APB have very much primitive Scripts (world decoration is ultra low and cheap).

    Vehicle System is simple, most of free content in UE4 Marketplace can do the same.

    Weapons and Animations are easy too.

     

    Only Character (+clothing) and Vehicle customisation is a big work.

     

    Matchmaker dont exist, AI dont exist. Only AI drivable Vehicles (can be added later).

    Mission System is a bit work (based on world decoration by simple actors based on).

     

    All sounds and most textures can be recyclet.

    Only world decorarion takes the most time (to make it with a fine look).

     

    It takes lesser time to make APB 2 with UE4/5 instead of rework APB 1.1 (2.0).

     

    Make it early access and lets go, before GTA 6 is coming out.


  3. Ntec 5

    45. Pistol

    Clotting Agent 3

    Concurssion Grenade

    = Long ranged - close combat - vehicle killer.

     

    You dont need any other weapon or modification. Its the most versatile config vor every situation in the game.

    In short words: Its superior overpowered.


  4. Its not a perfect example, but a good start to balancd the real problems in the game.

    Steam reviews are full of cheater reports.

     

    Cheater or skilled player = equal.

    If you get slayed as new player, it makes no difference. How to balance skill?

     

    Many other games have a Level-Scaling-System. Thats exactly the same system. Reduced health/armor/damage or increase...

     

    A skilled player can have lesser health and damage as a average skilled player or lesser.

     

     

    Players dont run away (because the game is to old or its missing content, yes and no), most players run away because the game balancd is bad. Unbalanced weapons and/or to strong players/enemys.


  5. 19 hours ago, AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA said:

    you're wrong

     

    this system would require exponentially more balancing than the current game

     

    first, you cant just decrease all weapon damage by the same amount because every weapon does a different amount of damage (e.g. if weapon x does 200 damage per shot and weapon y does 100 damage per shot, reducing all weapon damage by 50 affects weapon y more than weapon x), so every weapon needs its own set of damage reduction values

     

    this is extra balancing

     

    then you would need a different weapon damage value for each threat combination because obviously a gold vs a bronze should do less damage than a gold vs a silver - there are 40 threat levels, so you would need 780 (someone check my math pls) different weapon damage values per gun

     

    this is extra balancing

     

    then multiply that 780 by however many unique guns are in apb (20? 30? 40?) and you end up with thousands of different damage values that all have to be carefully chosen

     

    this is extra balancing

     

    then we can throw it all out the window because four players of any threat level can be on the same team and there's no way to make the damage reduction fair for everyone in the mission

     

    i suppose its obvious, but you really didnt think this suggestion through

     

     

     

    the problem with caps on losing threat is that it leads to threat inflation, because the system sees silver player x beating gold player y and gives player x a big threat boost

     

    but in reality that gold player y actually has the same skill level as silver player x - he just cant lose threat past gold

     

    there would also be issues with "threat locks" like this interacting with new players who have very easily changeable threat levels, a trainee that lucks into a few early wins might find themselves forever locked above gold or silver threat despite only having two hours of play time

     

     

    The damage reduction is in %!

    -10% damage = -10%.

    Only high alpha weapons (shotgun or sniper/explosive) need a more decreasing.

     

    All other methodes dont works!

     

    If the player base is missing for balance, so add NPC bots. But thats not good. 

     

     

    Only dump is, that skilled players fight against non skilled!

    20 hours ago, -Dan- said:

    ^Makes you wonder what exactly is going inside the mind of a person that comes up with such dumb ideas

    You dont understand. 


  6. APB need a hidden automatical weapon damage decreaser system, it is based on the "skill" of the player. The higher the skill (Kills/wins etc.) The higher the damage of the weapon is decreased. There is no increase of damage for bad players!

     

    A good player do with the same weapon lesser damage as a weak player.

     

    This helps to stop cheaters (automaticly), so it is not more important to bann cheaters, because the cheaters have a heavy decreased weapon damage.

     

    At the other side, all new and beginner players have more chances to defeat the skilled and/or good players!

    Good players have just to play weaker (with lesser skill) to avoid the weapon damage decrease! Its simple.

     

    Before you post, try to rethinking the system!

     

    Example:

    If there is a cheater with aimbot, the more the cheater wins and make kills, so more the damage of the cheaters weapon is decrease.

    Until the cheater can not kill an enemy player. Also the cheater is automaticly lesser dangerous!

     

    Same for a high skilled player.

    It makes no sense if weak (new players) have to fight against high skilled players. New players getting frustrated and leave the game.

     

     

    This system stop automaticly the NERF-/BUFF- Madness!

    So we dont need nerfs or buffs in the future.

     

    Example:

    Player A = high skilled

    Player B = low skilled

     

    Both uses Ntec5.

    Player A can defeat most enemys players.

    Player B can NOT defeat most enemys players.

     

    If Ntec 5 becomes a buff or a nerf, in both situations its wrong, because not the weapon is OP, its the player behind!

    If there is NO Buff/Nerf, in both situations its wrong, because player A is better as Player B.

     

    Fixing a weapon only for Player A is pointless, same for Player B.

    Decrease the Ntec5 damage, makes Player a lesser dangerous, but Player B can not make kills = quit the game.

     

     

    The only way to fix this problem is to fix the damage for each player Itself.

    The system can be tested on Bronze/Silver districts.

    On Gold District the gameplay is classic.

    So everyone can choose.

    • Like 1

  7. Restrict Bronze and Silver server to a temporary Kill/Death Ratio.

    If your KD is to high, you can not enter Bronze or Silver.

    Gold is open for everyone and gives +100% bonus reward to reputiation and money in missions.

     

    Its an very very easy hotfix and can help to protect beginners or not so good players from cheaters or high skilled players.

     

    This takes about 1 hour in development to fix?

     

    Make that filter for grouping too.

    • Like 2

  8. APB need a hidden automatical weapon damage decreaser system, it is based on the "skill" of the player. The higher the skill (Kills/wins etc.) The higher the damage of the weapon is decreased. There is no increase of damage for bad players!

     

    A good player do with the same weapon lesser damage as a weak player.

     

    This helps to stop cheaters (automaticly), so it is not more important to bann cheaters, because the cheaters have a heavy decreased weapon damage.

     

    At the other side, all new and beginner players have more chances to defeat the skilled and/or good players!

    Good players have just to play weaker (with lesser skill) to avoid the weapon damage decrease! Its simple.

     

    Before you post, try to rethinking the system!

     

    Example:

    If there is a cheater with aimbot, the more the cheater wins and make kills, so more the damage of the cheaters weapon is decrease.

    Until the cheater can not kill an enemy player. Also the cheater is automaticly lesser dangerous!

     

    Same for a high skilled player.

    It makes no sense if weak (new players) have to fight against high skilled players. New players getting frustrated and leave the game.

     

     

    This system stop automaticly the NERF-/BUFF- Madness!

    So we dont need nerfs or buffs in the future.

     

    Example:

    Player A = high skilled

    Player B = low skilled

     

    Both uses Ntec5.

    Player A can defeat most enemys players.

    Player B can NOT defeat most enemys players.

     

    If Ntec 5 becomes a buff or a nerf, in both situations its wrong, because not the weapon is OP, its the player behind!

    If there is NO Buff/Nerf, in both situations its wrong, because player A is better as Player B.

     

    Fixing a weapon only for Player A is pointless, same for Player B.

    Decrease the Ntec5 damage, makes Player a lesser dangerous, but Player B can not make kills = quit the game.

     

     

    The only way to fix this problem is to fix the damage for each player Itself.

    The system can be tested on Bronze/Silver districts.

    On Gold District the gameplay is classic.

    So everyone can choose.


  9. It is important to nerf ALL Assault Rifles, to make other weapons more balanced.

    The Ntec5 is perfect for short, mid and long range.

    Why also use a shotgun, or a smg or sniper if the Ntec5 can do the same on every range?

    Yeah, ok shotgun if you camp on the edge... wow.

     

    This all weapon sheets are wrong, because the general gameplay makes weapons good or bad, not at first point the damage or weapon itself!

    But some weapons perform better then other, thats right.

    Because using weapons have no downsides (i dont meaning damage/accuracy/range!!!).

     

    In the game there is only one important damage system (health) for weapons. The colission system for the projectiles is outdated...

     

    Just in/decrease the damage stats, this will change nothing. Because the general gameplay rules the way.

    But actually Assault Rifles are out of controll.

    • Like 1

  10. If the Database is correct!

     

    FFA 5.56:

    TTK 7 Shots = 1,2 second

    165 health damage x 3

     

    7x 165 (2,3 bursts) = 1155 damage

    Kevlar 1 is usless.

    8x 165 (2,6 bursts) = 1320 damage

    Kevlar 3 is dead.

    9x 165 (3 bursts) = 1485 damage

     

    1 burst takes ( 1,2 seconds / 3 shots) = 0,4 seconds

    8 shots (0,4 seconds × 3 bursts) = 1,2 seconds.

     

    Also with Kevlar 3 you can stay alive about 0 seconds longer than Clotting Agent 3.

    Thats an insane ammount of time... thats a game changer (sarcasm).

    The fun fact, FFA shots 3x3 bursts to kill a non and Kevlar 3 user = equal = Kevlar 3 have no effect.

     

    WOW and Kevlar 3 movement is decreased by -20%.

    That means the enemy have about +20% higher accuracy to shot the Player with Kevlar 3.

     

     

    Also.

    Kevlar 3 and Clotting Agent 3 dies with 3x3 bursts from FFA.

    But with Clotting Agent 3, you can sprint to a nearby Cover.

    With Kevlar 3, you can not sprint to a nearby cover (to slow).

     

     

    A BUG is, if the specific Item (general) dont work like it should work, because it is out of range or the specific function dont work with other in combination.


  11. There is a bug in the game.

    Clotting Agent 3 gives to much bonuses.

    Kevlar 3 have no bonuses.

     

    I have most death in the Team (for example on Baylan Shipping).

    So Kevlar 3 have no effect or its bonus is to weak!

     

    Why i lose most fights, die most times and are the slowest, with Kevlar 3?

    Clotting Agent 3 gives highest health bonus, have no downside, why?

     

    I report this green character modification bug.

    • Like 1

  12. Another abuse is, the Teamleader have Carsufer.

    Stay an your vehicle and move forward down = you overdrive the Teamleader and the leader removes you from the side.

    Also thw Teamleader forces you to make a team kill to remove you out of the team.

     

    Where i can host screenshits to post it to the forum?


  13. On 1/26/2021 at 8:54 AM, EMilika said:

    yeah thats why shooting some one 3 times and after 3 seconds again few times results no damage becuase hes already pumped up all health.. 
    and they call it skillzz

    Thats why i say "Remove Med Spray".

    The Med Spray will kill the balance total.

     

    Or Orbit add Poison Weapons to the game to break the Med Spray... but this is running in to a wrong way. I am thinking we dont need APB with a elemental System (ressistance/damage etc.) what some other games have.

     

    But a few new ammo types can help to become more options for the weapons (by adjusting some possibilitys).

     

    There are so much Re-Skin weapons, we dont need! This is just very confusing for all players. 

    For example:

    I have purchased the VAS Empire (LMG from Armas) + VAS Sword (Assault Rifle) and now the "Juggernaut Pack".

    In the Pack there is a "Frenzy" Assault Rifle (reskin of VAS Sword Assault Rifle) and the TIC LMG (Reskin of VAS 2 Empire).

    Both weapons i allready own... but there was no informations about this 😞

     

    This is frustrating if weapons or mechanics are to equal to each other and there is to less informations about it. Same for Kevlar and Clotting Agent.

    New Players maybe thinking "wow Kevlar gives me more health (protection)."

    But in real, the Clotting Agent gived you much more bonuses without a penality. So your combat possibility is much more increased, compared to Kevlar or Flak Jacket.

     

    Merged.

     

    A good player with a bad weapons is well balanced against a bad player with a good weapons.

     

    But if the good player use the good weapons and the bad player the bad weapons (because of missing informations), the situation is unbalanced and unfair. So there is a high chance the new player can left the game (maybe forever).

     

    The "New APB" need more new players to refresh the community in the game. But if good players are dominate the new one (we have actually this problem), new players dont stay in the game and this issue repeats.

     

    This is why the shop need a rework and my idea from the suggestion forum, about "Armas Weapon Upgrade System". This gives every player the safety to upgrade every (character/account bound) weapon in to another for just 50% of the new price.

    If a weapon cost 2500 G1C for account bound, you can upgrade this to every other weapon you like. For just 1250 G1C (with 2500 as example).

     

    The system gives more safety to all players, because you can not do a bad purchase in the shop, and its important the player spend money for the game! But if you like to support the game and you have purchased a bad weapon (there is no refund mechanic) you become more frustraded about this and you will avoid the make a new purchase again. I hope you can understand what i mean.

     

    Game balance of weapons comes and go, but you whould like to have MORE from your purchased stuff from the Armas Store. Also safety! More information about the real mechanics for the weapons and a free testing area for all items in the Armas Shop.

    + a Guide to "how to use the weapon/stuff".

    So new players can better understand what weapons are more friendly foe beginners etc.

     

    This all gives more safteys... now we need to fix some of the unfriendly community to make APB greate again.

     

    A Mentor System for beginners. You teach a new player how to play and both getting rewards at the end of the Mentor System. Its a Win-Win Situation for every side.

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