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CommandantSteele

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Everything posted by CommandantSteele

  1. I'd personally be okay with this as long as it wasn't too severe. There's plenty of reasons to crouch and not all of them involve abusing the mechanic. I wouldn't want to punish people who are moving around a lot to cover an area, mainly the people who are standing still and spamming up and down.
  2. Of the shooters you picked, don't PUBG, ArmA, Battlefield, and CoD have animations that prevent you from rapidly crouching up and down? APB lacks this.
  3. I actually hesitate to use the Ntec. I like the challenge of using non-meta weapons.
  4. I am aware of and use this tactic myself. Problem is when it's a 1v1 and you need to cross the snipers field of fire to get to them... Well. You know.
  5. With the OPGL and rockets there's at least plenty of warning that something bad is coming your way. With snipers, you could just be jogging along and out of the blue most of your health is gone. I also enjoy sniping and have a 3 slot variant of the HVR 762 from the loyalty rewards stuff. The primary reason why people seem to hate the HVR seems to be the same reason why people hate LTL: It doesn't just kill you outright, that would be pretty forgiving because you can respawn only a few seconds later. Instead it makes you sit and wait and do nothing while your health comes back or you eventually despawn and are put on the respawn screen to continue waiting.
  6. I don't know if this is meant to be "You're not a game dev shut up" but I have actually taken a class on game design (Believe it or not.) Not a very deep one and certainly not on APB specifically, but I do at least have a little experience on the subject.
  7. The HVR seems to be the most common abuser of this tactic, yes. Primarily for this reason.
  8. I suppose. There is also the potential that I could blame this problem on not having larger teams in missions. Most often when I have encountered this situation is when it's a 1v1 scenario even with the possiblity of other teammates being on hand but on on scene. The last encounter I had with this was on Waterfront around the cafe where I believe Michael Simeone hangs around? It was a 3 zone capture and the two were camped up in the cafe with an OBIR and a FFA and made use of this tactic. Not sure if it was R&D3 or bullshark. I had a teammate, but they left and the mission was already lost so I got to sit around and wait to actually lose because I didn't want to pull people into an already lost situation. I do suppose that this does enhance the annoyance factor of such a mechanic. You're probably right. It is difficult to see the overall large impact on simple things without them being tested. Perhaps this mechanic being annoying is a symptom of an overall larger problem with APB?
  9. I can see where the concern lies, but I'm not talking anything serious. It'd be a special kind of bloom that's separate from the recoil bloom mechanics. All that would happen is that if you immediately shot it wouldn't be accurate. You'd only have to wait a second/half second to get full accuracy back. You could even make it apply exclusively to snipers, though that would be a bit unfair. I am aware that it seems absurd to someone who doesn't seem to have encountered this behavior. However, much like the threads popping up about nerfing the HVR: The more you see it, the more annoying it is.
  10. I'm curious as to the community opinion on the subject, as I am personally quite annoyed with the mechanic. If you aren't sure, here is my personal definition of crouchspamming: Crouching and standing up rapidly behind some sort of cover, typically while using a sniper rifle, to attempt to abuse hitbox lag or to render yourself nearly impossible to hit otherwise. This is a bit of a headache mechanic. As it stands crouchspamming might be seen as a "skill" like jumpshotting. Though this "skill" is technically the abuse of a bug or an unintended mechanic and often provides users of this mechanic with an unfair advantage over those who do not use/abuse it. Adding onto the annoyances of this "tactic" is that APB has no cooldown on crouching nor is your bloom affected by crouching, so a precision weapon like sniper rifles and rifles will find themselves extremely powerful using this mechanic. In addition, there is virtually no indication that the person using this "tactic" is about to stand up or crouch, so unless you are extremely skilled in instant pattern recognition and can sync your shots to the person crouching up and down (Which, while possible, is probably not easy) you will find the person in question essentially impossible to hit even if you were both using the same type of weapon. So, what should we do? I'd personally propose making crouching/uncrouching cause your aim to bloom for a moment so that, while possible to pop out and shoot, you need to commit to standing for a moment to actually shoot with full accuracy. I wouldn't have it be very long, just for a second or two. That's more than enough for anyone engaged in a serious sniper duel to be able to retaliate. I'd also be interested in hearing community solutions to this problem, or "problem" depending on your opinion.
  11. I picked up both. Though I can agree that my idea might be bad. One unrelated to APB game design class gives me only a surface level understanding of things.
  12. I already have the DMR-AV PR2. I really kinda don't need another gun that does high hard damage. Unless hard damage does something I'm missing? I'd personally kinda like it if they actually took the full auto off the Artemis and made it semi-auto with a slight buff to fire rate. Because it feels like the full auto is there only to gimp your firing speed due to the extremely sluggish nature of it and the giant bloom that you get if you shoot more than 3 shots quickly. Though then it's kinda getting into being a J. Carbine or CR762 clone instead of a unique weapon. Shifting them back into 3 STK weapons like they used to be (citation needed because I've only heard about this from one person on the forums) would also be kinda nice and would fit with their bloom/fire mechanics. From what I can tell you can pop off the first 3 shots very quickly and accurately on both the Dog Ear and Artemis, but past that you start blooming. It seems to paint a clear playstyle: Pick off one guy and then move because your bloom spiked. Maybe drop the magazine capacity to... I dunno six? On both.
  13. 1: Vote to Kick. With this community? I don't really see this panning out well. Unless it's unanimous. Which, well, good luck. For the same reason. It'd get abused pretty hardcore. 2: Active admins We're working on that. There's been several GM's in social and we are going to probably get more as time goes on. So. Already happening. Restrictions on /report aren't a great plan, as it is usually far too easy to hit whatever cap they have in place. 3: UI design. I'd really rather not copy a console UI over to PC. I am already more than tired of this because steam is filled with bad console ports. We could use some improvements, but I'd want them to be built with the PC audience in mind, not just copied and pasted over from console. 4: Vehicles. Agree. The handling on some is insanity and others still have issues where even light taps on parts of them can send them unrealistically flying. It feels like the vehicles overall need to be heavier, but this might remove some of the charm of APB. Let's be real: It's funny and awesome to have your car go spinning through the air and land perfectly at the end. The ability for any car to self-right itself by holding, say, turn and handbrake would be nice. (That's A/D and space.) 5: FPS mode. No. No. No. ... No. Shifting camera systems can lead to major imbalances in gunplay. Especially for some of the high recoil weapons that we have. They would either be impossible to use or the weakness of the weapon would be completely removed. Not to mention that several large factors of the game revolve around the game being in third person view, such as checking around corners, looking behind you while running, switching shoulders, and the leaning mechanic. (Yes, I have seen and played FPS games with a leaning mechanic. It's typically not that great.) Also, the game features heavy customization and bring FPS only people would probably give us a swarm of default-clothing default-body people which would make the game incredibly bland. This game was designed with being third person in mind, and that is how it should stay. APB isn't a FPS. Wasn't meant to be. Shouldn't be.
  14. Speaking from my experience with League of Legends (Prior to the game going to shit but that's not relevant.) you do not want to put the servers in California. It makes things incredibly shitty for east coast NA players. We need more than Jericho and Citadel because cramming everyone onto these servers is obviously not a fun time for everyone. I get people telling me all the time that they're playing with 200+ latency and are telling me to shut up about playing with 50-100 latency as an NA player when I'm already warping around and not having an enjoyable time where I could go play Planetside 2 and have no ping issues. (I also pay for the fastest internet available in my area and have a wired connection with the best cable I can reasonably afford. It is VERY LITERALLY not my problem that my connection is bad.) We NEED to have more regional servers. Kinda the only way to not have the game be shitty for everyone involved. Cramming everyone into the same two servers has consistently proven to provide a shitty experience for everyone involved. I've seen the mass grumbling from Jericho English speakers about foreign languages spamming up district chats, and at the same time I can only imagine that playing with 200+ latency isn't fun. Unless you like having a shitty experience or something. Moving the NA server to the edge of america is going to pretty much cut off everyone that's not on that edge. You move it to California, and you can kiss everyone that played on Joker (Or whatever NA East used to be) goodbye. There's no simple "Just move it here" fix for servers. Someone, somewhere, is going to have a shitty time if we stick with only having two big servers. We need more servers to accommodate the regions that have suitable population and in a central enough location to provide equal latency to those that don't. It's gonna take time and it's gonna be expensive, but if we can do that it'll be worth it.
  15. This is the Artemis, if you don't know about it. What weapon mods would everyone recommend using? I've currently got IR3 (Just switched from CJ3), HS3, and 3PS3. I plan on switching to mobility sling when I hit 195. Also, would anyone have any tricks they found out with the weapon? The 4 STK is nice, but I do struggle with it's demand for absolutely precise ADS shots. I'm pretty decent at keeping the bloom down when I'm not in CQC by controlling my ROF, but when I have to hipfire the weapon I can almost never get reliable kills. Thanks in advance.
  16. I might be able to answer #1 based on what I've heard: Jericho is in Texas. Might not be true, but it's what I've heard other people say.
  17. The shotgun from the Pack of Revelations, when equipped with IR3, has an incredible range to one shot fragile users. I don't remember specifics, however.
  18. I figure that some people do some small annoying things that make you groan but you don't feel the need to take the time and actually explain it ingame. Here's one of mine: You DO NOT have car surfing. Walking forward as I drive is NOT going to make you stay on the car consistently. GET INTO THE FRICKING CAR SO I CAN DRIVE WITHOUT HAVING TO STOP AND PICK YOU BACK UP WHEN YOU INEVITABLY FALL OFF.
  19. They need to be stunned. It's possible to do enough stamina damage to stun people with non LTL weapons, but overall you need to have LTL weapons in order to stun them reliably.
  20. After playing against people stacking HVR's, I am starting to get annoyed by them. That being said, I'm not 100% sure that nerfing a weapon just because multiple people are using them in one mission is a good idea. It sucks, sure, but if we nerf a weapon just because everyone uses it I have terrible news for the N-TEC. (Again.) I am starting to feel that the damage being high is a bit much. Something that could be done is force a a bolt cycle every time the weapon is equipped. This would gut quickswitching pretty hardcore, which would be worth IMO. If you're going to squat around with a sniper you need to commit to squatting around with a sniper. Also handy would be to make weight universal. So you can't just gain all your mobility back by switching to a secondary. Now you *should* be able to switch to a secondary and gain mobility back, but it shouldn't be 100%. Maybe make it so that having the HVR out gives it OSMAW mobility and putting it away gives you... I dunno, Kevlar 3 mobility? Slap that on the OSMAW too, for good measure.
  21. Welcome to the game. For finishing one tier of the basic tutorial, you'll receive a weapon selector to pick one free weapon that you'll get a no-slot permanent version of. For the love of all that is true, DO NOT USE IT RIGHT AWAY. (If possible) Leave it in the mail or whatever. Experiment with the weapons first and see what you like. Then make your choice. If you pick something you end up hating later down the line you do not get re-pick. I'm not sure if it's still true or not, but you can pick one of the following: N-TEC, OCA-EW, Joker Carbine, N-HVR, ALIG, SHAW, PMG, JG. N-TEC: Assault rifle. One of the most used weapons in the game. Complicated to use due to it's reliance on "Tap fire" or slower semi-auto clicking on an automatic weapon. Much less forgiving than the stock STAR rifle you get. Hard to master, but if you put the effort into it the gun rewards. There's a reason why a the line "Balance around the N-TEC" exists. OCA-EW: Submachine gun. Very quick to kill at shorter ranges, but lacks long range damage. Pretty simple to use and pretty meta. People might rage at you for killing them though since it is remarkably good at that. Joker Carbine: Midrange semi-auto rifle. It's decent, it performs well, but it is a skill barrier gun. If you're good with it you can pull of some surprising stuff, if you're not good with it... Get ready to listen to people's kill themes. N-HVR: Remember how I said people might rage at you for the OCA-EW? People ABSOLUTELY WILL rage at you for this. Bolt action high damage sniper rifle. Does the most alpha damage of any weapon in the game. Makes you run slower. Easy to get kills with, but prepare for literal mountains of salt. Very meta, however, and the counter to a HVR is another HVR. ALIG: Anti-vehicle machine gun. You want Anti-vehicle something on hand, and the ALIG is pretty standard when it comes to that. It's NOT good at player damage however, so you really do need to save it for exclusively vehicles. SHAW: The opposite of the ALIG. Very fast rate of fire and decent damage. Use it like an SMG and prepare to literally delete people if you get even the smallest jump on them. Salt will be inbound. PMG: Slow firing mid-range ish SMG. I personally wouldn't use it because IIRC it's been nerfed a few times. It loses to the OCA-EW in short range TTK (Time To Kill) and most assault rifles in midrange TTK. So it's in a weird place. Skip. JG: Shotgun. With the servers as they are I REALLY recommend against using shotguns. Even veteran players are subject to the wonderful world of "I hit every pellet but the server didn't register and so now I did like no damage. And the OCA-EW just killed me." Skip. OBIR: I didn't find this on the list but nobody really has the modern one written down. However. I was able to pick one from the list when I joined and went through the tutorial so you should be able to as well. Anyway. The OBIR is a 3 round burst rifle. Primarily a marksmanship weapon so you'll be sitting a bit farther back and poking at people from a distance. You remember the Battle Rifle from Halo 2 and 3? Pretty much that. Not as universal as that, but pretty much the same playstyle. All in all, the weapon you pick is up to you, and this list might not be accurate because a lot of the information that's easy to get to is from years ago due to a heavy breakdown in communications. Also, as one final thing: I'm gonna bold this up and whatever else so you see it and understand it because a lot of people are lead to believe that APB Reloaded is "Pay to Win" You ready? APB RELOADED IS NOT PAY TO WIN. Most of the guns you find on ARMAS are reskins of other weapons. Check the descriptions of the weapons for stuff like "Built to [X] specifications" or "Duplicating the internals of [X]" and "Similar in performance to [X]" That accounts for most of the ARMAS market. There are some weapons that are a bit powerful, like the ATAC family, but these weapons can be beaten by playing against their strengths and exploiting their weaknesses. In addition, the stock STAR and FBW you get are incredibly useful, and (AFAIK) many veterans agree that they are the most versatile weapon in the game. They might not do everything well, but they can do just about anything. Aside from snipe. Because they're not snipers. Also. I mentioned before that the servers were bad. I'm not lying. Someone, or a group of people somewhere has a diehard grudge against the game and DDOS's the game consistently. Servers barely leave mitigation, so expect it to be laggy. It sucks, yeah, but you'll eventually get used to it. The servers have also been pretty squished together so you're going to be playing with a lot of international people with 200+ ping. You'll have to get used to that too. It's gonna be rough. People do cheat. It's a given. However, not everyone cheats. People have played this game for forever. It's very skill intensive. You'll have to get over the rough patch of a beginning that the game gives you, but I highly encourage you to stick with it. The game shines once you learn it's ways. I also highly encourage you to focus more on playing the game than winning every mission. If you get angry at the game it's hard to get un-angry. I also especially discourage whispering players while angry and yelling at them, accusing them of cheating, or other things. You will be mocked hardcore. Not to mention maybe banned. Seriously. Don't do it. Don't let your hate flow into the game. If it's that bad, get up for a minute. You spew salt at griefers and trolls and you'll be giving them exactly what they want. One lost mission is not worth being ridiculed by the entire district and then maybe chat banned or temp/permabanned from the game. Enjoy your stay. If you've got any questions, post them here and I'll answer to the best of my ability. As a note, my forum name is not the same as my ingame name, so don't try to add me. You won't get me.
  22. Not gonna lie such a device would need to have a severe drawback if it blocked THAT much. Something like reduced health similar to fragile. Or the potato movement speed of Kevlar 3 due to carrying all the jammer equipment.
  23. I rarely encounter detonators, even against the most scummiest/tryhard players. I have frequent run-ins with car spawning, but with the incredibly long cooldown presented I'm not being overwhelmed by them nor do I feel like I'm overwhelming people with them like I was before. Even then, I have a huge stack of satchel charges and I can just drop one on the offending vehicle and leave. I'm hoping one of these days to catch someone just as they spawn in the vehicle. So, no, I think they're fine.
  24. A good counterpoint. However, on the case of the scout not having enough range, I present this: http://apbdb.com/items/Weapon_SniperRifle_Pathfinder-LR_PR2_Armas/
  25. I'll throw my hat at telling you why: The Scout. You nerf the damge of the 762, and the scout indirectly gets stronger. It might not be as accurate on hipfire, but it's good enough and typically you're not trying to hipfire anyway. So if you nerf the damage down to 750 or 650, the scout still has 550 damage. The scout is also much more mobile, though it lacks any open slot options. With the same TTK and same STK as the now-nerfed 762, there's little reason not to use the scout due to the inherent advantage it provides in mobility, because mobility can be a real lifesaver if you get jumped. The 762 is now freshly on top of the pile of weapons called "useless" by the community. So the damage is literally the only reason why the 762 is viable at all. If it wasn't as strong it's easily replaced by the scout for the variety of bonuses to movement the scout has, not to mention the potential return of jump-shooting. (Please no.) Getting into position to keep fire on the enemy team is really, really powerful, even if it's only indirectly.
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