Jump to content

Nanometic

Members
  • Content Count

    766
  • Joined

  • Last visited

Everything posted by Nanometic

  1. Seen this a couple times today on baylan, random radar tower spotted people with no radar tower near them, another update another thing broken, apb is amazing.
  2. Just make cars easier to kill, less health or something, I dunno, just spit balling here, car gameplay is such a boring part of the game and easy to abuse, reducing the health of those "meta" cars would probably fix the issue.. Probably..
  3. Hes not talking about the final stage tho, hes talking about the stage with the break in and drop off in a single stage with like 3 minutes or something.
  4. This totally wouldn't make car gameplay even more prominent. Why not just let us do objectives from our car windows whilst we're at it, slowly turn this game into rocket league. Did I mention I hate car gameplay?
  5. Or just split the break in and drop off into two stages.
  6. Nice play-doh stop motion animation. Givin the Wallace and Gromit guys a run for their money.
  7. Nanometic

    Thank you mod

    Whilst we're at it can we make a petition to change the title 'Mods' to 'Lads'?
  8. Nanometic

    Thank you mod

    Promote them to CEO effective immediately.
  9. Yeah, corners are the strongest thing in apb.
  10. This is just wrong. For comparison, both the jg and the oca have a TTK of 0,7. So for you to beat a jg, you need to not miss a single shot, shoot first and hope they don't hit their min ttk. i remember when i used to see ntec hvr every mission... now i see different weapons i barely saw that is not only a shotgun I see JG almost every single match and if its not their at the start its usually there by the end. Citadel btw.
  11. Never heard of any of these people ;^)
  12. We need to get the ocean under control, have it answer for its crims, delet it. delet osean.
  13. Wheres that clip of sevaht shooting right through a green several times.
  14. I did pig and stun nades with lethal weapons from cop 11-15. Since all weapons do stamina damage, just having the pig itself can be useful. I didn't play for the arrests either, if the opportunity arose, I took it.
  15. IR is still good(if not better) on guns like the n-tec and the RFP. The obir and cr-762 are the ones that are suffering from this change the most from my experience, only gun it seems to have actually balanced is the Oscar so you can't snipe with it.
  16. I just finished demo too and don't wanna use explosives either :L
  17. I was thinking the exact same thing, it feels a lot better pricing to me, hoping to see more of this in the future.
  18. For those of you who didn't know the newly introduced showstopper is now available on the ARMAS marketplace Link
  19. I just finished getting to pointman 16 so i refuse to use pointman guns for now. I'm scared to go in to asylum.
  20. I feel like when headed toward the final stages of this change, the quickest way to that is by thorough testing, i.e. porting it to live, now yes it will cause some discomfort but it'll get us toward that end goal faster with the use of a much wider variety of data on the changes, more people means more testing. Just my 2 cents.
  21. Yeah.. You're right. but, the whole cars getting buffed with certain mods? Smaller cars, like the Calabria and the mikro wont receive a penalty for using blue mods but a buff to them instead. And on a pioneer running a blue mod with this penalty wont be much of a detriment. Going back to this vehicle category/mod buff thing, you could separate the cars into groups like; tank, agility, ace((?) like the 4x4 vegas, just well rounded) then that group could correlate to which mods they have benefits and detriments from.
  22. > CAR SPAWNER: Disable the ability to spawn if the vehicle is moving with the possibility to counteract this if you use muffler I think this is a good idea but I think making all blue car mods give a minus to trunk slots is a quicker, simpler fix imo > CAR SURFER: Make this an activation blue mod (we'd need another keybind). Ride on top of vehicles for x seconds (10 sounds good) with a x minute cooldown (1-2 seems right) I do think car surfer needs a downside/nerf, I dunno about this one though, seems a tad harsh, maybe make the user less accurate(I mean come on, they're shooting on a moving car) > REMOTE DETONATOR: Give it a longer cooldown and/or make it also increase brick's cooldown. Agree. > BLOW TORCH: Reduced the usage time by half. If used while car surfing or while hanging out of a window, reduce the effectiveness by 25-50% Agree. > LOW YIELDS: Increase their resupply time by 50-100%. Reduce their number to 2 but if you use flak jacket, they dont get their number reduced (2 instead of 1). Agree. > RADAR TOWER: Pretty balanced imo. Keep it as is Same response to car spawner above. > YELLOW MODS: Just make them permanent already Agree. > BOOM BOX: Make this useful by making it an AoE anti-radar tower / anti-car spawner deployable. Or make it a 'decoy' object (makes random gunfire noises). Agree. > MED SPRAY / MOBILE COVER / RESUPPLY BOX (both) / EPINEPHRINE INJECTOR / SATCHEL CHARGE: These all feel pretty balanced as-is. Maybe add a despawn timer to deployables Agree. > VEHICLES: Give different vehicles bonuses/penalties to certain mods. Some examples: Mikro gets a range bonus to radar tower but a penalty to car spawner Pioneer gets a bonus to fast fix but a reduced effectiveness penalty to steel plating Kurai gets a bonus to steel plating (mod penalty reduction perhaps) but a penalty to fireproofing Agree to an extent, I like it, but I don't want the game to become over complicated, its already quite complicated for new players to learn the game as is. Maybe instead give cars mod specialization? So for example make the Mikro a blue specialization, giving it a buff to all blue car mods, simpler change but no idea if it'd be broken or not.
  23. motorbikes Iamthefirstpersontoeversuggestthis
×
×
  • Create New...