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Drischa

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Posts posted by Drischa


  1. 23 hours ago, skerblerd said:

    I've always been convinced that Silvers have to have been lobotomized to be so bad at the game. I've made alts and legit try to throw games and still end up as gold somehow. You legit have to have no spatial awareness and hand-eye coordination to end up as silver. Gold is literally the standard of APB. Sorry but it's the truth. 

    A few years ago I'd agree with this post, but I feel the playerbase has been shrunk down enough to such a dedicated base that it's harder than it used to be.

    Could just be that my coordination is shot from not playing for years though.
    Now that I think about it, could it be that silvers are more of a true representation of what silver should be now that they can't hide in bronze districts and actually have to fight to maintain their rank? Feels like I've seen quite a lot of rank changing compared to what I used to as well, even in my short amount of recent playtime.

    4 hours ago, Revoluzzer said:

    Having skill levels dynamically adjusted to the active population might be an actual improvement, though.

    In my post I didn't mean the system changing the percentages etc - I more meant that if you remove a portion of the playerbase then there are still going to be higher and lower players, and the lower players will eventually lose enough to the higher ones that they wouldn't be able to maintain gold, even if they could before, so you'd never truly "lose" silvers like the OP suggests.


  2. On 10/17/2022 at 1:11 AM, glaciers said:

    the threat system is not dynamic so it does not automatically adjust to an arbitrary "active population", iirc g1 has had to manually reset the threat category percentages 3 times over the course of apb's life 

    I understand that the threat system doesn't change, but let's say hypothetically that all non-gold players quit the game, the less skilled gold players would on average lose more than they win against the higher skilled golds, so wouldn't they eventually become silver? even though compared to all the players who aren't playing any more they're gold. If all the lower players came back they would suddenly win a lot more and be gold again. Do you see what I'm saying?

     

    I imagine most golds are high enough in gold that even with the losses they wouldn't drop out of gold, but for someone like me who's on the edge I think it makes a difference, and also demonstrates how middle threat levels will still exist even if the popularity falls.

    edit: I also just went silver again, then next mission won quite comfortably but remained silver. I imagine it specifically tracks where on the scoreboard you land rather than a simple 50/50 split


  3. I've returned to the game recently and found that my threat has been bouncing between gold and silver like a yo-yo. I have found that the system does seem to consider me around this rank rather than just binarily gold or silver.

    For example, I might be gold and get matched alongside a gold against a gold and silver, for the enemies to win and my threat to change to silver and the enemy silver's threat to change to gold, showing that both of us were about even, and I can only assume the other golds were about equal as well.

    Something I assume is that threat levels balance themselves to the active population. Let's say that all the non-gold players disappeared from the game, and only gold players were being matched. The lower half of the gold players would lose to the higher half, so would their threat eventually become silver and then bronze to represent where they are in the current mix of players? Or would they all remain above the non-playing playerbase as golds?

    Yes this is a thinly veiled excuse of "but players are more hardcore now!" for me going silver lol


  4. I like the DMR-AV way more than the silenced one just because it looks and sounds way more powerful, the hard damage is just a little bonus that I can sometimes use to funny someone in a weak car

    I mean uhh heheh eol deep impact go thwump BOMF


  5. The initial post seems like your main problem is that new players have to face experienced ones because there is little to no separation in the matchmaking to account for the different skill levels in the game, and you have put this down to LO's decision to make the game run on no-threat districts where all players mix.

    While this is true, I don't think it is fair at all to place this on LO. The game simply does not have the population to support multiple districts or a wider array of skill levels in matchmaking. If the game's popularity picks up in the future then it might be possible to look at other solutions to this such as returning to threat-based districts or MM, but with the population as small as it is (at least when I've been playing recently) I think it's the only solution for now.

    The problem you described is not one with LO or Matt - it's one with old low-population pvp games such as this.


  6. On 10/20/2021 at 10:11 PM, Noob_Guardian said:

    Kinda true, at one point I memorized the typical tactics and timing to get places for gold players, and would always be ready to ambush/flank an enemy. Often got called a hacker, but they didn't realize how obvious their strats were. Always funny because you'd get that one bronze or silver with an hvr that just "wtf why are you *there*" and other golds would just call hacker after dying to him. Like no, he just isn't playing the typical way and wrecked your patootie.

    omg finally I have peace of mind that I'm not the only one who find random newbie more deadly than gold sometimes.

    I don't really hackusate any more unless its really obvious, like an R10 insta snapping SHAW user

    • Like 1

  7. Just watched the VOD on youtube, really great stuff and thank you to Kemp, Matt and everyone else who helps with these streams as they give me great hope for the game and faith in the team.

    I think that this transparency with the community via regular broadcasts really brings the community into the game and creates a fantastic opportunity for immediate feedback.

    An example can be seen with Digital Extreme's bi-weekly dev streams for their game Warframe, speaking for myself these keep my friends and I very engaged as we always look forwards to what might be on the horizon! Seeing Matt be open to communication is a wonderful feeling after so many years of issues on the communication front.

     

    You've genuinely re-interested me in the game, thank you,

    • Like 1

  8. re: Hitboxes

    This could probably do with something in the tutorial screen perhaps, as the system used in APB is a little different to most shooters... the hitboxes should definitely should not be changed though, APB combat tends to take place at longer ranges than a lot of shooters and with relatively inaccurate guns, so the larger hitboxes make it simpler to hit things.

     

    re: Talk of the tutorial system being revamped... I don't think people have a clue just how much work that would be for a team like LO. They're already focusing all their effort on unreal 3.5 (as shown by the rather below par event they've released)

     

    re: loading screen hints

    These are usually pretty useful, except the fact that they are clearly outdated - I still see advertisements for the STAR 556 'LCR', which is no longer available from ARMAS. It would be nice to have them listed somewhere but that is extra work that could be put into more impactful things.

     


  9. I want to agree with ntec balance changes. It's the weapon I most consistently have trouble dealing with, and I feel it does remove some variety and fun from the game by being so overbearingly popular.

    I feel that the extremely good marksmanship modifier (especially with HS3, just 0.2!) coupled with very good bloom recovery and dropoff range make it too consistent at further ranges.

     

    You may argue that removing this would be removing 'skill ceiling' by introducing more RNG to the game. I feel that the bloom/weapon inaccuracy is a big balancing factor in this game and should be respected.

     

    I feel there are three ways that the gun could be changed to reduce some of the feelings that have been shown to be relatively common in this thread:

    Increase the marksmanship modifier, making the gun less accurate at longer ranges (and thus reducing the effectiveness of HS3).

    Decrease the effective range (Or introduce a harsher dropoff once the range has been met) to make the gun able to still do dmaage at longer ranges but require more shots to kill.

    Increase the bloom recovery delay, making users take more time to ensure their shots are accurate.

     

    All three of these would be overkill - I feel the second or third option would be best.

     

    Apologies if I just need to 'get gud', I'm just speaking from recent experience and observations of others opinions.

    • Like 2

  10. 55 minutes ago, PingOVER9000 said:

     

    Far is so random CRAP...As assault rifles there are better weapons don't buy it, use ntec suit his role as best medium range weapon,  if u want something better at close range take a ATAC

    For other weapons , follow what CookiePuss has told about them

    It's perfectly usable. I find it best to view it as a mixture between the N-Tec and the STAR 556 - compared to N-Tec it has okay marksman accuracy, good RoF and tapfire but poor hipfire, but has the really low recoil of the STAR and a bit lower damage-per-shot. It also doesn't have the accuracy curve of the ntec so the tapfire can be a bit more reliable for new players who haven't got the timing down.

    It's more beginner friendly than the Ntec but is less powerful as a result.

    I got mine from the christmas event a few years ago though, I don't know if I'd want to buy it from ARMAS.


  11. 7 minutes ago, BXNNXD said:
    iirc they lowered the lcr rof so that the ir3 change wouldn’t affect it so much 

    if that hasn’t happened yet then i’m just spazzing out rn 
    Yeah they did that, and as I said, I'm not talking specifically about the LCR, I'm talking about the mod in whole.
    I used the LCR as an example because it's a weapon I was familiar with pre-patch and was concerned the most about, knowing that they have adjusted it puts me more at ease but I still think it could be handled better.

  12. 1 minute ago, BXNNXD said:
    finalized ir3 will be 15% additional range + 3m

    i’m not saying it’s perfectly balanced - 1.27s ttk is pushing slightly into sniper rifle times and imo the gun itself just isn’t accurate enough to reliably make use of an extra 14m range - but i’d day it’s far from useless
    Again, I don't just mean the LCR, I mean the mod as a whole, on all weapons.

    And I don't get where you're getting 1.27s from, I just said that the 18% firerate nerf would bring a 1.2s to 1.416s.

  13. 2 minutes ago, BXNNXD said:
    17 minutes ago, Drischa said:

    completely fall out of use if this change goes through. the fire rate change is just far too punishing for the gain you get.

    a .7s increase in ttk for like 14m extra range doesn’t seem like that bad of a trade off to me
    .7s increase is pretty big, ntek kills in ~0.7 seconds iirc.

    STAR LCR originally killed in 1.2s, if they had not changed it it would be 1.416s. That's a pretty big increase to me. And the one I see adds 7.5m range.

    My main point is that I think the penalty could be handles better than just a straight firerate nerf.

  14. Just now, Yoss said:
    @Drischa The LCR was "buffed" so that IR was the same as before the patch.
    Was it? I wasn't aware of this, thanks.
    I guess I just haven't played enough of the game.
    I wonder how the 'old glory' is now then, with its CJ3 mod.
    Wish I had got my hands on that one.

    I feel my point about IR3 still stands, the firerate is a big hit to weapons and it could be handled differently.

  15. I'm also pretty disappointed with the change made to improved rifling. I love the STAR 556 'LCR', however both the PR1 and PR2 variants have improved rifling 3, and the change basically just killed their already pretty poor TTK. I would really like to see something about them done, I feel like IR3 will completely fall out of use if this change goes through. the fire rate change is just far too punishing for the gain you get.

    I would suggest perhaps one of the following:
    Perhaps renaming the mod to "lightweight bullets" or something similar, extend the effective range but then making the damage drop off a lot sharper so that outside of their effective range guns will do a lot less damage.
    (alternative wording: Extend the gun's effective range but make dropoff a lot more harsh once it does start)

    Perhaps instead of reducing fire rate, increase the recoil of guns making them harder to control at longer ranges if firing rapidly?

    Perhaps increase the recoil recovery delay, so that once a shot is fired it takes longer to regain full accuracy? This would allow auto guns to fire at full rate but would keep the weapon focused on slower shots when you want to gain the benefits of IR3.

    I hope you can find an alternative solution to just a straight firereate nerf, the current numbers seem like a lot to me.


  16. Hello again,

     

    I remembered that I made this video a long time ago to show the effect f CJ3 on Anubis. It als shows the old recoil pattern pretty well I think.

     

    https://www.youtube.com/watch?v=Wkw-TyFr-uw

     

    I can't get into the game t make one of the current mechanics unfortunately.


  17. I am aware there is another topic for buffing the anubis, however I thought I would create my own as the other does not seem to offer an actual solution or explain what is wrong

     

    The NCR-762 'Anubis' Adeen is a 3-shot-to-kill sniper rifle type weapon. It features a unique sight as part of its legendary gimmick.

     

    The original version of the anubis was, in my opinion, quite good. It has a good rate of fire, and the bloom was very manageable as you vould easily time your shots a little slower to maintain accuracy or try to fire at max rate for shorter ranges.

     

    This, coupled with the anubis's good mobility and great 'aiming time' (a term I will use to describe the time it takes for the retivule to reach macimum accuracy after entering marksmanship mode) meant that it could provide quick, mobile, precision damage without being overbearing like an N-HVR.

    It was a fun weapon to both use and play against. It could be compared to a DMR, with the movement penalty removed, but  with reduced damage and lacking the reverse damage dropoff that the DMR features.

     

    Some players had an issue with the gun's legendary sight, saying that it was too intrusive and made the gun too hard to use.

    To fix this, Gamersfirst issued a change to it in the large amounts of weapon rebalances a few years ago.

    They made the sight slightly translucent to allow players to see better.

    This was fine.

     

    However, they also made major changes to how the gun performed:

     

    The 'aim time' was increased significantly, meaning that you have to wait a significant amount of time before being able to shoot accurately.

     

    The bloom was increased massively, meaning the shot fired after the first will almost always miss unless you wait the even longer time for the reticule to shrink back to sensible levels.

     

    The bloom decreases with each shot fired, meaning you have to fire 3-4 shots before you can fire at a similar rate to the old accurate firerate.

     

    These changes made the anubis an extremely cumbersome and unintuitive weapon. It now has a long setup time, slow effective rate of fire and makes the user waste ammo if you want both accuracy and a decent time-to-kill.

     

    I suggest the reversion of the bloom mechanic to something like what it had before. This would allow the anubis to be a quick responsive sniper again and not feel punishing to the user.

     

    Thank you for your time and I hope you consider my suggestion.

     

    edit: I revisted the other thread and saw the user Kewlin brought up the issues I have discussed here. Apparently the excessive delay of bloom recovery is a bug, as it was only supposed to be applied to the N-HVR 762 (Where it makes a lot of sense!). I believe that reverting the mechanics would be the best and simplest fix, if this is possible for LO. I do not know if the old mechanics would have been stored.


  18. I think that the cooldown difference should be removed.

     

    When using nitro to get to a point, if you die the nitro counter is not reset. This means next time you use your car to get back to the action (quite often necessary due to the spawning system) you will not have nitro available if you do not have premium.

     

    Ammo case I don't have an issue with because I don't see it as a very good ability anyway. If the armoured ammo case was introduced I may have an issue with it then.

     

    Things like blowtorch, spotter, radar jammer and possibly meteor are all fairly strong abilities that I think are unfair if allowed to be used more often by premium players.

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