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crusade

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Posts posted by crusade


  1. 13 hours ago, thrown. said:

    My friends and I have been discussing this for a little while, but how difficult would it be to finish and release the midtown map that as to my knowledge is more than half done?

    I feel like this would be a huge move to bring back a lot of players and give the players a new environment to play in.

    (Also as a former map maker this to me seems like by far as the easiest way to refresh the game play experience for the community.

     

    This ties into the idea of un-restricting contact progression to specific districts , with population so low on N/A servers players end up being "stuck" in a specific district and not making progress if you don't have a contact in that district, this could be easily managed through the tab in game where you pledge to contacts through the "J  menu".

     

     Lastly, isn't it time to do a database name wipe? Specifically for banned player names, or decade old inactive no login accounts.

     

    Thoughts and feedback would be nice, especially on a new map/district.

     

     

    I think having midtown finished and released would be cool. However, after seeing the level of inexperience LO devs have with shooter map design from their attempt at a Battle Royale mode, I don't think them finishing midtown is realistic, unfortunately.

     

    Allowing players to pledge to a contact regardless of what district they're in actually sounds like an easy-to-implement change that would make things a lot less frustrating for players trying to progress. It might kill off Waterfront, though. Personally I wouldn't mind never having to play WF again, but I'm not sure if it's in the game's best interests to have less variety.

    • Like 2

  2. 11 hours ago, Thial said:

    You do realize that it's only a 10% modifier ?
    The smaller the initial value the smaller the impact of the modifier.
    If you have 10 cents 10% is just 1 cent.
    If you have 10000 cents then 10% is 1000 cents.
    For OSCAR the sprint modifier makes no difference in practice:

    Brother, I took calculus in high school. I don't need you to explain basic math to me like I'm a 12 year old. You don't seem to understand how RS works. It cuts the 1.2 run (not sprint) modifier down to 1.0, and the 0.98 marksman modifier gets set to 1.0 as well. That's a 0.2 boost to mobile hipfire accuracy with a 0.02 loss on marksman accuracy. This accuracy boost may be minuscule, but the difference here is that there is almost no downside (especially in comparison to the Carbine). Reflex sight is practically an upgrade for the OSCAR. Also, there's a lot of uncontrolled variables in your test still (crosshair placement, character movement). I wouldn't worry about testing it, though. I'm pretty sure the mod is working.

     

    Most people would rather upgrade their weapon instead of using something that has downsides (Mag Pull). But, I'm not going to sit here and say your loadout is wrong. While RS is an upgrade, I can understand if you think the boost is negligible enough that you prefer something else. I'm sure there are people who prefer 3PS3 over Tagger because they run flare gun or something.

     

    Oh, and I'm not saying you shouldn't use marksman with the OSCAR, either. I think RS might actually benefit the OSCAR's marksman a bit, considering the slightly wider FoV.


  3. 7 hours ago, Hexerin said:

    Wouldn't necessarily be a bad idea. The workload to do it would be absolutely insane though, because it'd involve a whole lot more than simply deleting mods.

    Yeah I agree actually. Mods don't really serve any purpose, and don't bring any variety to the gameplay. Getting to choose my loadout and customize my playstyle is boring.

     

    Quite frankly, I think we should also delete weapons. Shooting people is not fun. I have never followed a rule. That is my rule. Do you follow? I don't.


  4. 5 minutes ago, Hexerin said:

    You should probably calm down, then come back and re-read what I posted. You very clearly misread the first time around.

    1 hour ago, Hexerin said:

    I will never understand why people want to buff the STAR, it's one of the most satisfying guns in the game to use. No shitty gimmicks, just pure and simple gunplay

    What other point were you trying to make by bringing up gimmicks? If that wasn't your point, then bringing it up was arbitrary.

     

    You stated that you think every weapon stronger than the STAR should be made to be as weak as the STAR. But the thing is, you didn't just state that as your opinion. You said that that's the way the game is supposed to be, as if you own APB or something. Might I suggest getting better at writing.

    • Thanks 1

  5. 15 minutes ago, Hexerin said:

    I will never understand why people want to buff the STAR, it's one of the most satisfying guns in the game to use. No shitty gimmicks, just pure and simple gunplay like every gun in APB used to be before Gamersfirst/Reloaded started shitting the game up with their garbage design "vision". I'd rather see all the stronger weapons brought in line to the STAR, which would also serve to slow the TTK just a tad. You know, how the game is supposed to be.

    How the game is supposed to be? What makes you think your "vision" is somehow better? Why is a 0.7 TTK gimmicky, but a 0.75 TTK isn't? Yeah G1 has added a lot of gimmicky BS, but comparing that to a 0.7 STAR is ridiculous.


  6. 10 hours ago, SkittyM said:

    A min TTK boost is not going to help anyone.  That's straight up not how the STAR works or what it's about.  Its a starter gun, its meant to show you how gun mechanics work.  Until a 0.75 TTK becomes the high end of the AR class, there's zero need or reason to buff the STARs TTK.  Perfectly fine as it is.

    I'm actually trying to figure out how someone is this intelligent.

     

    FAR stronger version of STAR. STAR weaker than FAR. Make STAR strong like FAR. More balanced. Starter guns do not have to be weak (e.g. FBW). Buffing STAR TTK small amount will not suddenly make STAR hard to learn. Skitty smart. Comprehend perfectly fine logical statement.

    • Thanks 1

  7. 3 hours ago, SkittyM said:

    The SNR 850 is neither boring or easy to use(though its far from hard to use, but there's a reason its no longer the starter secondary).  Also not sure what getting kills has to do with a gun being boring.  Boring is more about how something handles, not how good it is.  Sure the Rapier is fast and gets you from point A to B quick, but its a boring vehicle to drive.  Same with the Growl, Pioneer, Vegas.  They all lack interesting character, just like the STAR because its meant to do a bit of everything.  And while yes, you can apply other mods to other guns, that doesn't instantly make them perform the same as the STAR with mods.  They're all different and that's part of the point.   Yes there are better guns than the STAR, does that mean the STAR is bad?  No.  Very few people think the STAR is bad, its just boring and not interesting.  Certainly not as easy as the ATAC or Raptor 45 either, its an introductory gun. 

     

    FAR is marketed as an improvement on the STAR, but it plays more like an N-TEC 5 than a STAR.    Trainees getting kills has to do with them being trainees in the first place, not what gun they use.   A player with 0 seconds of exposure to APB is going to perform the same with pretty much every primary and exposing them to the ATAC is the farthest thing from helping them get better at the game.

    Oh yeah, the SNR is fun for you? It shouldn't come as a surprise to you that people enjoy getting kills more than dying. The SNR can be fun if you are just trashing on silvers or low golds and you're joking around with your friends in comms, but for the most part it's subjective. Because when it comes to crunch time, and you get opposed against players around your skill level and you would like to actually try winning, you're going to put the SNR down. Same goes with the STAR. Your vehicle example is purely subjective. I personally enjoy driving 3 out of 4 of the cars you mentioned.

     

    It's a shooter, in general all the weapons function similarly. ARs you hold right click and track, or hipfire and hug. With both the NTEC and STAR you tap or burst depending on the range. But, the NTEC is more effective than the STAR by a significant margin, because all the other ARs also do a bit of everything. That's the purpose of the Rifleman role. Also, what is your argument with the mods? Mods may have some varying effects in different weapons across different roles, but we're talking about ARs. Mods have generally the same effects no matter which AR you put them in. So, if a baseline stat is worse (the TTK for example), the final out come is going to be the same. (CJ3 FAR is still better than CJ3 STAR).

     

    As for you thinking the STAR isn't bad, let me give you an example. Let's say there are 4 weapons that are going to be rated on a scale of overall effectiveness, 1 through 10. The ratings are: 10, 9.5, 9, and 7.5. Now, most people are going to say "But a 7.5 isn't bad." But, considering it's the worst rated weapon by a much larger margin than the other 3 weapons, it's pretty bad in relation. No one is going to use the 7.5, because there's no reason to not use the better options. Also, I'm not suggesting to make the ATAC the starter weapon, that was Pookie's damn memeing a**. The only thing I suggested was to buff the STAR's TTK to 0.7. That's it.

     

    0.7 TTK is what the FAR is already at. The FAR also has an extra 0.05 benefit on the marksman modifier, built in Mag pull (why is the STAR reload so slow?), and ever so slightly higher modifier cap. This doesn't make it more like the NTEC. It's pretty much what the STAR should be: what it is, plus the change that I suggested (faster TTK). And yeah, on your last sentence you pretty much completely missed my point. Trainees are not deadly, so why are you afraid to buff the weapon they are handed at the beginning of their experience? You cannot argue that giving a trainee a 0.05 faster TTK is not going to be beneficial for them across the board, even if the final results of specific scenarios sometimes remain unaffected.


  8. 21 minutes ago, SkittyM said:

    That's the funny thing about the STAR, it's not used because its kinda boring and easy to use.  If you ever actually used a 3 slot and modded it up, it would kick patootie pretty often.   Until ARs suddenly start getting better, the STAR is perfectly fine as is.  Basically doing its job.

    You know what other gun is kinda boring and easy to use? The snub nose. It's boring because you aren't going to get kills against opponents of equal skill. It's a shooter, you click on people dawg. SMGs are braindead easy to shoot, but tons of people use them because they frag. No one uses the STAR because pretty much any other option does a better job. There's no point in saying mods are going to make it better, because the same mods can be applied to other ARs as well.

     

    Now please explain to me why the FAR is a direct upgrade to the STAR, and is still only considered decent. I don't get it, are we afraid of trainees getting kills?

    • Like 1
    • Thanks 1

  9. 3 hours ago, Hexerin said:

    There's a reason that veteran OBIR mains don't even bother with Hunting Sight on it in most cases.

    I've never seen a veteran worth a damn substitute anything else out for HS3. HS3 is important on the OBIR because of the burst-fire groupings. Not all 3 bullets land precisely where you click, so any extra accuracy is going to help quite a bit.

    • Like 1

  10. 13 hours ago, Revoluzzer said:

    Generally the rifleman class should have a slower TTK than the pointman class. It means they technically can not directly compete with pointman weapons, unless they get lucky. Of course there may be exceptions to that rule, like a dedicated close range assault rifle.

    Obviously this rule has not been adhered to in the past, which lead to such nonsense like the sub-0.7s TTK OCA.

     

    Buffing all the "weak" weapons instead of "nerfing" too powerful ones causes a power creep which is unhealthy to gameplay in general.

    All I suggested was to buff the trainee rifle, not every AR except the NTEC. The justification for this being that no one uses it, because generally speaking it's an inferior AR.

     

    I'll agree the OCA change was unjustified, but that's because it's TTK got pushed out of line and below the rest in it's class.

     

    I'm very hesitant to agree with pushing ARs to a baseline TTK slower than CQC weapons, considering it puts us more towards rock-paper-scissors gameplay, and Pointman weapons already have an advantage over ARs in CQC with even TTKs anyway (assuming both players are about equally skilled).

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  11. 57 minutes ago, Solamente said:

    it’s less versatile mod wise and it has less overdamage 

     

    other than that the ursus is so close to the ntec in terms of performance that it’s almost negligible, it’s kind of crazy to me that one is being nerfed so hard and one isn’t being touched 

    I suppose you're right. HB1 adds a shot to kill on Ursus but not NTEC.

     

    My assumption is that they are using the NTEC as a baseline, and will modify variants after they settle on the changes they want to make.


  12. 17 hours ago, CookiePuss said:

    I have to disagree. The Ursus IS a slightly worse, less versatile, N-TEC 5.

    Could you explain to me why you believe the Ursus is worse than the NTEC? I've seen a lot of people make some very biased statements based on their own personal experience, none of which I'm really interested in. I'd like to know exactly why, and what statistic(s) are making the Ursus an inferior weapon.


  13. I'm confused. People are talking as if the Ursus and NTEC are wildly different guns. It's literally just 5 STK vs 6 STK, although Ursus also has built in Bandolier (5 spare mags vs 4 mags in NTEC) and NTEC has 2 extra bullets in the mag (Ursus has 5 potential kills, NTEC has 5.33 potential kills). Generally speaking, lower STK usually means better jiggle peak potential. So let's not act like fewer STK is somehow a downside.

     

    Any changes made to the base NTEC would need to be mirrored in its variants, Ursus included. A good example would be a magazine nerf. If the NTEC goes down to 24 bullets in a mag, the Ursus would need to go down to 20.

     

    The only real downside to the Ursus is that you can't get that 3rd mod slot.

    • Like 2

  14. 1 hour ago, Uke said:

    Other ARs should've nerfed ttk instead. It makes no sense for N-tec to kill as fast as PMG. Longer range, longer ttk. It's a simple balancing rule.

    SHAW, ALIG, AMG-556? CR762 vs OBIR? FBW vs .45? Carbine? Dog Ear? DMR 2-shot range?

     

    SMGs have the benefit of hip-fire accuracy. It's easier for an SMG user to strafe and min TTK an N-TEC that is stationary trying to track the SMG user's movement. The even TTKs give the N-TEC at least a fighting chance.


  15. 2 minutes ago, Nitronik said:

    STAR is fairly easy to use in that it has a relatively low bloom cap, as well as decent hipfire accuracy - the TTK increase is there to prevent it from being too good in CQC

    By comparison, the NTEC's bloom cap is pretty meh, becomes even worse with IR / CJ (although anyone worth their salt will never hit bloom cap with IR) and has HORRIBLE hipfire accuracy even without mods

    I'm not new to the game, man. Considering how many people don't use the STAR, do you really think that buffing it's TTK by 0.05 is going to suddenly make it too good?


  16. 11 hours ago, Lily Rain said:

    That would precisely double the downside of mag pull 3 on n-tec. It won't kill the weapon but I find it quite trigerring..

     

    But indeed. If LO decides to nerf every aspect about the weapon rather than one or two, I might actually start supporting an aggressive test-district-A nerf instead.

    24 rounds a mag still puts the weapon at 4 potential kills a mag. Compare this to any non-LMG (or the Carbine for example). Mag pull 3 on a 24 standard would be 18, still 3 potential kills a mag, which is still decent magazine-wise.

    7 hours ago, Noob_Guardian said:

    Rate of fire change: Feels good, I have no issue with it being at .75 (same as the STAR) I had been hoping for it to have the same TTK as the star for a while now.

     

    Bloom Recovery: Reduces its effectiveness slightly, it still recovers at a good speed, and is still reliably accurate with it at 50m. No complaints as its not "as" effective as it had been but still feels good. (The change feels similar to that of the STAR and FAR. Checking stats FAR and STAR have it at .4 rather than .3.)

     

    Jump modifier: No complaints.

     

    Health Damage: I can understand this change as it helps make it less effective at range and against kevlar (and CA). No real complaints with this change still causes 6stk in range.

     

    Effective range: Makes it less effective at range to open up a little more room for other mid-range weapons like the obeya, I have no real complaints with it.

     

    Overall i'd say the current TEST B makes the ntec feel more in line with the other assault rifles. Though I wish i could play test it for a better review.

    Why not just buff STAR RoF so that it's 0.70 TTK to bring it in-line with the rest of the ARs?

     

    Nerfing Bloom, Jump Modifier, and Soft Damage I don't have problems with either.

     

    Nerfing the effective range 5m might be okay, but it puts it at a weird place because every other AR is at 50m. I think nerfing bloom is enough to reduce the midrange TTK, but both nerfs stacked on top of each other seems unnecessary. However, I do believe Improved Rifling still needs to be looked at again.


  17. 3 hours ago, Lixil said:

    New Prototype District B Values

    - Fire Interval: .14 -> .15

    - Decrease the Recovery per second from 5.00 to 3.00

    - Reduce Effective Range by 5m

    Pick one of these. As others have said, it's unnecessary to nerf all three aspects simultaneously when only one of these changes might be enough. It's kind of like troubleshooting something. You don't change three things about something then test to see if it works. You're not going to know which thing you did could have fixed it. Meanwhile, the other two things could just end up re-breaking it.

     

    I still think the magazine nerf is better though (except down to 24 instead of 28).

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