Jump to content

crusade

Members
  • Content Count

    457
  • Joined

  • Last visited

Everything posted by crusade

  1. The 'core selling point' of the OBIR is the burst damage for cover popping. It's meant to be a support weapon. 495 damage burst.
  2. I'm still completely baffled why you guys won't share the exact stat changes. Low-Yields being made weaker is a very good thing. However, if the damage change is 575 > 500, then the change is no good. I'd also like to see how large the new max damage radius is in comparison to the other grenades. I'd be able to draw better conclusions if I had the numbers, but whatever.
  3. Pretty smart move, if I'm being completely honest. It would not be difficult to make an "APB 2" under a different name with different characters and weapon names. There's no real story in APB:R. Just assets and back story. If they were to make APB2, you would want all new and updated assets anyway. Not to mention all the game needs is a similar customization system, and you could effectively recreate your character from APB:R.
  4. This. Why change CBT and OBT titles? Just add something for Nekrova players, you don't have to mess with current titles to do that. Also, why do people who have CBT/OBT titles always feel the urge to proclaim that they own said title?
  5. Let's keep it that way. I wouldn't consider those statements random. It also doesn't take a psychologist to see your posts look like they were typed by a nutjob. Not sure what your deal is, but I'm impressed you even know that much about me. Yeah, I was saying the extra nade was a direct counter to the fact that low-yields do less raw damage. But, I suppose I should've mentioned the other upsides of low-yields.
  6. Awesome. Love playing against the EU dudes. Hopefully the ping will be a bit better as well.
  7. As other people have mentioned, I think grenades are fine except for low-yields. The ONLY downside to low-yields is the 175 less soft damage and 132.3 less hard damage compared to regular frags. Which is made up for by having 50% more grenades. On top of that, they are locked from newer players. I remember discussing this same stuff about low-yields YEARS ago. Everyone with more than -37 brain cells were aware low-yields were stupid, but obviously they were never changed.
  8. Heavy frags and concussion grenades. Low-yields.
  9. N5/P5 friendly fire should be reflected. Actually, that sounds like too much work. If u tk while N5/P5 u gEt BaNnEd fOrEvEr
  10. This pretty much, I mean why are people surprised? There are people out there in real life that murder and steal. Some people are shouting at each other over the internet? What terrible terrible humans. This game is unique and that's cool, but it does not have the standards that most people have come to expect. CSGO doesn't allow enemies to converse with each other anymore in competitive matches. If I'm thinking correctly, most mainstream competitive-based games do not allow you to talk to the enemy players. But even if you were able to, most matches would end and you would most likely never see that person again. So, if you were getting into it with your opponent verbally, it gives you time to cool down and reset. The animosity that breeds in this game settles and sticks with people because the players that sh*t talk each other don't get to sit in their respective corners and drink from their sippy cups while their opponent vanishes from existence after a match ends.
  11. Yeah... this is why I replaced all the sounds in my videos.
  12. Wait, people still tap-fire NTEC? The bloom doesn't recover at a uniform rate anymore. It's most efficient in 3-round bursts at range, usually.
  13. This isn't what they meant by "Be part of the problem."
  14. This times three thousand. We're supposed to give feedback based on how something feels? Weapon balance is a science and based on facts. If you were to tell me that Test District C buffed N-TEC damage to 200 per shot, I wouldn't have to hop in district to tell you it's going to be broken overpowered. Some of these guys have countless hours. Yeah, some people don't give the greatest feedback, but if you're going to have us test stuff, you also need to trust us to a degree. This being said, LO would probably benefit greatly from some sort of stat tracking. Like how many players are equipping what weapons, and how often those players are winning with those weapons as well as KDR and threat level.
  15. Your loadout should be chosen mostly based on the location, which you won't really know until you get the mission. Standing near a vehicle spawner before a match begins hardly seems inconvenient, and is probably only necessary if you are running CQC in Waterfront or a sniper rifle in Financial. You shouldn't have to swap more than once or twice during a mission. Weapon swapping is important, but if you're doing it constantly you may not be making the correct choices. I was just saying that planning ahead isn't really a thing anymore.
  16. How are we supposed to figure out how much damage our weapon is even doing during testing if we don't get the statistics on the weapon? This isn't a logical way of getting people into test districts, players don't want to do homework. It's like giving us a scientific experiment, and telling us you decreased the amount of substance in a mixture without telling us by how much. How the hell are we supposed to figure this sh*t out?
  17. I disagree. Consumables were not a good idea to begin with, but the ammo consumable invalidates the orange ammo box. Also, people seem to have completely forgotten about putting ammo in their car, but that mod seems to be completely invalidated nowadays as well. I remember when teammates would actually comm to each other to drop their box so the other person could swap loadouts. Or you could just run a loadout that is robust enough that doesn't really require you to ever swap. This game use to require people to think ahead about what they were doing.
  18. I believe it's been suggested multiple times in the past to just kick the player once they hit gold. Seems more practical imo. Regardless, I feel something like this would help at least a little bit, and it's pretty low effort to implement I would imagine.
  19. There has been an issue since Day 1 of Fight Club release. It is not rare to be in a FC match, and have the teams uneven. I played FC today, and the entire time I was in there, Criminals had significantly less players (20v11 to 20v14). Now, I understand winning means nothing in FC, and the objective is nothing more than a means to attract players to a central location so they can start duking it out. However, when you are on the underdog team, as soon as your red blip shows up on the enemy's radar you are more than likely going to get swarmed from all directions. This is actually preferable to some players (Veteran big owners) that can deal with the extra bodies being thrown at them, but then there's the issue of being on the team with the extra players. Being on the swarming team is extremely boring. Most engagements take place near the enemy spawns, and it's pretty much a race to last hit an enemy. This team imbalance can often snowball, and the team at a player deficit will keep leaving and kill the Fight Club server. My suggestion: Make Fight Club teams Red vs Blue instead of Enforcer vs Criminal. In other words, allow Enforcers to be on the same team as Criminal. The first issue with this would be lore based. Why would Enforcers team up with Criminals? Because it's just Fight Club, they aren't actually fighting over anything. People go into Fight Club to prove they are the best, and an Enforcer would want to see if they are better than their fellow Enforcers. The second issue would be mechanics based, which would be Less-Than-Lethal weapons and arresting mechanics. -First suggestion: Don't allow LTL weapons. Simple but kind of meh. -Second suggestion: Allow LTL and stunning, but just make it so only Enforcers can actually arrest enemy players. I would suggest allowing Enforcers to arrest other Enforcers. I'll try to answer any questions or discuss anything further if anyone has any concerns.
  20. No, really. Why did you post this here
  21. Welcome to the "I posted my first video on a public forum full of diehards" club. You have a very late start for making videos on this game, so I can't really say it's your fault. I will say that if you enjoyed your time making the video prior to posting it, then try to take at least some of Glaciers' criticism and keep making videos.
  22. You can be in marksman mode, but you have to remain still now when you take your shot. If you strafe while in marksman, your crosshair will expand a bit and it won't register full damage. It makes the weapon clunky to use even at sniper ranges. Especially considering you can't tell which amount of damage you did if you took the shot right as the crosshair finishes closing. But yeah, I suppose it has people upset. Rightfully so honestly. It's not very intuitive, and full CQC damage is still possible anyway.
×
×
  • Create New...