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Everything posted by Nitronik
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Very interesting news. I guess a year of studying the codebase made this a lot more feasible. Take it piecemeal and bring much needed fixes instead of one giant shitshow of a transition Fingers crossed
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RealTime Worlds... 2022 come back rumors
Nitronik replied to Mercedeez's topic in General Discussion Archive
100 mil was the company's total capital. A lot of which went to project MyWorld -
Mission Impossible Patch Announcement
Nitronik replied to Sakebee's topic in General Discussion Archive
My inventory stacks of medium boxes is already quivering -
Mission Impossible Patch Announcement
Nitronik replied to Sakebee's topic in General Discussion Archive
What was the reasoning behind nerfing the SWARM's hard damage? -
A word of caution about the Open Beta
Nitronik replied to MattScott's topic in General Discussion Archive
read again......... -
the math literally says it's been made much better even under the absolute worst case scenario.
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I'd argue it makes it a bit *too* good - which is probably why it's a gun-game thing only
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those who do nothing but absolutely play the most optimal way, even when their opposition is outnumbered or clearly outmatched I've seen people carplaying in a vegas 4x4 pushing the enemy team's spawns - and we were matched against bronzes and silvers. What the fuck? There's a surprising amount of people, aside from that friend of ours, who do this
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Yukon is likely carrying its bad reputation from before LO took over Bullshark goes from gimmicky to laser of death as you build up bursts, it's pretty funny
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Highlight video of the APB 2.1 Beta with Q&A
Nitronik replied to MattScott's topic in General Discussion Archive
I missed a good chunk of the Q&A - can't wait to get back up to speed -
Sure looking forward to that lighting pass...
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I'm not sure how they work under the hood - but if the minigames take place in decent areas (i.e. actually has cover) they could be fun Also I reckon there's lower stakes at play than the skin/title
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I'm bad at the game so FBW Otherwise .45 all day
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I still don't get why the Strife cannot 1shot fragile users anymore Also cba joining since we were ignored both during the RFP changes and now
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Simple changes for APB weapon balancing
Nitronik replied to PvE's topic in General Discussion Archive
I disagree with most of these but I really enjoy seeing them laid out so cleanly -
Ninjaripper Pool
Nitronik replied to Queen of Love's topic in Breakwater Galleria (Creations/Fan Art)
considering ninjaripper works by injecting itself like a cheat - this is just asking for trouble -
Power creep, its alternative, and you!
Nitronik replied to Running Eagle's topic in General Discussion Archive
The handling factor which people forget to include goes out of the window when you're talking about the Vegas 4x4 -
Power creep, its alternative, and you!
Nitronik replied to Running Eagle's topic in General Discussion Archive
I haven't seen many RTW vets bring this old style of balance up - the game wasn't exactly well off during RTW in terms of balance either As usual there's people clamoring for the balance dated to when they started playing - like 2012 balance with .6 TTK carbine, or 2014 balance where shotguns still had perfect circle spread and could be abused easily A few of the guns you mentioned would be a perfect place to start drawing the line - OCA is pretty balanced (if not a tiiiny bit UP) , SHAW and ALIG each fill unique niches in the LMG category (in which the only outlier is likely to be the AMG-556) etc... -
Shotgun Testing Patch Announcement
Nitronik replied to Sakebee's topic in General Discussion Archive
I wonder if faster decay of prestige/heat would help thwart the issue. A lot of complaints stem from P5/N5 proccing at the absolute worst moment, and if memory serves it isn't difficult to increase and mantain P/N with sporadic kills and assists -
Power creep, its alternative, and you!
Nitronik replied to Running Eagle's topic in General Discussion Archive
I think this idea is flawed. Weapons don't have to become jack-of-all-trades useable in all situations for them to be balanced or worth using - some of the meta weapons established themselves as such due to some outstanding characteristics APB by design should give you an advantage or disadvantage based on the weapon you are using in a given scenario - it's why you're always enticed to switch weapon when the situation demands it I like thinking of APB weapon balance as a straight line, with each weapon laid on it side by side. Some go above the line due to them being all around good - some are a few notches below due to their suckines. Slightly nerf those weapons that are over-performing and buff / slightly buff those deemed to under perform, adjusting them further upwards/downwards as necessary tl;dr "I don't think either option will help balance the game!" EDIT : Pretty sure the purpose of ray scaling was making their damage output more consistent and less based on luck / hitreg's feeling at that moment -
I remember that skins broke blue muzzle flashes for sure. Tracers being busted happened later IIRC
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Ah crap. Had the Hammer twice on there - fix'd
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Calling the Hammer's "percussion" grenades is somewhat dishonest - they will not detonate on impact below a certain distance traveled and generally do not behave as you would expect percs to. It's a bit easier to use than the Kickback due to the more lenient safety & iirc lower windup, but the Kickback is overall just better (also due to the extra mod slot) Hammer Deep Impact is interesting due to its "sticky" concs acting as landmines of sorts too, so OP can give it a spin if they'd like
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Perhaps for the better Careful around this community, or it will bite!