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Posts posted by Nitronik
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27 minutes ago, Darkzero3802 said:Well hopefully 3.5 is a new chapter in APB. As playing since 2011 the current chapter has dragged on way too long
New Breed best time period hands down
miss those ccu counts -
reminder that the issr-b, much like the manic and the old troublemaker, is paywalled
Which is why you don't see as many as you would otherwise -
Pretty happy to see essentially all concerns I raised in a thread ( *cough* ) addressed.
January was a somewhat slow month with the promotional car being the only real piece of content, together with the news about the engine update being a tough bone to pick I was worried we'd fall for the good old G1 switcheroo.
I'm glad you guys recognized exactly that, and I'm glad for everyone that I got proven wrong
Cheers matt -
It's been a while and the higher ups have been rather quiet as of lately.
I'm slightly concerned - with the guise of "stopping all content development to focus solely on the engine update" , G1 essentially put the game on life support until the acquisition
Are we seeing something like that about to happen again? Are there any plans to deliver any content and/or fixes for older bugs while we wait for the release of the Engine Update? -
15 hours ago, MrsHappyPenguin said:It should also increase the minimum damage drop off range by +5, +10, and +15 meters. Reducing damage will completely negate the tighter spread with the stupid low range on the JG. An increase in minimum damage dropoff would make the damage curve less harsh. You still will require 3-4 hits at 15M, but at least it will be consistent, not all of a sudden jump to 5 hits because the player moved an inch. Automatic shotguns could be adjusted to require 4 hits to kill with the HB mod.
They should have left shotguns alone. They weren't unbalanced to begin with. All this balancing really did was make the NFAS better than the other shotguns, but increased the reliable range of SMGs and ARs since shotguns are less of a threat. The 'True Orge' is a bit unbalanced in fight club, but it's fight club, where you're suppose to just beat the crap out of each other senselessly.
That's something I hadn't considered, interesting!
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1 minute ago, CQBR said:Will the FPS limit be increased to 3.5? All I managed to achieve now is 101 FPS, with a few subsidences.
PC: i7-8086K and 1070Tiit's based on your screen refresh rate iirc, I have a 144hz monitor and my cap is set to 145
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5 hours ago, moneychixx said:Yeah you better not do anything like a good puppy you are! hahaha
when the puppy can be sued and denied access to the testing environment, I think it's fair for it to behave
I guess acting like professionals is a bad thing now?...
...well, they do say dogs are better than people
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3 hours ago, Kevkof said:In a secret folder that's only on local storage and not on my servers
hey its me the pizza guy may i come in : )
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Not sure bumping character poly count is a good idea - you'd have to rebake most of the normal maps for instance*, potentially even reworking the geometry for each clothing asset (given how they're kind of "stitched on" to the human mesh)
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20 hours ago, Cuve said:According that the 3.5 on PC will look exactly the same as on the console versions... I already hate it
that's more of an art style description thing - APB on consoles runs at what would probably equate to medium settings on PC, so textures are muddier than they really are. Plus the game has horrible streaming issues so a lot of things will look like they're made out of clay regardless
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1 minute ago, Selali said:Ill chime in here as well. For me, the ability to test is about how fast I can get back in after finding something broken. The load times on 3.5 noticeably shorter. At the very best, I can go from the Launcher to in a district, in about the same time it takes to get fully logged in on the current live build.
I'm assuming this isn't on an SSD I wonder what's happening under the hood to improve load times so much
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1 minute ago, CookiePuss said:I walked around social for an hour listening to footsteps and found some stairs and a landing with no footstep sounds.
... testing is fun!
welcome to QA bud
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"We are going to need to do some work on the districts themselves. Missing kiosks need to be replaced. Some elements need to be removed, and collisions will need to be thoroughly gone over. "
"...and collisions will need to be thoroughly gone over." -
allowing breach of NDA for a cause like this?
d'aww matt
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2 hours ago, Mitne said:Taking how many pellets hits target anyway I would decrease weapon damage by at least -2*1 % in each aka. -7 / -14 / -21 % weapon damage.
I can see long-distance shotguns otherwise.
42 minutes ago, AlishaAzure said:Agreed
keep in mind shotguns have as little as 7.5m effective range, and generally inflict less than 700 damage (aside from the strife's 900).
The CSG sits at 621 damage for example.
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38 minutes ago, AlishaAzure said:COuld works but you know what, i still hope we can have back the LCR one, i mean, the most legendary weapon back in old and good days, can't really leave it out from this game, just because too other peoples have it alredy.
I think you got the wrong thread
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Some extra thoughts :
While it would make HB on shotguns not a noob trap I'm not sure there's much of a reason to use it over IR for some of them
Although I'd rather see a mod with a niche effect than one with no effect at all
Problems there could be with this
Strife : great damage, could become a 800 damage CQC nuke? The TTK is nearly 1.2s however
CSG : with HB1 / HB2 it could be pretty nice at range but it has a near .8 TTK
Shredder : super tight spread, although the damage and drop off are pretty bad, and it'd make it even worse in CQC
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Heavy Barrel currently has no effect on shotguns.
As a test, it would be interesting to give Heavy Barrel the added benefit of reducing shotgun pellet spread.
-10 / 20 / 30% Accuracy loss
NEW : -9 / 12 / 15% Shotgun pellet spread ( a far cry from the DOW's 35% )
-5 / 10 / 15% weapon damage
This would reward players who keep their aim on-point with more pellets-on-target, allowing shotgun users to also harass people down range more consistently.The effectiveness at range would still be kept in line by the damage reduction, seeing as shotguns don't have great drop-off ranges. The likeliness of partial hits in close quarters will also be slightly reduced unless your aim is on point.
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Adding a single point of health damage (175 -> 176) to the STAR 556 would allow players to equip Heavy Barrel 1 without increasing the weapon's TTK.
It'd be nice to see the STAR get more mod options that don't completely ruin it, and IMO would help set it further apart from the FAR rifle- 3
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1 hour ago, Ketog said:Pretty much , it's a great weapon , but it being able to shred both people and vehicles at range and with a fast firerate while still having mobility seems a bit much .
lowering its hard damage is all it needs , nothing else .
It can also be fired out of car windows iirc
55 minutes ago, -Rachel- said:Back in the day I thought the ISSR weapons had a really short range, and then the sniper silencer killed it even more, making its effective range around 50m. Am I remembering wrong, or did they actually change that god-awful design? Cause the gun seems pretty good in its current state.
That said, I'm seeing 3 different numbers here for hard damage.
ARMAS says hard damage is 108
APBDB says hard damage is 72.9
OP says hard damage is 170
Which.. is it...?
The gun was heavily reworked, I forgot which patch it was but it went from a crappy 3 shot, 50m drop off weapon to the current 4 shot, 90m (minus m7 from silencer) beast
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I was going through some old screenshots and noticed that indeed the civilian Han Veos are missing. They were probably gutted in order to make way for the Veo taxi, iirc the vehicle spawn list is limited
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Just now, transverse said:Shame that it is a GM currently employed by LO and not a volunteer
Lixil is LO staff too....
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at least we know *something's* happening in the background. thanks Matt
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14 minutes ago, Fortune Runner said:But me stating a fact that the key exists and allows you to do that is as cut and dry is it gets.
One key to turn and the mouse key to fire at the same time is easily possible.
See that's the problem - if the facts are wrong then the whole thing falls apart
Juggernaut Weapons Mods
in Tips & Strategy
Posted · Edited by Nitronik
Frenzy is an NTEC at its core, treat it as such without the added bonus of being able to use HB1
Rabid fires pretty darn fast but it needs hunting sight to not have vomit tier accuracy, and even then it'll still fail to shoot straight. Melts opponents if you are close enough
Manic is one of the best SMG/AR hybrids, mobsling is the only one mod that you absolutely need, after that it's up to preference. I've seen some madmen run HS3 IR3 on it, some run RS instead.. CJ makes the bloom cap a bit shit so try to avoid that