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Nitronik

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Posts posted by Nitronik


  1. 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


  2. 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 ❤️


  3. 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?


  4. 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!

    • Like 1

  5. 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 🙂

     

    • Like 2

  6. 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


  7. 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


  8. 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.

     


  9. 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
     


  10. 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.

    • Like 2

  11. 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

     

     

     

     

     

    • Like 3

  12. 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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