Jump to content

Nitronik

Members
  • Content Count

    3612
  • Joined

  • Last visited

Everything posted by Nitronik

  1. Nice meeting you Sakebee! Are you new to community management as a whole? Any cool stories to share with us?
  2. Thank goodness. It's a small thing but it's very mch annoying. Was there anything this new font brought to the table (e.g. better support for fullwidth) or?
  3. I scored 17/34. I am ashamed of myself at some of the shit I've got wrong I wish some of the open answers were multiple choice still.
  4. Teamwork + Explosives is the camp spot breaking formula. Standard frag grenades have really nasty damage (750 max) and a very generous radius. Consider switching away from concs if you need a ...wider? edge, or have one of your teammates equip the OPGL and make it rain. Assuming your throwing arm is good, they're either going to take an awful lot of damage, which puts them in a bad situation if you're preparing to push, or they will have to fall back and relocate, giving you ample opportunity to shoot them in the back or to push up to the spot Some more exposed camping spots can be "broken" with the Volcano (damage and radius ramps up as it travels) and the DMR (2 shot kill past 88m) Naturally, none of the above matters without teamwork. Pushing on your own is only so effective if they're prepared for it and have two people ready to gun you down. Ideally, as you damage them and push them back to a bad location, you want someone to either be ready to run in as you chuck grenades, or perhaps a friend with a more accurate weapon ready to pick them off if they start running away This is especially true for places like the high school where you get clear LoS to the spot in question. Have the pointman ready to climb the stairs as your Marksman/Sniper harasses them & another person tries to chuck grenades to flush them out. Another example where good teamwork is required would be the nook above Double B. Ideally you should be able to push them towards either the ladder or the balcony with explosives from one side, blasting the other side with more explosives to trap them & weaken them enough for a push. Make sure to have a buddy watching the ladders if you're coming in from the street door, however
  5. we're missing low-mobility LMGs. The SWARM, NSSW and Rabid are meant to be a mid-high mobility option afaik
  6. History lesson on the matter: We were given two high ttk test district in a patch - around Aug 15 2015 One was G1's own High TTK design, which sat inbetween RTW TTK and the current TTK The other was a half-assed implementation of RTW weapon stats, lifted from the ~1.4.0 build So bad to the point where I fear it's not insane to think it was almost sabotaged. RTW had patched in weapon recoil and meaty sounds in 1.4.2 , which had at best a few days of uptime before the final server shutdown - EDIT : and I'm pretty sure it wasn't even ever made available outside of NA G1 however used a early 1.4 build, which meant no recoil system implemented (you had crosshair bloom the likes of Fortnite, but your point of aim would NEVER move), weapons with varying *max range* (so the ACT could not deal damage past 50m), and to top it all off they didn't bother adjusting car health vs explosive damage --> meant you had percs 1shotting most vehicles RTW APB was legitimately half baked in some parts. Plus some other design decisions (like character mods being literal upgrades) don't really help with the competitive side of things. But that said, I'd love to have the opportunity to see RTW 1.4.2 run for a week!
  7. It's an Nvidia GT1030 in terms of performance. Not excellent but absolutely not something you should be scoffing at. We're talking GPU power here so low it may bottleneck the CPU, the GTX is in a different league!
  8. with some sacrifices they could easily get playable ( ~60 ) framerates. I remember someone in this forum reporting back with a 2200g and at 1080p with a bunch of settings pushed to medium they'd still get ~40
  9. bruh at best they sculpt some extra folds on top, or add some other attachments. They generally deform the body where appropriate or draw a new material on top
  10. that's how most clothing in apb works
  11. who would've thought something that got cancelled won't be happening
  12. Wouldn't even need a unique mod for it to improve - the mod combination is that bad. For the love of god get rid of CJ3 and EM3!
  13. What is a tryhard? A miserable little pile of advantages, gained by any means necessary. But enough talk, HAVE AT YOU
  14. if one had to prioritize mods I'd put RS3 at the bottom of the list. IR3 on OSCAR is far more important imo.
  15. hard to beat free when some of the ingame presets are much flashier and more interesting
  16. Like on the OBIR, it reduces the interval between the bullets in a burst The OBIR works like this (the OSCAR would fire one less shot) : Fire -> Wait for fire Interval -> Fire -> Wait for fire Interval -> Fire -> Wait for Burst Interval It's technically helping you a *little* bit by making it take less time before the Burst Interval starts counting down - but frankly it's a very minor, almost negligible benefit. CJ did briefly affect Burst Interval on the OTW - and the results were fairly busted
  17. Secondaries! There's the Showstopper and the .45 iirc, and they should run at about 3k each Showstopper is surprisingly competent and the .45 is just a beast.
  18. The forum section is for game related topics yet all I see is shitposts?! Forgot we in the apb forums in 2019
  19. not a big deal had the nerf made an ounce of sense - for some reason they are hellbent on stacking nerfs however
  20. pretty sure that is the case, actually as cooky said IR is mostly a waste since it hits like a truck at max range without mods, and CJ3 gives you better TTK for short/mid range Careful not to constantly stay at maximum rate of fire however - accuracy recovery is somewhat slow and will make you miss shots at mid/long range
  21. CR762 outside of AR category, FAR, Ursus, thinking the Frenzy might see some play (doubtful) The fire interval is all sorts of odd, spamming clicks actually "jams" your weapon by forcing you to wait longer than usual - I suggest starting slow and then increasing your click frequency until the gun starts missing inputs also, due to networking magic other people will always appear to fire slightly faster than they really do
×
×
  • Create New...