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Posts posted by Nitronik
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Old thread, but still got a few opinions
I'd like to see the Scoped NTEC get a straight up buff - as far as I know it has a shitty marksman movement multiplier, I'd like to see that buffed a bit (standard NTEC should still have better accuracy when moving in marksman)
VAS-C2 imo is fine as-is , the gun is pretty accurate but has slow bloom recovery, which balances things out. I wouldn't touch it at all
I would not completely remove the windup on the EOL - shorten it maybe, but don't remove it. It's used as a close range grenade launcher, lack of windup would make it frustrating to play against
NFA-9 IMO is fine as-is
Full agree with the RSA -I'd be wary of buffing the ACT though, seeing as in a pinch it's actually pretty competent in CQC, especially if your opponent is wounded
Norsemen - I can't remember if it's the crouch or marksman multiplier that is 1.0 , making either of these better would help the gun a bit. Maybe a slight increase to base accuracy on top of that, too
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26 minutes ago, hack said:shit idea
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On 9/16/2018 at 9:38 AM, MartinPL said:I absolutely agree. Though perhaps it should also be made clear to newcomers that total player health is 1000 HP, so they can extrapolate how much damage can a weapon output in one shot.
That being said, it would probably work best with a health display on the HUD. Personally I have no issue with the lack of an exact healthbar on the HUD (I kind of like [or have become adjusted to] the current system where you have to estimate your HP based on impairment of your vision and hearing), but I can see why some people would like to see one in the game.
In the example above the STAR would be 17,5% instead of 175
It would also work nicely with Kevlar seeing as that's a 10 / 20 / 30% increase - making your health 110 / 120 / 130%
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Heavy Barrel has no effect on shotguns
As a test it would be interesting to see Heavy Barrel get the added benefit of reducing shotgun spread, now that Improved Rifling murders TTK
-10 / 20 / 30% Accuracy loss
-5 / 10 / 15% Shotgun pellet spread ( a far cry from the DOW's 35% )
-5 / 10 / 15% weapon damage
It'd prioritize aiming properly since you need to make up the damage loss by hitting more pellets, and their CQC effectiveness will also be reduced, as tighter spread = need better aim = less likely to hit partial shots unless your aim is on point
The effectiveness at range would still be kept in line by the damage reduction, seeing as shotguns don't have great drop-off ranges
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On 9/14/2018 at 2:21 AM, BXNNXD said:how come we dont have a reflex sight equivalent to hms?
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3 hours ago, CookiePuss said:I managed to get grouped with @Androvald... But he just rage quit on me.
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Â1 hour ago, NotZombieBiscuit said:ALIG AV is pretty crazy, the fuck you nerds talkin bout? It is even pretty decent at person killing.
Euryale is a pretty nice all around LMG and in a great spot.
SHAW is hilarious when set up in the right spots and allowed to cover area.
LMGs are fine, just gotta play them in their roles.
I'd like to see better marskman movement accuracy all around for them, maybe at cost of a reduced / slow MM speed. Could make mobsling a viable choice for anything that isn't an AMG 556 too -
disagree with loss of a life, for TDM. I'd rather have the name tag start displaying on time out instead
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Th Interesting how the STAR LCR is suddenly useless despite it getting buffed so that IR has no actual negative effect on it -
Th There is a thing I don't understand about this blog post
CSG – 620 (from 951)
NFAS – 381 (from 492)
These two guns (to make an example) don't inflict anywhere near this much damage in live. Are those test values? Did you buff their damage in Test-A and are you now pulling it back?
The NFAS damage for instance matches what's currently in live -
1 hour ago, MattScott said:Hey everyone,
The devs and testing will be on Prototype A. Those are the values we are looking to move forward with.
I’m back in the US now but still traveling. Blog should still make it up later today.
Thanks,
Matt -
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46 minutes ago, Keshi said:idk...maybe the cooldown will make players buy premium.
I mean i don't have premium now so i gotta wait 4minutes to use my supplybox but u can always use the ammo in the trunk of your car or drive to a mailbox/carspawner/jokermachine when u next to it instead of using the supplybox if possible.Â
Support the game. Buy premium. 30day premium is only 5 damn dollars people.21 minutes ago, Obvious Lesbian said:you will need to give an alternative benefit(s) for premium if you are going to request a change to premium benefits
simply wanting to change cooldowns and such for premium basically tells everyone 'i want premium to be next to useless'
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There's no real reason for the premium cooldown to stay- 1
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That's pretty awesome. Any idea on what improvements we might see/feel (hear?) as the end user?
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Not really nice to see the whole thread hijacked and the suggestion ignored.
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Opinion : Clotting Agent is in a strange spot as it stands - there's three versions of it, with the usage rate being stacked heavily in favor of Clotting Agent 3
TL;DR : Streamline clotting agent by removing 1 and renaming 3, following the trend of R195 mods (which have no levels)
The longer version, with a breakdown by mod
Clotting Agent 3 is the king. In a game so heavily based around CQB, you just need all the health you can get - it also helps if the nearly constant regeneration helps you pad the TTK of lower damage guns after sitting behind cover for just a moment.
If this proposal were to go through, this mod would be renamed and its symbol slightly altered, for the sake of quick ID. Even flipping it upside down would work!
Clotting Agent 2 sees some use, although it mostly is a matter of preference. The heavily shortened regeneration delay, coupled with the respectable regeneration speed, make it a viable option, although not the best by far - mid range combat aficionados may want to pick this instead, but the game still revolves around CQB
If this proposal were to go through, this mod would simply be known as "Clotting Agent" - it's the closest to default behavior, it just shifts the timings around a bit.
Clotting Agent 1 is nigh useless when compared to the other two. It's simply not a competitive choice, and may in fact just be a money sink which only tricks the inexperienced.
I don't think there is a reason for it to exist as a purchasable and equipable mod, which is why I think it would be better off removed
With the current average TTK, the default regeneration delay of eight seconds essentially means you're either out of the fight or straight up dead - which is why both CA2 and CA3 have so much popularity, while just about every other green mod doesn't
CA1 should become the new default regeneration rate. This would help both new players (who get a shorter regeneration delay) and everyone who is not using Clotting Agent.
Even in combination with Kevlar or Fragile, the small tweak provided by this mod would in no way be overpowered. Maybe consider removing the downside, and just shortening the default regeneration delay (8 seconds) by 25%
Why not make Clotting Agent 2 the default?
If you have some cover to use, this mod is king. Long range fights would become infuriating and grenades could be rendered trivial by using flak jacket and pushing back a bit
Why not make Clotting Agent 3 the default?
Due to how the mod works, even the slightest bit of waiting can break the TTK of some CQC and long range guns. It's mostly a matter of not allowing players to stack the mod with kevlar, flak jacket or fragile.
Kevlar users would be able to exponentially pad the TTK of some guns, while Fragile would let you get to cover even faster, making the issue more prominent (so same result for opposite reasons)- 1
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I've grown really fond of the STAR - if you run up to someone's face and start hipfire spraying, you may very well be able to minTTK them
Another AR worth looking into is definitely the FAR. For "unique" playstyle I guess you'd want to use the ATAC or the Raptor .45 - I feel like the latter is the better choice -
3 hours ago, Hexerin said:Such low resolutions haven't been a thing in over a decade. You could buy a computer capable of running this game at modern resolutions for a hundred bucks at your local computer shop.
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On 9/5/2018 at 2:28 AM, Hexerin said:Either your wording is unnecessarily confusing, or you've committed a typo here.
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The Strife has as many pellets as the CSG, hence why a change so small still lets you have such a great compounding effect -
3 hours ago, Fortune Runner said:Haven't seen anything suggesting its broken only personal opinions which is why I asked that specific question.
If its not broke don't fix it is a very well known saying. *shrugs*
It's a fact that they fly further than standard frags
It's a fact that they don't arc as much as any other grenade (making the arc more predictable)
It's a fact that their fuse time is shorter, allowing you to cook a grenade quickerfor panic CQC moments
It's a fact that 2 of them are enough to kill you
It's a fact that you can carry 3 of them- 2
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2 hours ago, Zolerox said:4 hours ago, Nitronik said:Having some generic contacts in the district would be pretty convenient, seeing as there's no way for players to purchase new weapons in it
The Chaos District had a bunch of generic looking contacts in place of regulars - you can totally get away with recycling those!
EDITÂ : I found one of those contacts in the *old* APB DB website
http://apbdb.com/contacts/ChaosFinancial_ContactFemale_Enf/
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Having some generic contacts in the district would be pretty convenient, seeing as there's no way for players to purchase new weapons in it
The Chaos District had a bunch of generic looking contacts in place of regulars - you can totally get away with recycling those!
EDITÂ : I found one of those contacts in the *old* APB DB website
http://apbdb.com/contacts/ChaosFinancial_ContactFemale_Enf/
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3 minutes ago, GhosT said:Â
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I don't know where you got that from. Especially the part that every other SMG was overshadowing the OCA.
That's just plain wrong, the OCA has always been the best SMG (except for the time the VAS-C2 arrived).
Can't you just revert the last OCA changes G1 did? It was absolutely fine and perfectly comparable to all the other SMGs except the norsemen.
I don't understand why you want to go through the trouble trying to rebalance it, when it was perfectly fine.
0.64 is way too low, but 0.68 is a fine spot for it to be
Play with Devs do over on Jericho 9/17 4pm PT with Matt
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