Jump to content

Nitronik

Members
  • Content Count

    3612
  • Joined

  • Last visited

Posts posted by Nitronik


  1. 3 minutes ago, Dopefish said:
    10 minutes ago, Nitronik said:
    My problem with this : Who would willingly choose a mod that adds regeneration delay?
    Why would anyone pick CA2 instead of CA3? It's mainly long range players, that prefer the faster regeneration, and who have more readily available cover. If you don't think that's enough players, how would you compare their numbers to the amount of people who isn't using CA3 currently?
    You pretty much said it yourself. CA2 and CA3 at least have some differences that make them worth choosing between each other. But CA1 ?

    With CA2 as default regen I'm still pretty concerned about Kevlar and Flak users
     
    3 minutes ago, TheHidden-Tember said:
    10 minutes ago, Nitronik said:
    My problem with this : Who would willingly choose a mod that adds regeneration delay?
    Why would anyone pick CA2 instead of CA3? It's mainly long range players, that prefer the faster regeneration, and who have more readily available cover. If you don't think that's enough players, how would you compare their numbers to the amount of people who isn't using CA3 currently?
    Big brain take : the only mod worth using is Fragile + Epinephrine spam
    • Thanks 1

  2. 9 minutes ago, Dopefish said:

    Your second point makes no sense to the suggestions I posted, as the current CA3 would become the new default regeneration for players, meaning that an unmodded player would regenerate as if he had CA3, and the mods would instead work in reverse to bring health regen back to how the current default is.
    My problem with this : Who would willingly choose a mod that adds regeneration delay? 

    Your suggestion honestly makes sense since CA3 is what you want to use, but you risk making all other CA mods even more irrelevant - kinda like how it is right now, where CA merely gives you the illusion of choice



    EDIT : Another issue - CA3 tier regeneration with Kevlar & Flak Jacket is a big no-no in my book. Which is why I wouldn't go past CA1-tier default regeneration - you risk making all other health mods too powerful.

    Add a regeneration penalty on the mods (to balance them out) and most people would dodge them, returning to the CA only meta

     

  3. 16 hours ago, Lord Cashpoint said:

    Clotting Agent 3 is the superior green mod for a number of reasons. One of the greatest downsides of the other green mods is that it prevents you from using Clotting Agent 3.

    Honestly they should make the default regeneration the same as Clotting Agent 2, make Clotting Agent 3 just "Clotting Agent", remove Clotting Agent 1 and make the current default regeneration its own green mod for whoever wants to use it.


    What I suggested at multiple points in time was similiar to this

    CA 1 is now default regeneration - it's essentially irrelevant, and giving Kevlar / Fragile / Flak Jacket this regen rate wouldn't make them OP. Plus it helps new players, which is always welcome in a game like APB


    CA 2 and CA 3 split into their own mod (since there's people who 2 over 3) to streamline in a fashion similiar to the r195 mods which only have one level

     


  4. Further tweaks. I'll have to call this done despite there being a million more things I'd like to tweak 😢
     
    7 hours ago, NotZombieBiscuit said:
    9 hours ago, Nitronik said:


    Man, cramming all this stuff under 2 seconds is pretty painful. I would've loved to have a mag slap but I simply can't do it - I'm already having trouble with some of the motions being too quick since I had to cram a lot of keyframes into a smol tiny space

    Now imagine how stupid fast it would look running mag pull 3.

    Ask and you shall receive...

    https://my.mixtape.moe/dunzli.mp4

    It looks snappier than it should since I just squashed all keyframes close together - in game they'd just up the playback rate which.. would still make it look stupid fast, but at least it'd look smooth (since game engines tend to have interpolation which you don't get in Blender / Max / Maya - it's what makes going to frame 3.69 of an animation in UE4 possible, for instance)
     
    • Like 6

  5. Lazy video grabbed directly from the viewport. Anim is still WIP but it's mostly a matter of polishing and adding secondary motions - I don't expect to make any more broad changes to it

    https://my.mixtape.moe/nudurm.mp4

    Man, cramming all this stuff under 2 seconds is pretty painful. I would've loved to have a mag slap but I simply can't do it - I'm already having trouble with some of the motions being too quick since I had to cram a lot of keyframes into a smol tiny space

    • Like 3

  6. I got some play time in with the shredder today
    Not sure how its TTK stacks up against other CQC weapons but it easily goes beyond most shotguns' and even some SMGs ranges - and that's with CJ3 and no sight mods

    Shotguns in general should have their range reduced a bunch honestly, but given the nature of most engagements in the game they'll always be a pain in the arse to deal with


  7. Looking at them on paper -

    I'm gonna throw out N-TEC test B due to the accuracy changes. Weapons in APB are inaccurate enough as it is, missing shots because muh rng is annoying as hell.
    Jump modifier change should really stick though.

    N-TEC test A has a perfect TTK of 0.73, unless my math is off - which honestly isn't all that terrible. Still better than the STAR as well - and given how accurate the NTEC can be with HS3 I don't mind this change too much, but maybe look into reverting the weird bloom curve?

    I'd like to see the STAR 556 get a mag size increase to 35 from 32 for the same reasons as the NTEC nerf - namely making blue mod choice more enticing.

    Given the nature of the STAR I reckon more ammo would also help out newbies and veterans alike, seeing as it lends itself well to spamming
    You'd get a 4-round increase with EM3 and a 2 round increase with mag pull 3 compared to live values

    AND KEEP IN MIND - if you're nerfing the N-TEC , you really should take a look at the FAR as well. The weapon was designed to basically be the best of both worlds between the STAR and NTEC, with the latter being potentially nerfed we may have the new king be a not widely available weapon (though I'm not sure people would be too keen on that 24 round mag size)


  8. The OCA Whisper, unlike the standard OCA or even the OCA SD, has always benefitted from a 0.8 crouch multiplier (1 on other OCAs) and a whooping 50m effective range (30m on other models)

    While there's no justification to the range benefit (there's no reason an SMG should do full damage 50m out) - I would actually like to see all OCA benefit from the improved crouch modifier, but I'd understand if it were to go


  9. 3 minutes ago, Weeb TheEpicGuyV2 said:

    In terms of what weapon mods affects on a weapon, it's not a bad idea. It's new and fresh, but in terms of practicality, I don't think it's a good idea.
    Majority of the weapons that are AV-orientated do their job pretty well and satisfactory. It would be a gimmick mod
    Good idea, it just wouldn't execute well

    I reckon it'd fit the same mod niche as Muzzle Brake and High Magnification scope - good for some use cases, not ideal on the majority of weapons

  10. I made this suggestion back in 2012.

    I wonder how well it'd work today. There still isn't a single mod that affects Hard Damage (=done against vehicles) in the game

    It has three levels, and it is a red mod (so can't be used together with Improved Rifling or Cooling Jacket)

    Increases Hard Damage by +10/15/20%
    Reduces projectile* speed by 10/12/15 m/s

    Reduces Drop-off range by 12/15/18m

    or
    Slightly / Moderately / Substantially increases accuracy loss per shot (thanks Kempington)



    *OSMAW rockets, OPGL grenades

    As you can tell from the percentages, the mod is going to mostly benefit weapons that already have decent Hard Damage and long drop off distances ( like the ALIG ) while guns like the OCA and the JG wouldn't really benefit from this (since they'd be left with an effective range of around 10 meters)

    At Level 3, An OSMAW rocket would do around 1480 Hard Damage.
    Cars like the Pioneer and the Espacio (2000 hp) will still not be destroyed instantly, while cars that barely survived the explosion (Fresno and Vegas) wouldn't be so lucky,

    An OPGL explosion would do around 750 Hard Damage.

    There will be a drawback to this : the lowered rocket/grenade speed, which makes it harder to land shots at long ranges, especially if your opponent is aware of your presence.

    To make an example of a weapon that wasn't built with AV capabilities in mind, the Obeya CR762, which already sports incredible range, good accuracy, and quite a high Hard Damage, still wouldn't be able to destroy 1000hp cars in one magazine, and it would also lose it's distinctive drop-off distance. Same goes for the SR15 Carbine : this one would actually suffer a lot more due to the short drop-off

    Back then, the DMR did not sport increased damage past 88m, so this mod would benefit the gun twice as much, turning it into a 2shot at much shorter distances. The mod would need an unique downside specific to this gun.

    Fun fact : SHAW and OCA have the EXACT SAME hard damage

    • Like 1
×
×
  • Create New...