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vsb

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Everything posted by vsb

  1. i imagine the point of this naming/visual icon change is an attempt at curbing the rampant p2w perception that apb has racked up over the years - if armas weapons are called the same thing as jt weapons and if armas weapons look the same as jt weapons, then the hope is that more people believe they are the same weapons i also imagine it wasn't specifically mentioned because seriously, who the hell cares about such a minor cosmetic change like this?
  2. i've always wondered why roles even have a cap to begin with, its just a lot of wasted kills if any more roles are added in the future
  3. iirc this was one of the old fc weekly rewards, so no it's not possible to get anymore not sure why anyone would want a silenced scout at all tbh
  4. you wouldn't actually be losing anything, how is that unfair?
  5. apb has one face, pvp the mmo aspect exists to make pvp transitions seamless, the cops and robbers aspect exists to give pvp a reason, the open world aspect exists to funnel players into pvp, contacts and leaderboards exist to give players tangible rewards for participating in pvp everything in apb is oriented around pvp: players compete to unlock better gear to compete against better players to unlock better gear etc, etc, etc there seems to be a disconnect in this thread and the community at large, where competitive means catering to esport players who steamroll everyone and at the same time catering to players who want the easiest wins and will do anything to achieve them (including cheat), when in reality these are almost completely opposite groups
  6. why not just make all skins better?
  7. TIL that the game that had leaderboards on day 1 of rtw isn’t meant to be competitive who knew?
  8. in the time it takes for an opgl to launch and detonate one grenade the alig puts out enough hard damage to destroy any player vehicle in the game, it’s almost a 4:1 ratio a single opgl grenade isn’t enough to destroy any player vehicles and the opgl is way harder to use effectively, especially against moving targets the only place the alig “argument” falters (not fails) is when permanent weapons are brought up because most new players won’t know enough to choose it as their tutorial reward, the best fix for that would be proper ingame stats
  9. can’t be done without risking a ban a very small risk, but there is a chance
  10. it was very briefly touched on in the second q&a, referring to the aussie team working on the transfer to ue4
  11. radar tower has been broken and exploitable for years now but it’s only a problem once they temp disable it????????????? im very happy to see little orbit has taken steps to fix the joker ticket/consumable conflict
  12. i know at least two spct who play regularly now, they aren't actually good but that's beside the point
  13. fair enough, altho its fairly easy to extrapolate how stat changes would affect weapons there's no way to be certain until they're live in most games every weapon can kill with a headshot the same points about LoS and team coordination can be made about any hitscan weapon in apb, the game is inherently designed to enhance the effects of team coordination i can't help but question how familiar you are with the hvr if you think it lacks versatility, it's received several nerfs precisely because its too versatile and yet it remains so the opgl is already most valuable when paired with a teammate as unlike the hvr you can't really hold your big burst damage back to be used at any time, so aggressive plays are much riskier i'm unclear on how your suggested changes would re-establish the opgl's (already clearly defined) place, as they reduce its effectiveness at area denial and make it almost incapable of killing enemies on its own - the opgl already has the longest ttk of any weapon in apb iirc, and any damage nerf at all will double it from 5s to 10s additionally this new opgl would not have its own place at all, its almost guaranteed to land somewhere equivalent with the current eol weapons depending on final numbers, leaving its niche all the more muddled quantity is not enough to make up the difference as we can already see with the eol weapons, even offering players 4-8x more grenades (which are slightly better than their normal counterparts) is not enough of an offset for a poorly performing primary weapon if the opgl absolutely has to be nerfed imo there are two ways to go about it without crippling the gun option 1 is to leave it mostly untouched, only decreasing the damage radius - this forces users to be more accurate and precise without compromising the threat of a properly placed grenade, and also removes a lot of versatility because relying on excess splash damage to quickswitch will be much more difficult option 2 is to slightly reduce damage, i would say no lower than 800, and leave the current radii alone - this allows the opgl to keep its current area denial niche and almost all of its versatility, but without the possibility of a one hit kill
  14. op is suggesting that rocket launchers are removed as primary weapons, so it would be taken away
  15. i suppose that's a good point with the opgl-cd being locked behind the cop role can you better define what "a bit" is? 50? 100? 150? i think anything over 200 damage is more than "a bit", and anything below 750-850 will only continue to promote an aggressive playstyle a 20% hard damage nerf would bring the opgl down to 504 hard damage every 5s at minimum, for comparison here are some other weapons' hard damage output within the same 5s: alig - 2006 swarm - 1571 dmr - 648 dmr av - 1080 issr-b - 874 obeya - 572 ntec - 592 (full auto spray) star - 617 (full auto spray) atac - 528 deep impact - 1108 kickback - 1179 hammer - 731 percussion grenades - 547 low yield grenades - 376 frag grenades - 567 concussion grenades - 1108 the opgl comes in nearly rock bottom even against guns that aren't considered av, with only loyos beating it out for worst hard damage the argument could be made that the opgl is not constrained by range or LoS, but i think that's more than negated by the opgl being exponentially harder to use on moving targets (which most vehicles are) i disagree that concs should be more accessible, i think locking items behind weapon roles is a good mix of playtime progression and skill based progression you're all over the place here you want the opgl not to be a "directly offensive" weapon, but reducing damage forces users to push aggressively for every kill instead of sitting back and directing enemy movements you also bring up the hvr as the ideal example of a support weapon but there's two problems: the hvr isn't a support weapon, its arguably (pmg still broken) been the best gun in apb for years at this point, viable from 0-100m regardless of solo play or group composition - its good at being a support weapon because its good at everything the hvr is so powerful because of its massive burst damage, allowing a single shot to take any player out of the fight for several seconds whether it killed them or not these are both things that you're suggesting to nerf on the opgl, so i'm really not sure where you're going with this comparison but if the opgl grenades are less powerful than the grenades on your belt they're worthless, you would "support" your team more by running normal grenades and a more effective primary the eol series are objectively not well balanced, and so they should not be used to balance other weapons i remain unconvinced because your reasoning seems flawed
  16. unit games purchased the rights to the apb brand, while little orbit retains developmental and creative control over apb reloaded specifically there are no engine-related plans beyond 3.5 at this point afaik, and “apb 2.1” is just is just an internal build number not literally “apb 2” iirc the emp grenade was always slated to come with the new contacts
  17. i'll repeat that many weapons make locations borderline untakeable and that isn't an issue to be solved via weapon balance - if an objective is too open so as to be impossible to take you add more cover, you don't nerf snipers assuming you're just suggesting opgl changes, since any nerfs to the already underpowered eol weapons would be silly: a 60% soft damage nerf feels very overboard (without even taking into account flak jacket), percussion grenades have low damage because they are essentially instant-use whereas the opgl has a 5s fuse timer the opgl only does 500 stamina damage so any "undue edge" for enforcers would be fairly minimal, not to mention enforcers have their own ltl version of the opgl anyway a hard damage nerf goes against pushing explosives into a support and/or av role these stat changes seem contrary to your desire to make the opgl less offensive, as reduced damage resulting in an impossibly long ttk will force users to push more than ever and quickswitch for almost every kill - a higher radius allowing users to ping enemies for that initial damage burst more reliably only doubles down lack of damage will also hamper the opgl as an area denial support weapon - enemies are much less likely to be afraid of sustaining 400 damage, especially if they already have an environmental advantage over the other approaching members of your team the hard damage nerf probably wouldn't affect much in the end since the opgl already requires at least 10s (2 shots) to destroy most, if not all, vehicles but at that point it seems rather pointless ultimately i think your proposed opgl would end up worse than all of the eol series, which are not known for being particularly well balanced themselves - why waste a primary weapon slot for a gun that is outperformed by the grenades that every player already carries?
  18. SPCT doesn’t ban people, and i’d wager they still get harassed ingame because there are numbnuts who don’t understand they just test stuff
  19. probably to avoid the ingame or irl harassment that i think we both know is all too common amongst the apb community
  20. explosives are already a niche weapon class, even more so now that they can't resupply via ammo box new players not being good with the tools they have available is one thing, but actively removing those tools from a majority of the game will only broaden the experience/contribution gap between players who already understand these weapons after owning them for years and players who have to figure it out one use per every five missions there are certain locations that many weapons make borderline untakeable, that's a map balance issue not a weapon balance issue rocket launchers excelling at single point area denial seems pretty support to me, they're already much more of a deterrent than a directly offensive weapon
  21. seems like it would be a little too niche to the point where they aren't worth picking up aside from opp potentially delivering vehicles while your team is off chasing down an osmaw pickup, unlimited delivery vehicle respawns and limited osmaw uses mean you'll likely need to fall back to other av weapons even with a team of four it sounds nice in theory to allow new players to contribute with explosives, but in practice i feel all this mechanic will lead to is inexperienced players wasting mission time picking up single-use consumables and then proceeding to waste those pick ups anyway because they don't have the necessary skills to effectively use them explosives are already slightly underpowered so i disagree that nerfs are necessary, aside from the volcano being reworked to only fire one rocket at a time
  22. why not simply bring the 0slot version unlocks closer to the same rank as a majority of the other f2p weapons?
  23. im not really trying to defend either one tbh, imo the only acceptable "wallhack" mechanic is tagger and any others should be reworked to be in line with that my only issue is that these items are balanced around tags showing through walls, and with that removed they'll likely join the large pile of stuff that no one bothers to ever use again - tagger is useful more because it indicates a damaged enemy than for any actual locational information, and neither spotter nor flare gun are really intended to have a damage component
  24. flare gun has limited ammo, limited range, enemies know they are tagged, it replaces your secondary, and using it also reveals your own location even if only temporarily spotter might require slightly more brainpower since you actually need LoS to tag people, but aside from a 45s cooldown (which imo is irrelevant when spotter is used correctly and causes enemy teams to wipe, respawn, and return) it has almost no tradeoffs
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