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vsb

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Everything posted by vsb

  1. the raptors are all solid alternatives to the atac and occupy the exact same niche the huntress, carbine, oscar, and even pmg to a certain extent all play within the same range as the atac but the ntec and jg literally just got nerfed, so which "veterans" are you talking about? i honestly can't tell if you're trolling at this point or not
  2. everyone has free premium (and thus a discount) already, ur getting a little greedy
  3. i haven’t logged in for a bit so i can’t really comment on any potential “accidental” changes, but the atac being able to out ttk a tapfiring ntec or star is nothing new
  4. more likely because if enemies spawned within radius of your mobile radar they were marked on your (and your teammates') radar permanently tagger isn't really comparable to the other three, since it doesn't show through walls
  5. the highest rank requirement should be r85 imo unlocking absolutely everything within a dozen hours of playtime is as bad for the game as keeping stuff locked for 500 hours my personal suggestion is to move as many unlocks behind role progression (maybe even create some new roles) as possible, that’s a better mix between a time gate and a skill gate imo
  6. i think it’s pretty well known that 0-255 is about 300 to 500 hours i don’t know if i would shorten the actual progression time, but where and when items that affect gameplay are unlocked definitely needs a thorough revamp
  7. 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?
  8. 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
  9. 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
  10. you wouldn't actually be losing anything, how is that unfair?
  11. 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
  12. why not just make all skins better?
  13. TIL that the game that had leaderboards on day 1 of rtw isn’t meant to be competitive who knew?
  14. 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
  15. can’t be done without risking a ban a very small risk, but there is a chance
  16. it was very briefly touched on in the second q&a, referring to the aussie team working on the transfer to ue4
  17. 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
  18. i know at least two spct who play regularly now, they aren't actually good but that's beside the point
  19. 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
  20. op is suggesting that rocket launchers are removed as primary weapons, so it would be taken away
  21. 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
  22. 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
  23. 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?
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