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Everything posted by vsb
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never hopefully
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we’re 3(?) months on from the initial server transfer date and the game still isn’t able to function correctly if the intent was to fuck up so badly that at any point in the future you could point back to this and say “it could be worse”, then little orbit is doing a bang up job
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why large ammunition boxes getting all the hate?
vsb replied to foscor77's topic in General Discussion Archive
given that explosives already have a pretty low skill ceiling, i’m curious as to why you think they should receive further nerfs -
Becarefull with what your nerfing or editing
vsb replied to Drastical91's topic in General Discussion Archive
no weapon should ever be rendered “useless” as that’s not the point of balancing, so this whole discussion might be moot -
Power creep, its alternative, and you!
vsb replied to Running Eagle's topic in General Discussion Archive
imo the way to balance apb and the way it was balanced originally was to give each weapon an area it excels at, a niche, then as a result of that niche each weapon would have areas that it does not excel at most problems occur when weapons either don’t have their own niche or that niche is so small/situational that it doesn’t make up for shortcomings in other areas to use your examples, the issra’s niche is unique among other ARs but completely swallowed by the issrb while the rabid’s “lmg from vehicle windows” is not enough to make up for its terrible accuracy or unpredictable recoil mechanics imo it’s not a matter of simply buffing the nonmeta or nerfing the meta, it’s a matter of pushing each weapon towards its own niche, which will naturally develop a system of hard counters for each gun i can’t say that i’ve ever seen anyone express a desire to delete every g1 weapon (although i have seen people wish to go back to cbt/obt stats and start balancing from there), but i can at least understand why - the original weapons covered basically every range and situation there were certainly balance problems back then as well, things were by no means perfect, but the original weapons were far more of the defined rock-paper-scissors gameplay that apb was designed around -
i play with apb muted a lot, and even when its not i feel like apb's directional sound is pretty bad
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i don't really understand the need tbh, but i always relied more on the giant red damage indicators than tracers anyway
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definitely a step in the right visual direction but imo the real issue was how long tracers hung around, hard to see that in a picture not like im going to stop playing apb depending on tracers anyway
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https://en.wikipedia.org/wiki/Tracer_ammunition basically all guns (except ones with a silencer) used to have visible bullet trajectories, but they were accidentally broken in a patch years ago and have yet to return - silencer mods list this as an advantage because it removes a way for opponents to receive a visual indication of your shooting location/direction personally i think they always looked pretty cartoonish, more like a matrix bullet trail or a laser pointer than an irl tracer round, but we've been informed that apb tracers are returning with the engine upgrade iirc
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depends on how they implemented it i assume if it's a complete block on reaching n5/p5 during a mission then a player who only does missions will probably just never go n5/p5
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So the shotgun pellet reduction changes were just dropped then?
vsb replied to Hexerin's topic in General Discussion Archive
hexerin isn't really bringing any hard data to the table either, he's just repeatedly claiming that "no one used shotguns" despite them being nerfed several times for being too strong -
a “true player” should seek to help better the game, like for instance asking to change a system that has more negative than positive effects on gameplay
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lots of things were part of the gameplay and sucked balls, thats a shitty reason for leaving in frustrating rng mechanics
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so this will be affecting the ntec7 'ursus' ?
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are there any actual shotgun changes or is the test district itself swapping to asylum the only difference? the inventory access is good, but can we stop with the weapon specific balance changes? just make it so that large ammo boxes only resupply 50% of max ammo (for primary, secondary, and grenades) per box - this allows everyone to still get some use out of ammo boxes without negating field supplier or allowing explosive spam edit: oh and make consumables normal modifications
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Emergency maintenance 1/23 1AM PST (COMPLETE)
vsb replied to MattScott's topic in General Discussion Archive
i can’t tell if you’re insinuating that mattscott has repeatedly lied to the community about these issues or if you’ve managed to miss the multiple threads (including this one) where mattscott details how the provider has fucked up basically since they started please clarify -
under g1 jt weapons weren’t permanent, or even a good lease option tbh, and the selection was incredibly limited that said, i have no idea why the joker store was brought up in response to orbit ruining the game since it’s one of the few things they’ve done (mostly) right
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So the shotgun pellet reduction changes were just dropped then?
vsb replied to Hexerin's topic in General Discussion Archive
the first p2w weapon was obviously the joker cr5 -
they've also since sold those intellectual rights, so we might be fucked lol
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thanks to g1 little orbit is contractually obligated to continue development for console apb, its not quite as simple as "just focusing on pc"
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there will always be a meta, it’s inevitable when trying to equalize so many unique items i disagree with a tuning system that has lots of variability much like weapons, a player should be able to see any vehicle and have at least a rough expectation of how it functions, consistency is key in ensuring that carplay is more easily counterable - not knowing that the opponent has extra acceleration or top speed tuning will cause players to mistime grenades and rockets, interfere with the already tight window most av guns already have, and mess up vehicle collisions now i don’t know how extensive of a system you had in mind so maybe these issues could be reduced by simply changing the vehicle modification list (shown when aiming at a vehicle ingame) to show what kind of tuning a vehicle has instead of what mods it has but my issue there is that imo for a tuning system to be worth implementing there’s should be quite a bit of variations and possibilities, at the very least the listed information would be harder to comprehend especially in the middle of a firefight
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rip sanity
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iirc vehicles already have a slowdown effect after being loaded beyond original capacity? dont really see a need to double down on nerfs for an already barely used mod
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alright y'all can go home now
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