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vsb

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Everything posted by vsb

  1. he gives everyone a free reminder that riot was a hunk of trash invaluable really
  2. my intent was to force shotguns to lose some easy 2 shot capability without removing corner popping as a viable defensive tactic when pushed, i think shotguns need to remain very dangerous at uber cqc range a low max damage shotgun would also force shotguns to be a more skill based weapon (no more ez kills from 3 grazes) and have increased vulnerability to ca3 and kevlar im not sure where you were pre-rayscaling (perhaps not even playing at all?) but apb has gone through several different iterations of shotgun meta at this point, to say no one used them before rayscaling is a red flag you don’t understand apb imo
  3. i congratulate you on waiting until it was certain the items were up before announcing lol
  4. i don’t think that would actually differentiate the gameplay very much as you’d still be using 3stk and 4stk shotguns very similarly, although it would be amusing to see the thumper fire even faster than it already does alternatively, what about lowering max damage close to 3stk (something like 525-550) and raising the ttk (between .7-.75s)? id much rather keep the current pump shotgun playstyle and attempt to deal with the issues it causes than delete it altogether
  5. a 3stk shotgun with single shell reloading and a fast rof, what part of that doesn’t sound like a 3stk jg/csg with a .68s ttk im not denying the thumper is similar to the nfas, that was exactly my point - if the jg/csg are going to be thumper clones and the thumper is already an nfas clone, where does that leave us in terms of gameplay variety? hell even the shredder plays mostly the same, it just sucks pump shotguns moving to 3stk will just end up with everyone who has a $50 strife using that instead because it’s the only shotgun left that’s not a glorified nfas
  6. my issue with making pump shotguns 3stk is that it makes the entire weapon category play the same - why use a jg/csg (even at potentially .68s) when you can use a thumper with the same range and a lower ttk?
  7. thanks matt "five dollar hat" scott
  8. regardless of whether it’s easy or not teamwork is still a skill its not like your personal aiming skills are suddenly nonexistent just because you shoot a lower threat player lol
  9. i can’t tell if you’re making everything unnecessarily black and white on purpose or not, but playing on a team doesn’t automatically mean you’re being carried and teamwork itself is a skill, so idk how that’s unfair
  10. yeah i just mentioned the ttk buff because it was mentioned in the op
  11. is anyone going to tell him or are we all still laughing
  12. no its a little disingenuous imo, since the jt difference is 0-10jt per mission (action districts) vs 1-10jt per mission (testing districts) test districts also allow any threat to cap put at 200jt per day, but i doubt anyone has ever hit that
  13. that's not exactly what i said but sure - car spawner machines are never mentioned in apb lore but they are an essential mechanic for apb gameplay
  14. sure we could go to the extremes you mention but it would be more balanced to do a combination of approaches, like say raise the ttk to .7s and knock 5m of range off - the idea is not to have shotguns be superior at corner popping and straight face trading because that eliminates the need for smgs as for "different playstyles" that's why we have more than 1 weapon in apb, if you think cornerpopping is boring af then you're free to use an nfas and be as aggressive as you want
  15. can't say i want to decrease traditional lmg ttks any lower tho, especially with the range they have if the recoil/initial accuracy changes aren't enough i think i would lighten all lmgs to give them slightly more mobility instead
  16. the idea is that for pump shotguns to utilize cover more effectively (because of burst damage) they should have a longer ttk and/or shorter range compared to smgs as it is now pump shotguns excel or are mostly equal in all areas, which makes them slightly unbalanced across the whole cqc category
  17. lore is not gameplay nor would i consider the shallow bounty mechanic "content" the current bounty system is not dependent on current mission performance so the "backup" excuse falls a little short as well just because there are people (im willing to bet a very small minority) who enjoy something doesn't mean it needs to remain
  18. im all over this dont worry
  19. it serves no gameplay purpose, and if it was limited to out of mission players it would only be more useless
  20. the windup limits the ogre to ambushing enemies around corners and forces you to mag dump once you've started firing for max effectiveness the nfas has neither issue and is therefore infinitely more flexible in a fight
  21. its a delicate issue because lmgs can cover so many ranges effectively, too much of a buff could really throw balance off i saw an interesting suggestion a while back (from @Lord Cashpoint iirc) that lmgs should have the same accuracy whether crouching or standing, and crouching should decrease recoil instead of increasing initial accuracy, i think that would be a good place to start with lmgs
  22. there's a difference between top golds losing to each other and top golds steamrolling lowbies mike tyson didn't start boxing and immediately have championship matches for his first 20 fights, if he did he'd probably be dead, which in this analogy seems equivalent to a lowbie quitting apb
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