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MurkTheMerc

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Posts posted by MurkTheMerc


  1. A lot of your concern is alleviated by utilizing your teammates and them relying on you. People would get their ammo from resupply boxes and ammo resupplies from cars, of which, I already utilize in missions to this day, so I don't know how this change would effect people if car spawners don't have the ability. Areas where you don't have the Joker Ammo machines for missions, like you said, some 2 minute objective, what does it hurt asking your teammate for ammo?


  2. 1 hour ago, Asparii said:

    I agree ammo needs to be reworked, however APB isn't mean to be realistic, and this would be the wrong way to go about it.
    APB is a very fast paced game, and adding things like that will break 70-80% of all weapons in the game.

     

    Are you trying to say players can use the car spawner to resupply/change ammo?
    (They can't..You need the ammo slot for that, which replaces the spawning mod)
     

     

    1. I'm not looking to slow down fire fights, I'm looking to slow down players who don't prepare or who are running on an ammo pool bigger than needed. This does not slow down engagement, this slows down the unprepared.

     

    Indeed the game is fast paced, but this wouldn't hurt a person in a firefight, unless they didn't prepare to rearm themselves before hand.

    For instance the N-Tec kills in 6 shots, it's ammo reserve is 128 at which results in 4x32 round magazines. With Bandolier 3, the ammo reserve is increased to 192 which results in 6x32 round magazines. Extended Mag 3 ammo reserve is 128 but bears 3x41 round mags with 5 spare rounds. Mag Pull 3 ammo reserve is 128 but bears 5x24 round mags with 8 spare rounds.

    • Stock Ammo, really it's just stock.
    • Bandolier 3, you're just carrying extra ammo for yourself, usually helpful if you would rather use Consumables or mods that don't resupply ammo, usually when you're trying to fill a support role with Spotter or Radar Jammer, Satchel Charge when you're Mobile Spawn hunting or shield to thrown down some sort of car trap/ ladder blocker.
    • Extended Magazine, sometimes ideal on weapons you plan to use on both soft and hard targets. There are the few that just like having the possibility to outgun some other by having some spare rounds in the well.
    • Mag Pull, who doesn't love a boost to reload speed? You end up running a lower risk of wasting ammo when reloading just to top off your loaded mag, usually for someone whose efficient with ammo or has a way to resupply themselves with ammo. You pretty much gain a magazine from your stock ammo pool.

     

    2.Like Keanu said, I'm talking about Car Spawners, not Mobile Spawners.

    • Like 2

  3. 2 minutes ago, RovingFox said:

     

    I don't see the link between my suggestion and maintaining the threat percentages. Regardless, I don't see how this improves matchmaking. Might actually hurt it, depending on how it is implemented.

    Is English not your native language because the system you're asking is pretty much what I said. How you said it, is how the mechanics would or should work.

    Threat is distributed weekly, based on the active population of that week, so if the Gold percentile is 15 and the population is 100, then the top 15 players of that week will be Gold. "Might actually hurt it", is a big ways off considering how Matt explained in the Discord he visits often, after me asking it, it would be a complete involvement of that action districts populations, not just those in ONE instance.

    Like you said your self, you're not very familiar with how threat works but you're saying your own idea would hurt the game?


  4. 6 hours ago, RovingFox said:

    Yes, I know they are planning to add phasing, and I can't wait for it, but it will require a lot of work. I am hoping for my suggestion to fit somewhere between this pile of crap and our salvation. A quick fix and easy fix until we get a better matchmaking.

    Is what you're asking for is a percentile?

    I've thought over the past year our threat should honestly be distributed weekly based on an active population percentile. Anyone not matched with a threat yet, could just play among themselves with unthreated players or fill the gap for backup when needed.

     

    This way people know if they're, say Gold, they're at the top of the chain in that server and not just an easy Gold obtained.


  5. If you're getting FPS drops, make sure you have page filing turned on the drive you have APB installed on. Like everyone says, it's unoptimized to hell but this helped me with the recent patches. I had page filing on my HDDS, but not my SSD, of which APB is installed on, stutters went away.

     

    Please let me know if this helps you as it's done for others besides myself.


  6. Matt Scott already said they plan to implement phasing for missions. You ready up in a action district and you pretty much are readying up against the entire population of that action district. i.e, you're in Financial, you ready up, you're readied up against every person in every Financial.

    He said this more than likely will not happen till 3.5


  7. I've thought of a system in particular unless the team has already tried it. HVR and the Scout variants have a damage ramp to deter CQC situations and focusing the gun on longer ranges.

    The HVR's ramp is at 60m, from 60m on, the damage is 850. Any shorter of distance, the damage drops but the weapon can still achieve a 2 shot kill only at 35-36m, 496-510 damage. 10m would be 142, 20m would be 283 and 30m would be 425.

     

    As for the Scout, it's damage would stay at 550 but it's ramp should begin where the HVR meets its 2 hit kill mark of 35-36m, so past 35m the weapon will do full damage past that. The damage reduction would follow as explained earlier, simply taking the base damage and dividing it for each meter followed under 35m to deter CQC actions.


    This is my post I gave in the weapon balance announcement, I thought I'd give it a thread of it's own.

    • Like 3

  8. 5 minutes ago, N66 said:

    I have one take on this though, which is the NHVR, I like the gun, I think it's fair long range, but I was thinking, wouldn't it balance it better if it started with low damage that increased to full damage at some distance (gradual or snap)?

     

     

     

    My post from earlier is a take on that.


  9. So for the HVR, is the reticule going to do less damage when not in MM to make it matter that it's a long range weapon? So say the gun is hipfired, even while crouched, the reticule is widened.

     

    I've thought of a system in particular unless the team has already tried it. HVR and the Scout variants have a damage ramp to deter CQC situations and focusing the gun on longer ranges.
    The HVR's ramp is at 60m, from 60m on, the damage is 850. Any shorter of distance, the damage drops but the weapon can still achieve a 2 shot kill only at 35-36m, 496-510 damage. 10m would be 142, 20m would be 283 and 30m would be 425.

     

    As for the Scout, it's damage would stay at 550 but it's ramp should begin where the HVR meets its 2 hit kill mark of 35-36m, so past 35m the weapon will do full damage past that. The damage reduction would follow as explained earlier, simply taking the base damage and dividing it for each meter followed under 35m to deter CQC actions.


  10. 2 hours ago, BXNNXD said:

    if a player doesn’t understand how to find grenades will they really understand how to use a chat filter?

     

    i regularly meet max rank players who don’t know chat commands or chat customization 

    Can't really say that for everyone. If some other player couldn't be arsed to aid someone, they're probably tell them the command because someone asking questions in /d somehow bothers people who pay too much attention to it.


  11. In response to the recent events of the cash shops gift option being removed, will there be a sponsorship program ran by LO in consideration of the player holding community events?

     

    Be it submitting a planned out application of what the event is, goal, time and prizes, I'm sure there's more or less to have. 

     

    I personally don't mind spending my own money on events as I only give away APB related prizes for APB related events as I feel using other products as prizes is a distractiong from the game I would be trying to promote other players to spend time playing with their prizes.

    • Like 2

  12. 4 hours ago, iodyne_ said:

    you should make sure people include the interface in their screenshots, so you can tell each neko is a different player and not the same person in a different outfit.

     

    this is a great event idea btw. very funny.

    Yeah, I said include the kill feed and the picture of the body.


  13. 3 hours ago, LuzExtinguido said:

    Any specific reason to crouch walk faster? There is no reason for it. To dodge bullets when surfing?

    When there's actual cover present and standing up and running is the worst thing you can do.

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