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Snubnose

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Everything posted by Snubnose

  1. kinda true, especially with the front bumper also changing the head lights, instead of being 2 different parts... makes adding more kits to the coywolf a pain because parts don't combine well... I mean there are other cars like the bishada, when you add just 1 bumper from the mako kit it looks really werid, but that's just to the pure nature of it being a huge bodykit in general. I'd like to see more kits added for the coywolf, and other low-mid tier class vehicles getting tuned versions, but you're right, the coywolf (atleast the front bumper + headlights) could use some rework to be separate. (or any future kit for the vehicle has to also combine front-bumper + headlight into 1, which makes the car less enjoyable, because combining car kits is important for customization) but for now, I'd be happy if we get what I suggested... and and also: make djinn diablos usable for every car, but that's something for another suggestion thread I've been thinking about.
  2. I agree on the "G1 cared little for the quality of their game" part, and also what @TrinityFSB said. but what exactly bothers you about the coywolf kit? I don't think it's that bad... sure it has a few flaws and everyone has different taste, but I don't think a whole rework is needed >_>
  3. I'd like to have the plastic ribs / panels removed from the Coywolf spoiler, as an atlernative (second) version. The current spoiler looks more like a rally variant, but I'm more into street racing (tuners) than rally cars. picture of what I'm talking about: keep in mind: I want an alternative version, not the current one to be replaced.
  4. the anubis buff got reverted (by accident, I hope), is that included in the upcoming patch to be fixed?
  5. does this mean texture / prop rework, or even some more map "rework" (more like adding stuff to make it look more alive)?
  6. no anubis fix yet? it's been reverted for quite some time now and the recent buffs are no longer active. the only thing left is the new crosshair.
  7. I'd rather have higher resolution for our designs... it's starting to look outdated, and should be increased a little (especially with everything else going to look better after the engine update and at some point UE4) I mean, wouldn't it be nice to have these small details be just a bit sharper?
  8. this kind of text pops up when you aim at vehicles (vehicle name), vending machines and all that kind of stuff... does this kind of triggerbot also start shooting when you aim at cars?
  9. I get it. but I feel like taking the pace out of a fight is something you should be able to do, that's what cover is there for. (it's just for a short bit anyway, they just have to approach you differently to finish you off, instead of just keep shooting from the exact same position for another 0.5 seconds, because that's how it is with low cover right now... you make your hitbox quite small bot 90% of the time it's just delaying your death by half a second, while with full cover you'd have a chance - if they don't nade you - to recover HP and slightly relocate) mobile cover is just instant cover out of nowhere when you're exposed like hell. I think they should do something about that because it really is a problem getting cover right infront of you without worrying about how you expose yourself. maybe give it a 1-2 second windup.
  10. another deliberate design choice yea but that's not the point of my post above though. I shouldn't have mentioned it. but my point is clear: the things the red crosshair are used for in game are minimally helping. through smoke: nametag. under vehicles: feet, or shoot wheels. behind cover: you know where he is + use hitmarkers + blood splatter. I'm I'm still going to argue about the crouched hitbox now. Even if it is intended like this, doesn't mean it's good. (remember, G1 buffed the OCA when people were crying about the PMG being OP, so decision making with RP was always a gamble, most time for the worst.) I still remember the post with the pictures of the hitboxes and how they changed it ages ago... IMO people should stay covered if they're crouched. it's also really confusing for new players... they crouch behind cover but get F'd anyway. I just don't like it being crouched behind cover but still getting hit. I know the hitbox increases vertically when moving while crouched since that change, but isn't that what you should be able to do behind cover? relocate a bit, to try and get to (somewhat) safety / recover? (no pun intended). there's other ways to counter someone behind cover, we don't need extended hitboxes for that. run around the cover, or charge right at him... he should be tagged anyway at that point... or throw a nade, get a teammate to do something (if you're teamed obviously, no teamplay with randoms LUL). all I'm saying is: I don't want huge hitboxes, I want to use cover properly without worrying about my invisible huge aura getting blasted.
  11. you don't need the red crosshair to shoot through smoke, you got the name tag, that's the real giveaway. also, you can see feet underneath vehicles (only real exception is the lowest bodykit from the espacio)... if you don't see the feet, there are only 2 options: front or back tires. it's really not that hard. and about people behind cover: almost all of the times when you shoot at someone hiding behind cover where nothing is visible but the hitbox with the red crosshair, you've spotted the person before he went there anyway, which means he can't move much from there since crouch speed is really slow, so why is a red crosshair needed this much... sure it helps but can you not just use your perception? hitmarkers and blood splatter are also good feedback. IMO hitboxes should be shortened just a bit, there are too many low walls / objects that expose your hitbox just enough to get you killed, but that's something to discuss in another thread I guess.
  12. ever since battleye has been released, I haven't seen a single aimbot or wallhack being used. it's pretty much only triggerbotting right now (or macroing, which isn't as bad though), and there has been enough evidence of people using them (since some of them are just blatantly streaming with their cheats lol). I'm pretty sure triggerbots that are not being injected just use the crosshair colour to work, so why not just de-activate the red crosshair for APB? it's useful in some scenarios but I'd be happy to give up on that feature just to get rid of most triggerbotting. I could be wrong though about the red crosshair being used for triggerbotting, maybe some people are using injections and it doesn't have anything to do with the crosshair changing colour. but if the solution for this problem is actually just a small change, why not do it with the next patch?
  13. great ideas, totally forgot about these! (we haven't been given any in years.. I also forgot that we had an event tracker, with events popping up every now and then... was lots of fun, I hope LO can revive that too)
  14. oh I noticed it's turned on by default, so I was playing with it all the time in the past few days... also tested it now... but I don't see any difference in performance or input, so whatever.
  15. doesn't this cause huge imput delay? I dunno but when I played some CSGO ages ago, I had double / tripple buffering turned on and it had a huge impact on imput lag... turning it off was the only right thing to do.
  16. true, but I think you missed my edit on the post above, I updated it with: "actually, make it so you have to play 1h in an action district (or complete 5 opposed missions). or, bound it completely to hours played instead of making it a daily thing..." this would probably make people re-consider abusing the system, since they'd have to play double the time every day to get extra joker boxes... and 1h (or ~5 missions) playtime yield ~10k cash anyway, so what's +3k extra every second day, when you can easily farm money faster in fightclub... joker tickets are account bound anyway and everything you buy with them, so that's fine. if someone really wants to play 1h extra every day, making it 7h per week for 1 single joker box that will probably just yield a 3 day weapon, that's fine with me lol. they'd have to play a lot more hours on a lot more accounts if they want to farm JB's for legendaries effectively. no one is going to play 5h on 5 different accounts, for 7 days every day just to get a slightly bigger chance for a legendary... that's nuts.
  17. hmm. they gotta tackle the abuse somehow, that's right... but they should not give out usables / deployables, these should be permanent mods. I didn't think about people creating multiple accounts to farm login rewards, although that was pretty obvious... would be a shame if a daily login reward system would fail because of abusing... actually, make it so you have to play 1h in an action district (or complete 5 opposed missions). or, bound it completely to hours played instead of making it a daily thing...
  18. so, whoever played Fortnite Save the World knows the daily login reward system... look at THIS. what's kinda important to know is that you can buy daily login reward llamas ("lootboxes") with certain game upgrades. EDIT: I forgot to add something about the "game upgrades" from Fortnite STW. If you buy one, you got extra "lootbox" drops every day for a certain amount of time (depending on the upgrade you bought). I guess LO COULD implement some daily login reward boost for premium users, but I'd rather not. Let's not drift deeper into "P2W" scheme. if it's just like +10% on daily reward bonus, it wouldn't be as bad... but please don't make it +130% like it is for APB$ right now, I think most people would dislike that. EDIT 2: to prevent abusing this with multiple accounts, it should require playing 1h in mission districts to claim your reward. so here's my suggestion, for how it could look like in APB, with increasing rewards the more weeks you've been logging in. (even if you miss a day, you won't be set back, every day is +1 on your list) basic week (how it starts out): Day 1 - 1000 APB$ Day 2 - 20JT Day 3 - 1000 APB$ Day 4 - 20JT Day 5 - 1000 APB$ Day 6 - 20JT Day 7 - 1 (Random) Joker Box that's 3000$, 60JT and 1 Joker Box weekly. now, I'd like it to increase the more you play / login, just like it does in Save the World. maybe something like this: Day 8 - 1050 APB$ Day 9 - 22JT Day 10 - 1050 APB$ Day 11 - 22JT Day 12 - 1050 APB$ Day 13 - 22JT Day 14 - 1 (Random) Joker Box as you can see, rewards increased by +150$ and +6JT a week. this can stack up to a certain cap. APB$ cap: 3000$ JT cap: 50JT so at some point the rewards should look like this: Day x - 3000 APB$ Day x - 50JT Day x - 3000 APB$ Day x - 50JT Day x - 3000 APB$ Day x - 50JT Day x - 1 (Random) Joker Box that's 9000$, 150JT and 1 Joker Box weekly. That would make: 36.000$, 600JT and 4 Joker Boxes a month after you hit the cap. 432.000$, 7200JT and 48 Joker Boxes a Year after you hit the cap. (disclaimer: I'm aware that the caps will not be hit at the same time, I don't really care about that though. Numbers are obviously not up to me so if we ever get a daily login reward system, it sure as hell ain't exactly what I'm saying here, I'm only suggestion as this is what you do in this subforum.) SPECIAL REWARDS: these are meant to be delivered ontop of your usual rewards, when you hit a certain amount of days logged in. Day 30 - 5 Joker Box Pack + 50 G1C Day 60 - 6 Joker Box Pack + 60 G1C Day 100 - 100 G1C Day 150 - 150 G1C Day 200 - 200 G1C Day 250 - 250 G1C Day 300 - 300 G1C Day 365 - 500 G1C + 10 Joker Box Pack Day XXX - XXX ~ and so on... (should not stack too high, or else vets never have to pay a dime to get stuff from armas LUL) that would be 1610 G1C and 21 Joker Boxes in 1 Year as Special Rewards. (remember: you have to log in every day of the year to get those. Not in a streak though, breaks are fine, you shouldn't lose progress) as mentioned above, numbers are not up to me, LO is still in charge... this is just a suggestion. also, these rewards help motivate some new players... money's always a good motivation, right? :^) just like the small amounts of G1C... they can add up and if you're patient you'll get some nice stuff at some point, or see it as a discount if you'd like to buy something and you earn some extra G1C to go easier on your wallet... would also motivate some people to spend money into the game... like "oh I saved up 1610 G1C now, guess I can spend 10$ and get that pack I always wanted!" oh well, I'm in no way a financial advisor, just saying this would make many people happier and be a bit more motivated to stick around and wait for future updates
  19. pretty much this. it's really rare that a teammate moves / uses my car when I need it or when I placed it with purpose... IF it happens, I either tell them in /t or force re-equip my vehicle so I can spawn it again... only costs like 3 seconds... I think I'd run into a lot more problems if people suddenly have cars locked... I either can't get away from enemies in teammates cars or can't re-locate a badly parked car from a newbie (or careless person) with carspawn / radartower...
  20. here's my take on balancing out the radar tower... (oh and also, buff radar jammer range... right now it pretty much warns your enemy that you're in 50m range of him, make it 80m I'd say) -reduce radius to 10-15m instead of 20m. make it so radar tower always shows up for the enemy... it'll still be a big enough radius to cover a good chunk of the mission / flanking area but they know where it is and how to avoid it - if possible... you'd either make people NOT go take the path that you've blocked or make themselfes visible, if they choose to ignore it OR to destroy it.. (what some people don't seem to realize is that while you can kill a radar tower vehicle, it still exposes your position even if you've never been in the radius... you know, you gotta lob nades at it or shoot.. which also takes away your nades for further engagements) -only works while vehicle stands still (prevents the "driving around to spot people")
  21. nice bug fixes!... while you're at it you could've made that people see when they got spotted though. kinda stupid to have the firework launcher expose yourself AND tell the enemy that they've been spotted, while spotter can be used completely stealthy (while you're still behind cover) and the enemy won't even know they've been spotted...
  22. yepp, I know this. but even with the other colours it looks lackluster... but I agree, would be nice to still have the different colours even with a new skin!
  23. (TL;DR BELOW) Hazardous is the most disliked legendary in the game right now, for some good reasons. Other than generally buffing the M1922, the legendary is poorly modded and could use a little skin rework, but we'll get to that in a bit. By removing the recoil curve system and maybe slightly lowering the recoil, or (even better IMO) reducing shots to kill needed to 9 instead of 10 so an overall shorter TTK is achieved, if you can handle the recoil well, the tommygun would slide up to the meta between OCA and PMG again (like it was pre-nerf). now, to the 'Hazardous'. I think we can all agree that the 3 slot M1922 is better in every way, since it can be modded and skinned freely (with better suiting mods). I'd recommend re-modding the hazardous with Mobility Sling and a Unique Tagger. (yes, 2 mods of the same colour. we had that already and it doesn't make the gun OP) why mobility sling? -because it's a close range, marksmanship mode weapon and everyone would be happy to walk faster while shooting, especially everyone below 195 that can't use MS yet. and for the tagger, I'd go for a classic "Hazardous" symbol, like this one: or anything else that looks fitting. UNLOCK THIRD MOD-SLOT now for a new skin: I think the current skin looks bad... even the hazard skin that you can buy from armas fits better than the legendary skin... 'Hazardous' Legendary: M-1922 3 slot with Hazard skin: overall I'd say make something new, more unique for the hazardous... maybe make it's magazine look like an old, rusty toxic barrel that's leaking some green glowing goo... or make the barrel glow like you were non stop firing with that thing. I'd be fine if you stick to the black + yellow striped design but rework it so it looks more detailed and get rid of the yellow grips. but even if you don't rework the skin, atleast give us an option to use it unskinned (that should be done for every legendary anyway). TL;DR: Re-mod hazardous with Mobility Sling, a Unique Tagger and OPEN UP THE THIRD MOD SLOT. Rework skin, it looks pretty bad. Give option to use legendaries unskinned.
  24. we just hope with the many threads about account merging, you'll put it higher up on the priority list. obviously UE 3.5 is highest priority, but demand seems really high on account merging. I'm excited for the future... account merging, district phasing AND no server boundaries all possible in the future... furthermore we'll have better graphics and hopefully performance with the engine upgrade, and maybe we'll get as many items as possible (probably all of them) made account wide on armas! so many good things headed our way that'll turn this game around, I really hope you guys will manage to deliver!
  25. hmm, I dunno, I'd like it better if the cherry wood + gold stays exclusive to the anubis. but I'd be happy with a wooden skins pack. dark grey + any kind of wood (also cherry wood, just not combined with gold). I feel like every legendary should have it's own unique skin, and an alternative unskinned option. I'd also like the M 1922 hazardous to be reworked with a new, unique skin and tagger, combined with mobility sling (yes, 2 mods of the same colour, we've had that already and with this combination it's not really OP or anything) and a third open mod slot.
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