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Everything posted by Frosi
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While on one hand I agree with this, on the other I want to say that 2.1 needs a fair bit of polish when it goes onto OTW which is what they are doing right now. As Matt said, no more major blockers other than performance which for a lot of people is the one thing they want to see improved in 2.1 compared to LIVE. First impressions matter a lot in this community, for a lot of players their excitement, expectations and hopes for the game are rather fragile so bad first impressions could possibly make them lose interest in 2.1 as a whole. I realize how long everyone has been waiting, its in everyones best interest for it to be released as soon as possible and LO is closer than ever.
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Not exactly, act bloom recovery is around the same as its refire time so you will pretty much always have perfect accuracy at max rof.
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Matt already confirmed that it'll likely be disabled in the future which is the correct thing to do as its been incredibly unhealthy for the game for all these years.
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These look a bit wonky indeed but thats just one of the things that you guys can point out and give feedback on when it comes to Public testing in the future.
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Why "legal" cheating/exploiting is enabled on APB?
Frosi replied to Todesklinge's topic in General Discussion Archive
Might aswell call players cheaters for having a monitor turned on, jokes aside what you are saying makes just as much sense as me calling you a cheater for having a high resolution and a higher fov -
Jeez, sorry to hear that, I think the odds of that happening are only around 1%.
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Matt is posting info on where they are at with the engine upgrade every saturday in this thread here. He also said that the only thing preventing 3.5 from being released on OTW for public testing is the performance as there are no active blockers outside of that.
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Aight, sorry for being used to connecting colors and crucial information, been doing that for 7 years now and I think its hard to turn back : ) My point is that at the end of the day, most vets are used to identifying things using colors instead of reading, Titles with the same color as enemy player names hurts this balance greatly.
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In the end it was hurting split second decision making, killing an enemy and then flicking over in the heat of the moment as you saw something red on either side of your screen, accidentally blasting a team mate in the back because old players are just so focused on red text being an enemy. I personally had to disable titles as I found myself shooting team mates rather often if they were using that title.
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I'm glad this exists.
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Last patch notes were exactly 2 weeks ago which pushed some of the weapon balance changes to all districts. They are likely working on the new rewards for the Halloween event as Matt mentioned in his Q&A while also continuing work on 3.5.
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It reduces the delay between the two bullets per burst, it is an EXTREMELY minor decrease in ttk (0.83>0.80) as the burst interval is unchanged. Generally speaking IR3 is far more worth it.
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What is the official statement on these two:
Frosi replied to ch4ncer's topic in General Discussion Archive
From the ToS itself. (Ctrl + F and Search for Macro) -
The CR762 is the Obeya Rifle.
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On Test B its rate of fire is decreased by a good bit while also having slower bloom recovery.
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I'll give my two cents on the N-tec changes, I've personally played this gun a ton grinding my way to Rifleman 16 so I want to say that I have a pretty good idea about the guns strengths, weaknesses and effectiveness. What I am saying below is my personal opinion and I'm happy to discuss the things I am talking about. While the N-tec is a fun gun, it is by far also the most used gun in the game for a reason, it is quite possibly the most versatile gun in the game which is also easy to get into using. Imo the main skill ceiling with the N-tec lies in knowing what fights you can take and how to execute them and the N-tec has an overall pretty low skill ceiling outside of that. In my opinion the main issue with the N-tec and why its so versatile lies in its CQC viability. The gun has extremely fast bloom recovery and more importantly a still very tight max bloom (even with IR3) that lets you take on fights in cqc without having to pay much attention to anything but tracking as there is little to no recoil to control. This is the area they should tackle when it comes to nerfing the N-tec, allowing it to still be as potent in mid range but making room for other assault rifles that were designed around potency at closer ranges at the sacrifice of less range capabilities. In its current state, the N-tec is the jack of all traits as no other assault rifle can come close to what the N-tec can do. Jumpshooting while some say it might rely on RNG is still something most players do with the N-tec and get away with successfully but is yet again situational, knowing when it is benefitial to jumpshoot with the N-tec is extremely important but doesn't justify its ridiculous damage output while in mid air as you will more often than not land atleast 3 or so shots on targets if you have found yourself in a situation where jumpshooting the N-tec is benefitial to then find yourself in a still very accurate max bloom situation which allows you to finish off the target. Now to what is being tested on the Prototype districts. I personally don't agree with reducing the range of the N-tec 5 as it is meant to be the Assault Rifle that is more potent at those higher ranges as compared to the STAR however the Jumpshooting accuracy change is a must, it is simply too potent if done right. Test A Simply said, this test won't change the N-tec whatsoever, magazine capacity is rarely ever a limiting factor and I don't think that 4 bullets less in the mag is going to have any impact whatsoever. Test B This is an interesting one, it limits the N-tecs capabilities in close range making it so missing your initial bullets is a far bigger downside due to the lower rate of fire (If the reduction in rate of fire is intended) while also making it a higher ttk than weapons that are designed to be potent at those ranges and most importantly it does not touch its range capabilities at all. This is a direct nerf to CQC which might just be enough to put it in line and not make it a sub 1 second ttk laser in cqc that is easy to use and control as more often than not its tight max bloom will not make you miss all that much. If however the reduction in rate of fire is not intended and it is only supposed to be a change in bloom recovery then I don't see this do much at all since you will most likely simply commit to spraying rather than bursting. Proposal If the reduction in rate of fire on Test B is not intended then I don't see either versions of the N-tec 5's be a significant enough nerf to bring them in line and make room for the other Assault Rifles in the game so I would propose different approaches to limiting its CQC viability by increasing its max bloom quite a fair amount, making it bloom quicker and more substantially after the 3rd shot and onwards. This in combination with the jumpshooting accuracy change should put the N-tec in line. Feel free to quote and discuss below, I'll chime in whenever possible.
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Why the hell would you nerf the OBIR's mobility?
Frosi replied to Hexerin's topic in General Discussion Archive
Most weapons that have a high damage output in a single shot/burst have a delay that prevents you from switching to your secondary, great examples are the Scout, STRIFE, and HVR. All of these weapons have a long TTK that could be less than half of what was intended by switching to your secondary immediately after firing. This has been done for the longest time with the OBIR, turning it from a support weapon to one of the most versatile and possibly the best weapon in the game if mastered. We'll see how this change turns out and if it affects the OBIR's mobility too much. If so they could consider lowering the delay before being able to sprint again to compensate. Please remember this change is in a testing district for a reason and not pushed live immediately. -
This is definitely something Matt should talk about. His stance on the No fog shader is over a year old so it is nothing recent, however, if Matt wants to change his stance on these very things then he needs to communicate that very clearly with the community as a major part of the community is using the No fog shader as it is a huge FPS gain. For now, I'd say its a use at your own risk kind of thing until we get an official stance on it.
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For all I know this is not tolerated as it uses shader edits that go beyond of what is permitted. (The only shader permitted right now is the "No fog" shader as it does not work like traditional shaders that would require you to turn on bloom.)
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This bug has been in a game for a bit although there is a workaround. Players may not be able to shoot the objective to destroy it however if they ram the shop front with a car (doesn't have to be with much speed at all) it'll progress the stage to the next one. This trick has never not worked for me so if it happens to you or you want to be a good sport then let others know about the workaround by whispering them. I totally agree that this should be fixed tho.
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Last minute delay with Nekrova migration
Frosi replied to MattScott's topic in General Discussion Archive
More like this engine is utterly cursed -
Would you rather have everyone run around at the smallest character size? Also by your logic it would mean that male characters would have a considerably larger hitbox. APB's hitboxes are this way because of the customization. I feel like you get a pretty good idea of what kind of state the engine was in when LO picked up the game by reading through Matt's 3.5 update posts over the past year. I'm not gonna go further into this. Sure it isn't right now but honestly, atleast they are trying to improve aspects of the game. LO made more changes to the game in a year than G1 did in the past 2-3 years of their time with the game. Also yes, last time weapon balance didn't go well but keep in mind that LO is still learning every day, Matt realized that pushing the weapon balance patch back then wasn't a good idea and he did the damage control needed even if it took a few weeks. This time around, they can approach it in a far more experienced manner, hopefully leading to a more extensive testing period to have the community and SPCT test the changes and give their feedback. As far as I know the PC engine upgrade quite literally only exists because they wanted to put the game on consoles and we all know how well that worked out for them.
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Still ppl. using most meta weapons non stop. ( cant get good weapon balance so ppl. would start to use other weapons than just pmg, jg, nfas, ntec and nhvr ). - They announced a new weapon balance pass Still getting mini freezes. - Old Engine which is overloaded with badly optimized features Still cant get better respawn system. - Too big to be considered something they could do before 3.5 Still seen glitched mission items -. Such as? Report the missions, I'll double check. Still seen few full blatant cheaters . - No comment on that one, I haven't played much as of late Still cant get better hitbox. - Hitboxes are fine the way they are.
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Right now the best shotgun for most cases would be the JG with Improved Rifling 3 and 3PS3. However, the NFAS is also currently extremely busted when it comes to flat out running at people and forcing aim fights. The DOW Thumper is also pretty interesting as it has to hit very few pallets for it to deal stupid amounts of damage but I'd say its overall worse than the NFAS although it has more range.