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Everything posted by Frosi
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People are expecting too much from a new company that just got a hold of the game. They're still learning but have shown good incentives even if some of the things have changed things for the worse so far.
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Fairfight wasn't disabled and the /report command was the cause for a lot of false bans because of the half-assed way G1 did stuff. Source?
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Balanced Shotguns: how are they?
Frosi replied to TheFakestOfFakeGolds's topic in General Discussion Archive
Shotguns are still insane and honestly just boring to play against overall. -
Twitch clips of the week! (#3 OUT NOW)
Frosi replied to APBClips's topic in Fan Sites & Communities & Promotions
That's actually great, could see myself being in one of those one day. Well edited aswell, keep it up! -
It can shred in close range but Cooling Jacket 3 tends to not be all that great on the ATAC and even if its 8 shots to kill it is still a 0.65 second TTK. That's because of the N-tec outclassing all other assault rifles in the game due to its sheer versatility. This was a Fairfight specific command and serves no purpose right now because Fairfight was disabled when LO took over.
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Weapon roles are an essential part of APB, they unlock slotted variants of weapons, modifications and eventually a prestigious Chrome skin for all weapons in that certain role. The system as it stands is fairly good although I'd argue that it could do with some quality of life changes to make the grind it takes to max them out feel far more rewarding while also making things easier for newer players. I'd argue that all Weapon roles should be account wide, meaning you can progress them on any of your characters and therefore also unlock the rewards you get them on all of your characters, allowing players that maxed out the role to use the Chrome skin on ALL of their characters while also allowing newer players to switch characters freely without feeling like they're losing progression when they do so. (Allowing them to buy slotted variants of weapons on their alt characters without having to buy an account wide Armas version of the gun) Here is some insight into how the roles work and what each level awards. Level 0 > 1 : 12 Total kills required - Unlocks Stock Variants of Weapons (If available) Level 1 > 2 : 30 Total kills required - No rewards Level 2 > 3 : 50 Total kills required - Unlocks the first Level 1 Modification Level 3 > 4 : 100 Total kills required - Unlocks the second Level 1 Modification Level 4 > 5 : 200 Total kills required - Unlocks Role title and 1 slot variants of weapons Level 5 > 6 : 400 Total kills required - No rewards Level 6 > 7 : 650 Total kills required - Unlocks 1 slot variants of stock weapons Level 7 > 8 : 825 Total kills required - Unlocks the first Level 2 Modification Level 8 > 9 : 1150 Total kills required - Unlocks the second Level 2 Modification Level 9 > 10 : 1500 Total kills required - Unlocks Elite Role title and 2 slot variants of weapons Level 10 > 11 : 2000 Total kills required - No rewards Level 11 > 12 : 2500 Total kills required - Unlocks 2 slot variants of stock weapons Level 12 > 13 : 3000 Total kills required - Unlocks the first Level 3 Modification Level 13 > 14 : 5000 Total kills required - Unlocks the second Level 3 Modification Level 14 > 15 : 10000 Total kills required - Unlocks Master Role title and 3 slot variants of weapons Level 15 > 16 : 20000 Total kills required - Unlocks Chrome skin and 3 slot variants of stock weapons 20000 Total kills required to max out a weapon role is a fair amount considering that the Chrome skin is supposed to be prestigious but I'd argue that making Role rewards account wide unlocks would make it feel a lot more rewarding to obtain it while also allowing new players to use their unlocks on all of their characters. Edit: Could any of the moderators move this topic into the correct suggestions subforum? It's early in the morning and goofed.
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It's an issue ever since they started messing with the server code, I've got countless moments on stream where my hitreg is simply non-existent even on targets that are standing still. However I noticed that this doesn't seem to be as much of an issue on districts that aren't full/close to full. (This might be placebo tho) I'll link two clips and if you watch them on 0,25 speed it becomes apparent that it is not me missing shots by not being on target or tapping to fast. (Especially in the second clip)
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Why are APB servers worse than ever now
Frosi replied to KattSavage's topic in General Discussion Archive
Guess I am the Hiko of APB afterall. -
My reaction to the IR changes.
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It's probably not a good idea buying stuff right now as they're in the process of balancing weapons so I'd simply hold off on buying stuff until people adjust to the changes and start playing whats Meta. Also, use https://db.apbvault.net/ for up to date weapon stats.
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Why are APB servers worse than ever now
Frosi replied to KattSavage's topic in General Discussion Archive
APB servers are without a doubt performing worse ever since they started messing with the server code. They've always been bad, yes but I've consistently had my bullets disappear/go through people even while they're standing still. -
There should be a system that moves a player from a Bronze district to a Silver district after they achieve Gold status. Although all in all it sounds a little dumb because Golds aren't supposed to be on the Silver district either but that's just APB these days. The District to Threat system is pretty broken in itself and there could be easy ways fixing it although I suppose none of these fixes will be needed anymore once they roll out cross district matchmaking.
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I mean it's really not hard to use the N-tec in CQC, all you need to do really is hold LMB, control the very low recoil and track the target. I don't want the N-tec to become bad but it is by far the most used weapon in the game due to its versatility. You already see top 3-4 man teams on Citadel run nothing but 3 N-tecs and 1 HVR/OBIR simply because it does everything you need in the game. I don't want its tap firing to become slower or less accurate but simply make it less of a CQC laserbeam because imo that's really whats making the gun so versatile.
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It's really not hard to fix this N-tec and this certainly won't do the trick. The N-tec's range was never an issue, even back in the day, the N-tec was supposed to be the longer range AR compared to the STAR being the one for closer ranges. The main issue with the N-tec is how incredibly versatile it is and any of the top players in the game will tell you the exact same. You don't need to switch weapons for each spot, it doesn't matter if close or long range because the N-tec will do both incredibly well. If you make it less viable in close range it would fix the weapon and simply reducing the jumping accuracy is a good step but won't fix the main issue, even after that, the N-tec is still incredibly forgiving as it has a very low max bloom when full autoing and fast bloom recovery, increase the max spread and how fast it blooms and you'd make the gun much more balanced as you're taking away from its versatility and give players a reason to use the star for close to medium range spots. This simply makes things confusing for new players, most people don't even know the effective range of a hand full of weapons so unless you're reworking the weapon stats tab in the game itself this just sounds like a horrible idea. Not to mention that this again will likely not make people use IR as any increase in TTK is not a downside most people want to take in APB because they'll just get Out-TTK'd. Please just revert IR to how it used to be and do something like how Cooling Jacket works with shotguns for certain weapons such as burst rifles as those seem to be the ones that are mostly unaffected by the original downside of IR, or just realize that you can't have it so all mods have a downside on all guns without making the mod undesirable. Also to note, I realize that these changes are EXPERIMENTAL, however, I am giving my feedback on where the changes are going nonetheless as from my PoV things are being pushed the wrong way.
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1-19-6 - Quick Changes for Live this week
Frosi replied to Beastie's topic in General Discussion Archive
That's good, so people will start considering the Obeya CR762 instead of the N-tec at long range..which is a harder and more counterable weapon, also changes the damn n-tec meta finally This does nothing, the N-tec got easier to use with the IR change, turning it into a pretty much full auto laserbeam at 30 meters while the Obeya had its range and rate of fire gutted unnecessarily because they kept insisting on changing the mod instead of the guns that overperform with it, nerfing guns that were perfectly fine in the process. -
1-19-6 - Quick Changes for Live this week
Frosi replied to Beastie's topic in General Discussion Archive
Thank you for nerfing Rifling even more even after it didn't need to be changed. You turned it from a mostly dead mod after the change to a completely dead mod now.- 142 replies
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Conclusion of the new Update [] GREAT OR BAD []
Frosi replied to Shiggi's topic in General Discussion Archive
I really hope the Rifling change doesn't stay, it has broken more things than it was supposed to "fix". -
Weapon Balance OTW Tweaks - E Testing Values
Frosi replied to Beastie's topic in General Discussion Archive
I never said that IR not affecting some guns is an issue and I doubt that there is a lot of people thinking that it is, hell, one of the most used mods in the game has no downside at all. (3PS3) Not to mention that there are other mods that don't have an effect on certain guns such as Cooling Jacket not having a bonus or downside to burst weapons or not having a downside on snipers such as the Scout / HVR. And yes I am talking about the Fang primarily because its the only gun that will perform drastically better if you put IR3 on it. It is the most broken secondary in the game right now and was also mentioned as a reason for the IR change. Also, removing IR3 from the Fang is both simply lazy balancing nor will it fix the gun. It'll still have 40 meters effective range with pinpoint accuracy in both Marksman and Hipfire while also providing THE SAME ttk as an FBW. There aren't many guns that use IR that are in need of a nerf, in fact, I think there are more weapons in need of a buff after the IR change if it ever goes through to the live servers. All in all, balancing the weapons itself is less complex than adjusting a mod in such a drastic way. -
If I remember back during the SPCT days leveling contacts was insanely fast, so if you could adjust the standing requirements for contacts that would solve the issue without putting load on the server. Also I'd like to have my two characters "Frosi" and "FrosiOTW" maxed.
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Weapon Balance OTW Tweaks - E Testing Values
Frosi replied to Beastie's topic in General Discussion Archive
Just keep Improved Rifling the way it is on Live and balance the weapons that overperform with it. The Fang will not be nerfed because you literally gave it 5 more meters effective range so it is now sitting at 52 meters. Nerf the weapons, not the mod. I feel like the Improved Rifling change is more of a forced thing aimed to fix issues but without realizing what the issues of some guns are. The reason for this change is that some weapons aren't affected by the downsides of IR, however, those that aren't affected are often considered the most balanced weapons in the game. People will complain that the OSCAR is overpowered while they fail to get a single kill with it. The Oscar rewards good aim with versatility. The OBIR is an insanely consistent support weapon that can also stand its ground by itself, however, this is mainly due to reverse quick switching with an FBW which really is the only thing that could be called overpowered about the OBIR. If you want to nerf the OBIR then add the delay most snipers have that blocks you from switching to your secondary before you're able to fire your next shot. The Fang needs a flat out nerf, it's range is too damn high and with this IR change, you made it even harder to balance because you'd have to lower the range by so much that it would leave the non IR version of the RFP useless in comparison. My ideal idea of an RFP nerf would have been a 0,2 to 0,3 increase in ttk (From 1.0 to 1,2/1,3) and 10 meters less range. The reason for this is that the gun can deal 400 damage in one full burst while providing incredible accuracy and fairly decent close range viability. -
Weapon Balance OTW Tweaks - C/D Testing Values
Frosi replied to Beastie's topic in General Discussion Archive
Yes but you realize that this will make IR useless as a mod itself? There is a reason why HB isn't used as a mod a lot and as it stands now your TTK will be faster with HB3 on an N-tec than it would be with IR3. The change is pointless and breaks more than it fixes. This is a fine change for shotguns as their range with the new system has gotten out of hand. 20% may not seem like a big deal but in APB every split second counts and I am certain that there are going to be very few weapons that will perform well with IR3 and that mainly due to the way their Bloom / Bloom recovery handles. -
Weapon Balance OTW Tweaks - C/D Testing Values
Frosi replied to Beastie's topic in General Discussion Archive
The improved Rifling change is horrific and way too drastic, you'll be turning it from one of the best mods to one of THE WORST mods in the game. A 20% increase in TTK will make the mod completely worthless even on "Guns with high recoil". 7 Meters more range but a 20% increase in TTK will simply not work out and will also make a lot of guns like the Oscar, CSG Pr1/Pr2 completely worthless. I personally don't think that IR3 makes most guns "broken" there are a few exceptions but please consider nerfing those individually rather than nerfing the mod as a whole. Some of the exceptions are the following RFP "Fang" - Reduce the guns range by 10 meters and turn it from a 1.0 TTK to a 1,2/1,3 TTK. N-tec 5 - This is the most versatile gun in the game for a reason, it does everything a weapon in APB needs to do while also being easy to use. It has great tap firing and therefore range and it also has one of the most forgiving spraying capabilities in the game due to its low max bloom and very fast bloom recovery. I don't think the N-tec is broken because of IR3, it's broken because it can be used at any range up to roughly 70 meters. I expect a simple increase in max bloom and in how fast it blooms would put the gun in a much better state so it isn't used as the go-to weapon. OBIR - A gun that always uses IR3, however again the gun is completely fine although there should be something in place to prevent reverse quick switching so you can't apply 500 damage in CQC and then instantly switch to your FBW and 3 shot your target. I beg you to please consider this change, a decrease in rate of fire will not work out as well as you may think in APB and could make the mod completely worthless and with it a lot of other weapons. /// EDIT CSG Pr1/2 seems fine however I still disagree with the change being on anything but shotguns. There are other ways to reduce the effectiveness of weapons that rely on IR3 rather than making the mod worthless. There are plenty of modifications that have a downside far less severe than IR3, you'd be better off looking at the weapons it doesn't have an impact on rather than nerfing the mod itself. However those weapons it doesn't have an impact on are often considered the most balanced weapons in the game such as the OSCAR. I'm fairly certain you'd be killing more guns with the IR3 change (such as the N-tec-7 Ursus) than fixing. You'd go from nerfing some weapons the past IR3 downside had no effect on to completely killing certain guns that had to use IR3 to make them even remotely viable. -
Weapon Balance OTW Tweaks - A/B Testing Values.
Frosi replied to Beastie's topic in General Discussion Archive
I am talking about the HVR's overall damage here, not the 340 damage you deal by jumpshooting / moving / hipfiring. The 340 damage inaccuracy nerf is brilliant, it forces people to be a lot more stationary while quick switching but quick switching was only ONE of the HVR's issues. -
Weapon Balance OTW Tweaks - A/B Testing Values.
Frosi replied to Beastie's topic in General Discussion Archive
Would it really tho? 720 Damage will still ensure a 2 shot at all ranges so I fail to see how this would mess with the HVR's effectiveness. The majority of the community agrees that the HVR does too much damage considering a lot of things that APB offers such as open space areas, large hitboxes, no headshots, hitscan weapons, regen timers and even things such as core game mechanics such as movement speed. It takes roughly / 15 / seconds with Clotting Agent to regenerate an HVR tag which is an insanely long time considering most guns in APB kill you in under a second and also will be able to 1 shot you after being HVR tagged, again the issue isn't the regeneration timers being too long, it's the fact that a weapon can apply 850 damage with little to no effort required on the users end and barely any counterplay available other than to pull out an HVR yourself. 720 Damage will allow the HVR to still 2 shot on all ranges but would give players some more counterplay to someone pushing them after they got HVR tagged. It would also eliminate quickswitching with Meta secondaries (.45, RFP, FBW) entirely as its still possible to effectively do so by using cover such as a corner or car.- 67 replies
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I don't think you see the glaring issue, the HVR deals 850 damage which means 1 pistol shot will make the HVR lethal and therefore half its ttk. There is little to no benefit doing it on the scout as it requires you to hit 2-3 pistol shots before the scout damage becomes lethal, on top of that the scout doesn't make you hide for 15 seconds to fully regenerate your health as it deals 550 damage rather than 850.