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FluttershyI

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Everything posted by FluttershyI

  1. Actually 2 yolos are enough to kill somebody (575). But you might actually be right somewhat. They have the travel speed, fuse time and amount of 3 grenades going for them. With 6 seconds fuse timer you can deal 2 x 57,5% damage wich 115%, in 9 seconds 3 x 57,5% damage traveling into the direction of an enemy dealing 172,5% damage. Frags/concs deal more damage and have a larger explosion area. Concs for instance could deal 99% damage, in 5 seconds and 198% in 10 seconds with a slower travel with the benefit of doing more damage to vehicles. That seems somewhat fair since yolo's need to serve some purpose aswell. - I think though that reducing one of the apects above would still make them great grenades. Like 3,5s fuse or whatever, but I wouldn't know unless different aspects get tested. It's just the general opinion I saw a lot on the forums and I just added it to the list.
  2. It's a huge issue to get the ability to stay alive a few more seconds? I can think of many situations/objectives and fights with multiple players involved. Of course it's meant to give cover but it's just not a good idea in APB. You can just drop it almost instantly in any place to get almost 100% safety, certainly when your teammates are involved in the fight the enemy will have no chance to coock a nade in most situations. Also in case he is tagged aswell you can just peak over it quickly and kill him (an enemy would stand no chance), if you'de have to hold the shield it would also be really different. TTK of weapons is like over just half a second aswell, so a few seconds without piercing ability... I don't know.
  3. The issue with shields is that in certain situations it's almost functioning like some kind of god mode when you are tagged or would normally die, unlike kevlar or the elpherine spray wich will allows you to run away more quickly or have (some) extra health there's no downsides to it either. Especially when you're level with your opponent or on higher ground placing the shield, it can be a challenge or impossible to kill the other player behind the shield since you can't pierce it or shoot over it unless you have a commander or cap 40. Taking the time to trow a grenade will allow the player to easially kill you or you'll already have been shot by his teammates in the time you try to re-position yourself behing the shield, wich of course also has allowed the player to re-gen his health fully. - Just an example here:
  4. Well my most important point is that it happends more than often that I as a relatively skilled player can survive like 50% of a mission killing less skilled players working on their objectives (so in that case it works the other way around) or even them being in their final stage of a mission. Instead of the skilled players being killed by others they are an additive challenge for less skilled players in different missions. You are just putting more skilled players into the mix who get the right to kill everybody they'de like outside of their mission. Also it's easy to become bounty so less skilled players will be bounty aswell. When it comes to notoriety, you pay off usually before new missions. - Also disabling teamkilling dropping notoriety would at least be something, so I certainly agree. Each part of rework would resolve these issues is something I'de like.
  5. I'm not sure about that tbh. It could just aswell be the players from the worse team wich reaches notoriety level 5 during the final stage. I feel like it shouldn't be random draw to decide wich team wins, just the better team. Also really pro players (only criminal chars) might pay off their notoriety wich gives them an advantage over enforcers. I think matchmaking should adress skill level and variation in opposition, the bounty system won't make that much more fair, a stronger (or pro) team will probably win no matter what or even have a negative effect on more missions because they'll dump even more players who are not even part of their mission. That will cause other missions with less good players to be negatively effected aswell. It happends a lot that players can dominate their own mission and finish as bounty while killing multiple other players trying to do their objectives. Therefor in my opinion the system just makes everything less fair and more random. - Last issue would be that teamkilling resolves being a bounty, so it's not only the opposite faction to worry about. In my opinion it's so many drawbacks... The money is cool and maybe in some cases it'll give players a chance to win, but it's not worth the current negative effects. I'de at least plead for a rework of the system!
  6. That's why it would effect the wins or losses a lot less, since you wouldn't actually become bounty during the final stage of a mission Well, not critical as in ruining gameplay experience. Seing more variety in-game would be great but I don't feel like buffing a Norseman or whatever would be main priority at this stage
  7. New idea! Would you agree/like it if the bounty system would be disabled only for the final stage of a mission? Then it would effect less mission wins/losses.
  8. Well, Maybe I went to specific in that case from what I've read. Will adjust it, it is also not necessarily my own opinion.
  9. Certainly it'll have to be tested! I'm also really interested what it would do in terms of different ranges. It might be that only several metres is enough to fix the issues percs are causing (at least I encounter some issues with them)
  10. Thanks for your reply, I myself don't think explosives have to be removed either, it's something I added due to reading a thread about it. In case of grenades I sort of agree and don't agree. It wouldn't be that realistic either to nade yourself in case of trowing percs into the ground (or even them just falling after you die) right? But in terms of gameplay and balancing it just might not be right to have grenades wich do below 99% damage to have a fuse timer of 5 seconds, then grenades with a 3 second timer wich do 57,5% and percs just instantly doing 40% on impact or even when they just drop to the floor after you have died. Just something I think of now, when you have the EOL Kickback, the grenades explode on impact further away but don't directly explode when you shoot/drop them right in front of you. Something like that might actually balance percs since you can at least run away from grenades wich drop from a dying enemy or give you time to at least move slightly in case the enemy throws from like 2/3 metres away since they would bounce before exploding at least once. Finding the right balance in that might take some time, but wouldn't be too difficult, it could at least have percs stay at 40% damage and funtion exactly the same after a certain amount of metres. - Anybody likes this idea or has a different suggestion? I honestly just came up with it so haven't considered all pros and cons.
  11. Honestly can't agree 100%. As you can see it's under categories "finished" and "confirmed" for a reason. Of course they are already finished or being worked on. That's the point of this list, trying to create an overview of what's happening and we would like to happen in the future. Also in case of usables it's just very annoying and will absolutely not cause the servers to die, it'll be completely the opposite. It's just a number of 500 wich will have it's cap increased (could be whatever value) and not having the remaining missions rewards (usables) being send to mailboxes would actually save a lot of server space/load. And to me it's frustrating AF atm with hundreds of pages wich I can't remove. I can't even find stuff like themes/weapons etc. anymore since they are lost in between the rediculous amount of mission rewards. On RIOT I can 100% agree honestly as it wasn't something we wanted and isn't a succes or have it return as a seasonal thing with special rewards or whatever and I'm happy we agree on some missions aspects. You are 100% wrong in the case of backup though. Previous days I have been playing with a friend (we are both gold) and we get opposed to 2 other golds and they are repeatedly able to call backup, I don't know if it's either a bug, because they aren't grouped up and we are of that it's the real 'hidden' threat on wich the calculation is based wich allows them to call backup. Maybe somebody can clarify or knows the exact reason.
  12. I'll remove civilians in that case, you are fully satisfied with the current bounty system though? And why?
  13. Lets start first of all by saying this is not some kind of ranting post, but a serious effort to collectively provide critical feedback before going into the next stage of developing APB. Little Orbit has shown to be willing to make changes and fixes to aspects wich were never touched by Gamersfirst and are re-doing things wich haven't gone according to plan. Before the engine upgrade is going live there are quite some (and in cases very critical) aspects wich have been overlooked. I have collected those and combined them from community feedback. Keep in mind that everybody experiences the game in a different way and you might not agree to a small percentage of these changes, but it'll overall greatly improve gameplay experience - So don't just look at this (long) list from your own perspective or disapprove of this fully just because a single item (weapon/grenade or modification type for instance) is something you use and wouldn't like to have changed, leave constructive feedback in that case. I would like to fully update this list more based on community feedback and it would be amazing if we could eventually select the most important things together, by using a poll for instance. - Or maybe Little Orbit could have an updated public thread with a to do list so people don't endlessly keep creating these kind of threads. - I think it would decrease a lot of suggestion threads and reassure motivated players that their feedback has already been taken into account. Finished: N-HVR 762 - Quickswitching nerf Premium - Fix cooldown advantages Car spawn - Introduction of cooldown timer More active anti-cheat policy New GM's and SPCT RIOT Gamemode (Not at all as critical) Confirmed (rework comming soon): Ammo boxes (usables) - Decrease explosive capacity OCA variants - Re-balance NFAS-12 variants - Re-balance Showstopper variants - Re-balance RFP-9 variants - Re-balance Car gameplay (e.g. Pioneer) - Introduce counter / Re-balance > EMP grenade Districts - Cue system / crossdistrict matchmaking New contacts / increased level cap Engine upgrade Critical - To do in the future: Percussion grenades - Rework/Re-balance Low-Yield Fragmentation Grenade - Re-balance/reduce amount Shields (usables) - Remove or re-balance Usables - Increase inventory count to 2147483646, remove all (sending of) usables from/to mailbox Fix the possibility of recieving 1 v 1 missions 2 v 2 or and 1 v 1 VIP Missions - Remove or rework the mode to have equal chances Fix ability to call back-up in a 2 v 2 with the same thread Scoreboard - Fix glitch wich causes old opposition to still be showing (It's a shooter, scoreboard has to be funtional) Mission stage timers - Re-balance to equal for enforcers & criminals Mission spawns - Rework spawn distances & in-line of sight (and behind enemy) spawns Not critical - To do in the future/posted suggestions: Weapons - Buff/change unpopular/barely used weapons, or revert certain unnecessary nerfs (e.g. Norseman) Modifications - Buff/change unpopular/barely used modifications (e.g. Cargo capacity) Vehicles - Buff/change unpopular/barely used cars (e.g. Slow/clipping or non-heavy vehicles) Modifications - Adjust required minimum levels to remove an unfair disadvantage for higher level players Inventory - Increase inventory size for certain items like themes/clothing Scoreboard - Add more load-out information of opposing team (Like secondary weapon?) Sort of critical but even more time consuming for sure - Rework difficult mission objectives/areas Under discussion (community): N-TEC 5 - Re-balance Remote detonator - Remove or re-balance Bounty system - Re-work (for active missions) Cevilians - Disable or add 100% piercing during missions Removing certain types of explosives/explosive weapons from fightclub ------------------------------------------------------------------------------------------------------------------------ *Edited items
  14. Is there a fix yet?? Running an OC i5 4670k with a GTX 1060 and after the 24/7/2019 Patch my issues started aswell, barely getting 60 FPS
  15. You can just set your refresh rate to 120 Hz, use an FPS limiter or just change it in the config file yourself... 3 options...
  16. In before people bring up compensation for lost premium/in-game time. ... and the legendaries on marketplace wich were sold without the possibility of people bidding higher on them.
  17. How does RIOT compare to other APB game modes? It feels like a more standalone/seasonal event, not sure how well it would fit the game/stay popular if it's not being changed and updated regularly Would you encourage your friends to play RIOT? Depends on the final gameplay and changes, might be fun once in a while What ONE THING would you change about RIOT if you could? The gamemode desperately need some kind of mini-fightclub or objectives in the contaminated area for the players that have died! This game mode will die out very fast due to a lack of action, sometimes only 2 fights and 20 minutes of waiting. This would be acceptable for a short term event, but will decrease any changes of succes for this new game mode in my opinion. Certainly since it's aimed for newer players aswell to enter APB (players wich are less good), we have already seen what happends with those during the stress test. They do not stand a chance... What is your favorite aspect of RIOT? Weapon pick-ups/diversity What about RIOT do you like the least? Lack of action/gameplay (and grenades)
  18. Well, I myself don't care at all
  19. Why can't we remove out of bounds outside of missions. No game breaking bugs or OP glitches/stunts to win a match, but without destoying fun for some part of the community
  20. Is joining Asylum causing it? Good to know...
  21. Please stop calling it a reveal. There are no screenshots of the game mode, no explanation of how it works or a release date...
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