Jump to content

Hexerin

Members
  • Content Count

    2705
  • Joined

  • Last visited

Everything posted by Hexerin

  1. Reduce held count by one. Congrats, Low Yields are now perfectly balanced. Shortened fuse time and better throwing arc, at the cost of reduced damage. Especially considering you can hear them cooking the nade thanks to the distinctive beeping.
  2. Considering it's only you complaining about this, it's probably your hardware at fault here.
  3. The hard damage reduction is basically irrelevant as I pointed out. Pistol silencer has one less shot in the magazine, but that doesn't really impact any of the secondaries that have the mod. My proposed silencer rework maintains the reduced range of the sniper silencer, so that's irrelevant. If anything, I'm giving the silencer mod line a negative where it didn't have one before.
  4. That part of the blog isn't referencing the orange mod, it's talking about the yellow consumable. Pretty sure MattScott is well aware that the orange mod is perfectly fine as it is.
  5. Blowtorch is actually extremely easy to fix. First, swap the repair rates of Blowtorch and GA5 stations. Second, remove the damage delay from GA5 stations. Congratulations, you've fixed the mod and also made GA5 stations important tactical locations at the same time. Sidenote, Blowtorch's active duration might need to be increased so that it can still fully repair the beefier cars at its slower rate. Mobile Spawner needs so much work, it'd probably be easier to just remove it entirely and be done with it. At the very least though, it needs to have the additional restriction that it cannot function if it's within 150m of the objective. This prevents spawn cars sitting on/inside the objective location, while also preventing snipers from spawning with instant line of sight on the objective. Remote Detonator simply needs to be outright removed. It's a terrible mod that is actively detrimental to the game's health. There is no actual legitimate argument to be had in its favor, and no way to have it actually be balanced without making it completely useless. Definition of a negative binary mechanic. High Burn Fuel shouldn't remove vehicle explosions like it currently does, instead it should just cut their damage in half. Basically making it the reverse effect of the similar Explosives mod.
  6. For those unaware of what this weapon is, here is the APB:Db for it. ACT 44 "Last Stand" This weapon was originally part of the APB Reloaded "retail pack" which is the physical game you purchased in game stores. You got several other perks for purchasing a retail pack as well. A kitted Cisco, depending on faction. Cisco Z180 "Ophelia" Cisco Z180 "New-Cross" A choice of a single primary weapon. Scoped NTEC-5 RT1 OCA 626 'Whisper' RT1 Colby CSG-20 RT1 N-HVR 243 Scout RT1 You also got some Premium time and G1C if memory serves. You could redeem any number of retail packs, allowing you to own all four primary weapons if you buy four retail packs. As can be seen if you view ARMAS currently, you can purchase any of the four primary weapons. Scoped NTEC-5 RT1 OCA 626 'Whisper' RT1 Colby CSG-20 RT1 N-HVR 243 Scout RT1 You can also currently purchase both versions of the Cisco. Cisco Z180 "Ophelia" Cisco Z180 "New-Cross" However, if you go to secondary weapons, the Last Stand is nowhere to be found. Retail packs are no longer available to be obtained. Even if you find someone selling an unopened retail box, when you go to enter the code ARMAS will throw an error and tell you the code is expired. This is because GamersFirst/Reloaded disabled all the codes years ago. This means that as things stand, you currently cannot obtain the Last Stand. Considering everything else from the now defunct retail packs are freely purchasable, I see no reason to not add the Last Stand to ARMAS so we can freely purchase it as well.
  7. Won't argue with you there. That being said, I feel like silencers across the board need to be normalized in functionality and design. For one thing, they should always take the barrel mod slot (red) instead of being a mix of barrel (red) and utility (purple) as they are currently. Also feel like they should have a set list of effects that is universal across the board: Remove tracers Prevent location appearing on radar Lower weapon report (fire sound) volume Reduce effective range by 10% This would fix some of the broken/bad sounds that a lot of the silenced weapons have. It would also remove that strange reduction to hard damage silencers currently have (that does nothing for most of the weapons involved since you aren't shooting cars with them anyways). It also removes the ammo reduction effect from the pistol silencer, which simply makes no logical sense. The biggest thing is the effective range effect. Instead of an outright damage reduction like the silencers currently have, they'll instead have reduced range (subsonic shots lose effectiveness faster, etc). However, this doesn't change the minimum damage range, which means that the weapon's total range is maintained. The falloff curve is simply extended, and made more gradual over that range.
  8. I would be incredibly surprised if Matt would to say that's coming before the engine upgrade. I'm more interested to know if the weapon balance pass will start soon, or if this entire blog is just "it'll happen, someday."
  9. WTB servers that doesn't go down if someone glares at them. EDIT: Seems to be back up again.
  10. Please, don't kill my Strife! The insanely high TTK and excessively extreme damage per shot is exactly what makes the gun so incredibly fun. It requires a completely different playstyle, and rewards skill the highest of any gun in the game. Most people may not like the gun's design, and that's perfectly okay, but don't kill one of the only unique guns in the game just to homogenize it for the masses that just want everything to be point and spam...
  11. That feel when the Koi skin preview image contains the ACT 44 Last Stand, even though that weapon is no longer available to be obtained. Please, add it into ARMAS like the rest of the retail pack weapons have been.
  12. I would also like to know if lightbars have been improved to any significant degree. It's one of the defining traits of the Enforcer faction, and a big draw for customization.
  13. It never ceases to amaze me how willfully ignorant people are.
  14. Considering I literally only play solo... you are probably just not using it correctly if you aren't getting good results with it.
  15. Definitely agree with that sentiment.
  16. https://apbdb.com/items/Weapon_Shotgun_DOW_Slot2_ArmasJB https://apbdb.com/items/Weapon_Shotgun_CSG_PR1_Armas Really not hard to find. He's correct, the Thumper has twice the effective range (stats-wise) of the CSG. Course, some of the CSGs have Improved Rifling which brings them up to just shy of the same effective range, but not all of them have that. Not sure why you'd bother with the ones that don't, of course...
  17. So true. It was such an incredibly fun game for the short time I got to play it before they started destroying it with those arse-backwards decisions.
  18. It was the code involved with the Condor's mod going haywire.
  19. Do we really need another reason? Fresno really could use some love in the kitting department...
  20. My Kickback would like a word with you. Applied with precision, it easily out-performs the other two in any situation except anti-vehicle (which only the Deep Impact is good at). Especially useful is the Kickback's ability to airburst from the closer end of mid range, which can save a mission in a whole myriad of rooftop locations that the OPGL simply can't effectively saturate (and where the Volcano can't get a good angle). The Hammer is hot garbage though, no argument there. Has all the weaker traits of the other two, with none of the benefits.
  21. Don't fall for the bait, don't get kicked. Not to say what the baiter is doing isn't bad, but it takes two wrongs to make this happen.
  22. I've actually been noticing a significant performance issue with the JG. Not sure if its hitreg is just fucked of late or what, but it's been fairly consistently failing at hugging distance. Meanwhile the CSG has been pulling some heavy weight, doing crazy good work...
  23. Fair enough. Would still be interested to see what would happen if it was nerfed to take another shot to kill but gained fire rate to maintain its TTK.
  24. When did they buff it? Almost completely positive it was a four shot last I checked its stats a year plus ago... Well regardless, all the more that it sounds like the perfect place to start with tweaking it.
  25. Honestly, I feel like the NFAS only really needs a bit of slight tweaking. I'd be interested to see what would happen if they lowered the damage enough to require an extra shot to kill (4->5), and then increased the fire rate to maintain its TTK. Kill just as fast, but have less room for aiming error.
×
×
  • Create New...