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Everything posted by Hexerin
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Welp.
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Will we one day, ever see these in game?
Hexerin replied to Keshi's topic in General Discussion Archive
It'd be a SHAW/AMG, but with faster fire rate. It'd likely have just one giant clip, that takes a long time to resupply. It'd most likely share weight class with OSMAW. Could easily work. -
For the sake of clarity. ------------------------------------------------------------------------------------------------------------------------------------------------------------------ This is unneeded, and curves its balance in a way that could cause more problems down the road. Frenzy has no overdamage, so increasing its base damage (166 being the ideal) would be the better course for accomplishing the same thing as a base range increase. It really doesn't need more ammo, and again would also curve its balance in a way that could cause more problems down the road. Along similar lines above, increasing base damage would also increase consistency, which would serve similar purpose to an increased ammo pool.
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OTW: Here are my Suggestions on your Cooling Jacket Changes.
Hexerin replied to Kewlin's topic in OTW Feedback
Improved Rifling on the live servers does the same thing, while also giving the OBIR an upside that's relevant to actual gameplay. -
@Flight
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Try actually firing them ingame, instead of just looking at numbers on paper. The difference is huge.
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No, it consistently loses because people don't understand how it works and refuse to learn. They just want to M1+W and be rewarded with a free win.
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If you want to talk about balance and be taken seriously, you should learn how the game actually works. It's not 16.6 damage, it's 166 damage. You have 1,000 health, not 100. Also yes, it would still be a seven shot kill. The Frenzy has exceptionally higher accuracy than the other standard assault rifles, making it a six shot kill would jump it into overtuned status.
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Bring health damage up to 166, from 143 Bring hard damage up to 19, from 14.3 Gun is now in line with the other standard assault rifles. It needs no other changes. Also, on a sidenote, APB:Db's TTK calculation for the Frenzy is incorrect. It's actual TTK is 0.72 with its current stats. @Speedz
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Gotta be an exciting thing, from a business standpoint. So much risk, but the payoff if successful...
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Where is this vehicle that you guys are able to drive it...? S'far as I'm aware, we only have the normal Varzuga and its slottables/variants.
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If they're going to touch that, I'd prefer to see it changed to show the exact timers... on everything.
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Will we one day, ever see these in game?
Hexerin replied to Keshi's topic in General Discussion Archive
Friendly reminder that new district(s) are a bad idea, especially with a playerbase as small as ours. The reasons should be incredibly obvious to anyone with a functional brain. -
OTW: Here are my Suggestions on your Cooling Jacket Changes.
Hexerin replied to Kewlin's topic in OTW Feedback
I've always wanted to see Heavy Barrel reworked to something like reducing horizontal and vertical recoil, but increasing weapon weight class (makes you move slower while drawn). -
All these people who have clearly never even used the Frenzy for any relevant amount of time, talking about its balance as if they have the right to.
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Bear in mind that most "golds" aren't actually gold.
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Pretty much this. Still seeing that clan of about four players all using a shared speedhack on Jericho (Enforcer side). They don't even try to hide it, either (not that you really can). The worst part about this is that speedhacking can be completely stopped on the system level, they just have to implement simple server-side movement checks.
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Those are my favorite, simply because at that point it's basically a single territory hold finale (which is one of the most balanced finales in the game).
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Mikro too, it's surprising how high the car's frame is despite the visual appearance.
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Stages that have multiple locations ("raid these three separate doors on this one stage"), will choose where those locations are randomly from the list. They are, however, restricted by certain limitations ("can only be within this section of the map" or "must be within this range from each other").
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It's not an intentional design choice. The way missions work is that when you start a new stage, the objective locations are randomly chosen from a list of locations. These locations were chosen when the mission was designed, and aren't dynamic in any way. Stages that feature multiple locations just select multiple random locations, within the limits set for that particular stage. It's why you see certain mission types group their objectives in a certain way every time you do that mission, but those groups aren't always in the same area. In most cases, your drop / their drop finales have their locations in really bad locations pairings. They can be on literal opposite sides of the district, and they can also be literally 10m from each other. I've once seen one where the previous stage finished on one end of the map, and the drops for the finale were on the other... resulting in a mad dash where the mission ended as soon as the item was dropped because it takes a few minutes to get across the district.
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Try to put aside your frustration for losing, and look at the design objectively for a minute. Both of these locations are double-edged swords, but yours was actually the better one. Sure, they can just drive the item up and drop it without fuss on their base, but then your team can just drive up and grab it off the point before they have a chance to really do anything about it. If you happened to kill their anti-vehicle user (assuming they even had one), you could very easily just grab it and take off. Meanwhile your base... woo buddy, sounds like it was a pain in the arse to carry the item there (I'm going to assume you're exaggerating the location a bit though). However, once you've got the item dropped at your base, the enemy then has to navigate it back out while your team is respawning from the street and heading back in to stop them. Your location is the your drop / their drop dream, it's pretty much an automatic victory the moment you successfully make the drop. All this being said though, I fully agree that every mission in the game needs to be looked at. Some can get by with some slight tweaks, most need complete reworks... and there's a couple that need to just be removed entirely because they're broken on the fundamental level.
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1-19-6 - Quick Changes for Live this week
Hexerin replied to Beastie's topic in General Discussion Archive
Please don't. -
1-19-6 - Quick Changes for Live this week
Hexerin replied to Beastie's topic in General Discussion Archive
Still does, just less consistent by a small margin. -
1-19-6 - Quick Changes for Live this week
Hexerin replied to Beastie's topic in General Discussion Archive
NFAS exists for the short range automatic shotgun, with the True Ogre taking it even further to essentially being a melee weapon. The Shredder is supposed to be a more mid-range automatic shotgun, sacrificing some close-range power in order to actually reach out there... hence why it has a much higher TTK than other CQC weapons, the balance point that everyone is completely overlooking in their mad dash to completely destroy the weapon. I don't want to see the Shredder, one of the coolest guns in the game, fall to the same fate that the Strife has...