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Hexerin

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Posts posted by Hexerin


  1. Just now, BXNNXD said:
    that would make sense if the swarm was actually better at anything than other LMGs, but as it is now, it’s just another downside on an already subpar gun
    Six shots to kill like NSSW, while retaining most of the anti-vehicle capability the ALIG has. Once you take the time to learn how to control the recoil, the gun is damn good.

  2. 8 hours ago, Szambi said:

    SWARM needs to be buffed tho. I like that it can be used at longer ranges because of how accurate it is but on the other hand the recoil of it - absolutely terrible.

    The recoil will not change, it's the weapon set's gimmick. It's not even bad, just different and requires you to not just mindlessly spray like every other gun.

  3. 2 hours ago, MrsHappyPenguin said:

    It's not an issue with just the vaquero, all vehicles come close to max speed at the end of 3rd gear. The same thing happens when you use nos in 2nd or 3rd gear. You will reach max speed, then decelerate even though the engine sounds like it's still increasing RPM.

    I extensively use most of the endgame vehicles (twelve of them, to be specific), and no other vehicles suffers this problem. It needs to be fixed, period.

  4. 13 minutes ago, Toasted said:
    perhaps getting a higher spawn rate (50% more?) for the nano activities once you reach R255 could help?
    Nano activities are that special type of rare where 50% increase literally wouldn't affect it. You'd need on the order of 25,000% or more to start seeing any difference.

  5. 12 minutes ago, GhosT said:

    We're already struggling to get proper matchmaking with only 4 threat levels.
    What the hell are you expecting out of 30 (40 if green) levels?

    We're still using the 40 level system, the individual levels just aren't shown.

  6. 17 minutes ago, Ignas / qsn said:

    loyalty rewards are fine as long as their price is not rising.. f.e we never got a loyalty which required to spend less g1c than previous ones..
    Like, next reward would require to spend roughly around 600€ 

    Factually incorrect. The JG-1040 was added long after loyalty rewards were implemented, and was put at a very early point in the list. Not to mention the friend/ignore list extender, among others.

  7. 1 hour ago, KnifuWaifu said:
    considering the Euryale, this is a good idea, non-tradeable of course.
    Huh, how did I not see the parallel there. FFA R&D is actually just the Euryale of the Bullshark's Medusa. I was actually just joking, because the obvious hellish shitstorm that would get kicked up if they were to do it would be legendary (pun unintended).
     
    1 hour ago, KnifuWaifu said:
    Or an AAEPD R&D III. 😄
    You'd just slap 3-point Sling and Bandolier on it, which doesn't change anything compared to the Volcano other than give you an extra six rockets (three clips). All the other mods either don't do anything, or hurt the weapon.

  8. I lost some achievement unlocks and some skins, but not anything that I care enough to submit a support ticket for (at least not while the support desk is as overloaded as it is currently). Half the stuff I never use (only earned for the sake of having), and the couple things I would use are either available via better means (Raptors from ARMAS, account bound instead of 10 day cash leases from contacts) or have equivalents that serve the same purpose.


  9. 1 hour ago, Noob_Guardian said:
    I thought it was still 30m? odd, but okay. Still would explain why the IR varient is stupid strong, and is why i bought it because it feels better than an act and RSA.
    It used to be, and the ARMAS pages still list it as 30m, hence the easy confusion. However, if you check the database it's clearly 40m now. This makes the Fang (only available via ARMAS) have 47m effective range, which is fucking absurd.

  10. 1 hour ago, Noob_Guardian said:
    barely noticable with IR but definitely with CJ, buuut the ttk decrease is somewhat worth it sometimes.
    On the guns you'd normally slot CJ into (primarily CQC weapons like SMGs), the decrease to top-end accuracy is never really noticed because they generally regain their accuracy faster than it blooms.
    • Like 1

  11. 29 minutes ago, Goldtiger said:
    Add the option of buying permanent weapons, 10000 for no-slot, 20000 for 1 slot, etc...
    Fun fact: This was promised to us back in closed beta. Course, Joker Tickets didn't exist back then and the promise was for them to be purchased with cash. If I'm remembering correctly, it was something like $1m for the stock weapon, with an extra $1m per slot... although the numbers were never anything other than conceptual of course.

  12. Just now, Goldtiger said:
    They would just need their own access to LTL weapons, or even their own unique LTL weapons.
    The system I've always envisioned for a reworked and streamlined LTL is to:
    • Convert the Stabba weapons into lethal weapons (PIG would be removed from the game, fortunately or unfortunately depending on your opinion of the weapon).
    • Move all the Cop role Stabba weapon unlocks into contact progression, like every other weapon in the game.
    • Introduce open slot versions of the Stabba primaries, unlocked at Cop 5/10/15 per the usual.
    • Introduce a new mod, ideally being a green mod so it doesn't conflict with any existing mods.
    • "Subsonic Rounds" - Simply swaps the health and stamina damage values on the gun it's slotted into.
    • Copy all this over to the Criminal side. Give Criminals the "Hostage" role to mirror Cop.
    • Remove the increased score, cash, and standing rewards you get for arrests and taking hostages. These were there because of how weak LTL was.
    That's all you'd need to do to make LTL a completely healthy and viable gameplay mechanic. Everything else about LTL is already balanced:
    • Common misconception: The increased respawn time isn't an increased respawn timer. It's the normal respawn timer plus the several seconds you're cuffed.
    • If you're rescued, you get back into the field at a minimum of 30 seconds faster, potentially even minutes if your respawn options were Waterfront tier.
    • The increased potential downtime is the reward for taking the risk that the target might get rescued. The mechanic balances itself.
    • The risk you take to arrest or take the target hostage is balanced against the risk the target's teammates take to rescue them. Self-balance.

  13. Any incentive given would have to be on a level that would completely imbalance the game, because it has to incentivize them away from easy farming of low skill opposition.

    Alternatively, Little Orbit could have their GMs actually do the core job the position entails. You know, moderating the game and upholding the ToS/CoC by actioning intentional dethreaters.


  14. Or is this something that hasn't even been brought up yet? I ask this not seeking any details, just out of simple curiosity about whether or not the team has any interest whatsoever in reworking the entire system so that it can be in a healthy, and competitive state. As it stands the weaponry is universally, exceptionally weak (with one exception that is essentially a mechanical exploit), and is only actually viable if you're fighting people much lower skill than yourself.

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