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Hexerin

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Everything posted by Hexerin

  1. 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.
  2. 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.
  3. I mean, that would be the ultimate goal. It's an extremely fun gameplay style (when it works), which is why I've always been a staunch advocate for it being improved.
  4. 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.
  5. You should probably sticky this thread, because otherwise it'll wind up buried without notice.
  6. 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.
  7. The day I stop playing, permanently.
  8. There's a confirmed issue with hitreg, MattScott released a statement "we're aware, have found replication, and are fixing". It'll probably be fixed in a patch this week or next, until then I'd simply suggest not using precision weapons.
  9. Several days later and the servers are still running flawlessly. If you're having issues, it's on your end and something you should look into fixing yourself.
  10. That isn't a bypass, that's literally the method by which you obtain the 4 slot Fresno.
  11. My question is why the killer always gets 100 score, even if they only did 1 damage towards the kill. When someone dies, each person who contributed should get score based on the actual damage they dealt towards that kill, nothing more.
  12. That extra ten players on either side makes a deceptively substantial difference to gameplay health.
  13. Your first image is actually one of the older versions of Reloaded's threat systems. Realtime Worlds used a completely different system that only had fifteen threat levels.
  14. It's a rifle. It fires a single projectile in a straight trajectory, that works best while marksman'd (although can be hipfired in a pinch as well). It used to be a shotgun, back in RTW days. It was changed to what it is now for Reloaded, and has never been a shotgun in this incarnation. That being said, I wish they'd revert it to being a shotgun again. Then I'd have an actual CQC option for LTL.
  15. All these people calling the NL9 a shotgun...
  16. There's a lot about this game that doesn't make sense.
  17. It isn't all that surprising. Dolton Montane D 230 and D 430 are both also unavailable (the 2 slot and 4 slot variants for the Montane, the 2-seater pickup truck).
  18. As someone who has it on both their Enforcer and Criminal, I steadfastly believe it should be available ingame via normal means (contact unlock).
  19. It was never correct anyways, because it had to be manually updated and nobody on the team ever bothered.
  20. Guess that explains why there's less than 100 total people online right now on Jericho... @Majiik @Androvald @Aphadon Here, let's ping the relevant parties.
  21. Will likely start being a thing after the shotgun changes go through. Consistent shotgun damage is a terrifying thought when it comes to the Strife.
  22. The actual fire rate is perfectly fine. I'm assuming he's talking about the wonky behavior where the Strife locks out actions after firing until the refire cycle finishes, like the HVR.
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