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Hexerin

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Posts posted by Hexerin


  1. 51 minutes ago, Therustee said:

    yea i mean fairfight shouldnt be ditched anyway it was working at least

    Most of the people banned in those days were just people Tiggs and her little clique didn't like. It had nothing to do with cheating.

     

    There's a reason that she's so reviled by anyone who has even the slightest bit of a working moral compass.


  2. 2 minutes ago, Emily said:
    • The weapon now starts at 35m (fRampDistance 3500) range dropoff, and the value refers to the range in which the weapon's damage will decrease. So effectively, the weapon will have a drop off until 45m (1000 more than 3500)
    • We intended to make the range 35m + 15m (fMinDamageRange 1500) at first, making the range 35m to 50m (3500 + 1500).
    • During deployment, an experimental change that was being tested on OTW was not reverted and made it to live that made the range 35m + 10m (fMinDamageRange 1000)
    • However, due to how the pistol actually performed with a fMinDamageRange of 1000, we intended to keep the Colby .45 in the state it ended up in, as it was actually more in line with how we intended the dropoff range to function with our nerf.

    Thanks for the comprehensive clarification.


  3. 39 minutes ago, MattScott said:

    Previously when nerfing the Colby .45, an extra 5m was accidentally taken off the range. After testing we’ve decided to keep this, meaning the Colby .45’s range will stay at 45m.

    Previous balance change reduced the 45AP to 35m effective range, falling off to min damage range of 45m. I'm assuming you're referring to the min damage range, which had been intended to be 50m instead? Or is the effective range change being reverted (originally the gun had 40m effective range) and then buffed further?

     

    Previous changes (old / new):

    591628bbf859f3a36cf6decfcf798c42.png


  4. 13 hours ago, Frosi said:

    There's plans for potential settings for users with 16GB or more RAM, for now players can use custom garbage collection timers, I went as far as 10 mins without a crash in which case my game used 8GB of ram although the stutter following that was quite severe.

    It should change slightly depending on pop but it basically just tracks how long it took to clean up all the garbage, this process makes your game stutter, if you're averaging 160ms then that means your garbage collection stutters/freezes are around 160ms long.

    Makes me wonder what would happen if setting the timer to like 0 or 1, so that the GC process is just continuously running. Or at least to some super low value. The point being to not allow "garbage" to collect into any kind of sizeable amount, making there less for the GC process to have to deal with.


  5. 32 minutes ago, MonkaS said:

    my point is if your losing in smg range to a .45 when using cj3 oca its cuz u suck

    OCA with cj3

    .45

    and since the .45 is semi-auto you have to click at the max rof to achieve that .8 ttk

    OCA

    1e88ed1eebbded97422e5df2ebbf5558.png

     

    45

    ffc31ca359e836046567819868fc6d56.png

     

    Your constant reminder that if all you look at is TTK, you're actually bad at the game and have no business talking strategy.

    • Thanks 1

  6. 21 hours ago, SkittyM said:

    I've not really had an issues with it in combat however i'm super not enjoying update rate of player hitboxes.  I've killed people through walls and behind corners as well as been killed in those situations cause the hitbox is sometimes behind my actual location. Some of these issues have become more noticeable with the district increase to 100 pop.

    Issues like this won't be fixed until LO upgrades to servers with modern tickrates. Such an upgrade would also help with things like hitreg, the server side portion of ghosting, etc. Theoretically, it would also help to reduce the physics issues that faster vehicles have.


  7. 18 hours ago, R3ACT3M said:

    Yea im not a fan either. I did like when they made the shield an orange mod tho. So maybe do more of that?

    This is the way. Convert them to mods, and make them appropriately orange or yellow depending on what they are.

     

    Med spray, epipen, resupply box and satchel charge should all be orange mods, as they are gameplay functional mods. Adjust their effects and give them proper cooldowns, to put them in line with the power level of the other orange mods. LO already did this well with the deployable shield, which is in a pretty good spot currently.

     

    On the flip side, boom box and the various RNG weapon gacha boxes should remain as yellow mods, as they are more "for fun" things that don't really impact the gameplay to any relevant degree. That being said, LO would also need to fix the issue that having one of those RNG weapons equipped shows up on your player info in the match scoreboard.

     

    While they're at it, they should convert the deployable banner (from the old RAF program) to a yellow mod, and add it to the JT store so newer players (and older players that missed out on RAF for whatever reason) can also obtain it. It's a purely "for fun" type thing, so there's no reason it should be an orange mod.

     

    12 hours ago, -Dan- said:

    Not necessarily remove it, but instead only allow it to be used 2 seconds after the last bullet hit you

    So effectively remove it, because literally nobody would use it with such a delay.

     

    9 hours ago, Uhtdred said:

    shield does have a disadvantage, you can't use field suplier at the same time..

    Which would matter, if ammo wasn't readily available every few meters.


  8. 5 hours ago, Frosi said:

    If you didn't spend that much time on the forums talking nonsense you'd probably be better at telling if the changes made it into the game or not. They all made it into the game and its extremely apparent on the STAR for example.

    Except it isn't, as anyone who has tested both the STAR and LCR ingame (as I have, both before and after the patch) can tell you. Their jump accuracy remains unchanged, and on top of that, this is beyond easy to tell because both have different accuracy while jumping (LCR is more accurate, as expected). According to the patch notes, both should have the same accuracy, and the STAR especially should be a third tighter than it currently is.

     

    If you're going to try and hit me with a "gotcha", you might want to make sure you have anything to stand on. Sit the fuck down.


  9. 7 hours ago, BlatMan said:

    I can consistently car glitch. Not sure if you fixed it to begin with.

    I mean...

    On 4/19/2023 at 9:07 PM, Hexerin said:

    Ya'll forgot to make the weapon changes. They're all still using the existing values.

    Wouldn't be surprised if they forgot to push the car glitch mitigation either.


  10. 34 minutes ago, Noob_Guardian said:

    As for the epiphrene, TBH I thought it removed like 60-80% life not 25% so I'm surprised as all hell that they changed it to -40% from -20. I swear I remember getting 1 shot by a scout while using it before, or maybe i'm just forgetful/stupid. xD

    Probably because originally it damaged you for 80% of your current health, causing you to be 1-tappable by basically any gun in the game.

     

    EDIT: That being said, the speed boost was also significantly higher as well, so it was worth it. High risk, high reward, with room for improving skill of usage.

    • Like 1

  11. Nah, we need more threads on it until LO pulls their head out of their ass and starts doing something about the issue. The current top viewed stream on Twitch is an r255 running a blatant aimbot and wallhack, with config that has disallowed edits like removing explosion smoke and making player characters solid bright glowing white. Watch as LO does literally nothing about this.

     

     

     

     

     

    • Like 4
    • Thanks 1

  12. 4 minutes ago, PingOVER9000 said:

    SPCT arent mouthpiece of the community, not at all, they have never been.

    Which is ultimately the problem, as LO listens to them over us (when they do listen at all). In other words, LO listens to a tiny clique circlejerk that was chosen by the old administration. You know, the administration that drove itself into collapse and systematically destroyed this game. Surely, listening exclusively to them won't end poorly.

    • Like 1

  13. 3 hours ago, SkittyM said:

    .45 is lower caliber than .44 or even 9mm iirc.

    Not even remotely, and that's like common knowledge.

     

    7e6dfd923654b4c7d0302b51f9cb849d.jpg

     

    3 hours ago, SkittyM said:

    RFP is something we'll eventually look at

    Could start by simply removing that ridiculous sprint penalty. Would take zero effort, and at least make the gun usable in the meantime.


  14. So I was testing the jump fire accuracy on the STAR about half an hour ago, not realizing that the patch hadn't dropped yet (I don't really pay attention to the dates on these anymore). Was thinking "Damn, that's hella accurate while jumping. Why was that buffed?" Lo and behold, the patch hasn't even dropped yet, so what I was seeing is going to be cut into a third. I happened to have taken a screenshot to share with a buddy, and so I decided to take it into GIMP and mock up just to give myself an idea... and that's not okay, what I'm seeing.

     

    This thing is going to be absolutely monstrous at CQC in fenced areas where you can poptart around at your opposition. You basically have the standing full auto at max bloom while marksman'd, except while jumping (which doesn't bloom further). You're pretty much going to hit every shot every time you poptart, so long as you can get an angle (which isn't hard).

     


  15. 6 hours ago, SkittyM said:

    If you're talking the gear lethargic-ness, that should be fixed in the next patch that happens.

    I wouldn't call it "lethargic", although I could see other gear shifting issues affecting many of the vehicles in the game being called that. Happens constantly with my Pioneer, makes me feel like the vehicle is starting to slow down. Tends to fix itself once I pass through a gas station, for whatever reason. Can also be fixed by simply coming to a complete stop, or by taking a hard turn (>90 degrees, ideally with handbrake). Obviously, none of these are ideal workarounds, and it's nice to hear a fix for this is potentially coming.

     

    The specific issue I'm referring to, is where the Vaquero literally stalls out before its final gear shift. You know this is happening, because simply hitting nitro will cause it to upshift into its final gear after a moment. This happens consistently, but requires you to travel a decently long distance without full turns (the soft bend of the highway's total length on Financial works for testing, if you're curious). It's extremely noticeable when it happens, because the sound the engine starts making is just wrong to the ears.

     

    Thankfully, the engine sounds (from gear shifts, nitro kitting, etc) are all entirely cosmetic, so this issue has no effect on the vehicles actual mechanical performance. However, it definitely has a highly noticeable effect on the perceived performance of the vehicle. I always feel like the thing is moving so slow when this issue happens.

     

    EDIT: Also, a note. This Vaquero issue is not new, it's fucking ancient. Like, 5+ years old at least. Long before G1/RG went on maint mode before selling the game to LO.


  16. 2 hours ago, Ritual said:

    We moderately decreased the effective and max falloff range of the Colby .45 AP.

    Nice. This change doesn't affect the gun's intended usage, only trims the overtuned bit. Good change.

    2 hours ago, Ritual said:

    We adjusted the STAR's jump modifier from 30 to 10. This adjustment should improve the players' experience while running and gunning with the weapon.

    The STAR didn't really need buffs, but I'll happily take them anyways. It'll be interesting to see what kind of shenanigans can be achieved with this new jump modifier.

    2 hours ago, Ritual said:

    We adjusted the STAR LCR's jump modifier from 13 to 10, keeping in line with the STAR it is based on.

    This isn't the buff that the LCR needs to make the gun usable. The base accuracy needs to be massively improved, it fails to hit its target within its intended range far too much.

    2 hours ago, Ritual said:

    The FAR's jump modifier has been adjusted from 30 to 20. The adjustment places it between the NTEC's and the STAR's.

    FAR needs much more than that to be usable again after those heavy handed nerfs you gave it years ago.

    2 hours ago, Ritual said:

    Mikro and Vaquero (Enforcer / Criminal Compact) car's top speed has been adjusted slightly: from 19.5 to 20.5.

    Mikro's reverse speed has been adjusted from 13 to 15, making it equal to the Vaquero's.

    I wonder if this will fix the Vaquero's broken gear shift...

    • Like 1

  17. 2 hours ago, MonkaS said:

    1500 is max default for all of aj and sc cheats it doesn't actually take into account the max render distance. The information just isn't even available to the client past 300m~500m I think haven't cheated on the game in forever though. G1 patched it in way similar too the way valve patched it for csgo(far esp) where that info just isn't given to the client since it isn't necessary.

    IIRC it's 300m, but it's been so long I might be slightly off on that. It's super easy to check though (legitimately). Invite someone to your group, and tell them to just start driving around a block in a circle. Drive away from them yourself, until the group member indicator no longer moves along your screen in real time to their movement (instead, it takes like 1-2 seconds to update the info of where they are). The distance at which it stops moving in real time, is the distance at which that change that G1/RG made takes place. Past that distance, other player positions are only updated to your client from the server once every second or so.

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