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Everything posted by MrChan
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Ok. See you all in 3 years. If they don't run out of money first. Which they absolutely will.
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Pre made groups are killing the game.
MrChan replied to PotatoeGirl's topic in General Discussion Archive
So the current low pop is due to pre-made groups and not, oh I dunno, literally everything fucking else that's been wrong with the game for the past 6 years or so? -
I can't find the post on it now, but there were issues getting some of EAC's features to integrate into APB:R and function correctly. Once EAC's people deemed the issues insurmountable, LO & EAC couldn't agree a reduced fee for the reduced service. That's why they went back to BattlEye. EAC even without all the bells & whistles was still better than BattlEye though.
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Pretty sure they'd openly talked about the Descent thing at some stage. It's not like it's some super secret.
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It's some sadarse who's been banned a hundred times or so because he thinks he should be allowed cheat.
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CD Projekt probably scared of APB taking all their Cyberpunk players...
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Why not just remove everything from the game? Since you're constantly complaining about how OP everything is.
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Fixed that for you.
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Guns that do the most hard damage for drive bys
MrChan replied to Turnt420's topic in General Discussion Archive
Does a bit more damage per shot, yes, but I reckon the average player is going to get more ordanance down range with the NSSW to make up for it. -
Guns that do the most hard damage for drive bys
MrChan replied to Turnt420's topic in General Discussion Archive
Accounting for effective range, hard dmg per shot, accuracy and rate of fire, I would imagine the NSSW to be a good bet. Unless you can use the Eurayle out the window. I assume you can't, but I haven't tried. -
WHOOOSH! OP Kevlar 3 gives you the all the agility of the fattest b'stard ever to live in a game where movement is really important. Only on very specific choke points could that setup conceivably be a problem. Although this thread does dovetail nicely with Todesklinge's thread complaining about how he's the only person using Kevlar and that Clotting Agent is the overpowered mod, posted only a few hours previously. Vintage APB community really.
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He does have a point in that the time to do something about it with the current tools available was at least 3 years ago. EU and cross-district match making will solve everything. Or else we're fucked.
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inb4 excuses for Bronze farming: "Matchmaking is broken anyway." "All Golds cheat." "I just wanna fool around while high/drunk and not play seriously."
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PLEASE, Bring the GOOD old APB back...
MrChan replied to xB00Mx's topic in General Discussion Archive
What is this sad obsession people have with minutiae like login screens and the ambient music in the background when you're on the login screen? Literally the least of this game's problems. -
"ThE NtEC wAs PerFeCtLy BalAncEd" - Blokes who've mained the N-TEC for a decade and therefore cannot possibly be objective. I haven't played much it since the batch of changes before that one, mind.
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Actually a lot more engaging than I thought it would be. It's a real shame about the potato configs though.
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What's your opinion on explosives in Asylum?
MrChan replied to SkrotN's topic in General Discussion Archive
So you've gone from admitting they're not OP and are worse than non-explosive AV weapons to likening them to a basketball player having magic boots that increase his jump height by 30cm which enable him to close the gap on better players? Surely that means you do think they're OP? Make up your mind. And as for your comments about balancing the game around the "top 1% skill gameplay", it's fairly obvious from your comments that you don't fall into that category. So maybe you should stop talking about what does and doesn't need to be part of the game if the criteria you're setting is how it effects the absolute best of the best. Yes, LO should immediately come in here and announce a ban on explosive weapons in Asylum because of a straw poll that 90% of the playerbase haven't even seen. -
What's your opinion on explosives in Asylum?
MrChan replied to SkrotN's topic in General Discussion Archive
So you agree there's actually no real need from the point of view of balance to remove them and it's just that you don't like dying to them? That's my point exactly. If we start getting into what handfuls of players subjectively feel is fair or fun, I'm sure we'd end up canning most of the arsenal. -
What's your opinion on explosives in Asylum?
MrChan replied to SkrotN's topic in General Discussion Archive
This post is why the downvote option should still exist. Leaving aside Asylum for a moment, cos with the nature of gameplay on that map there's scope for reasonable disagreement about explosives, removing them from the entire game? What game are you playing? Doesn't sound like APB to me. They're highly situational, are used infrequently, and usually only by or against bad players for the purposes of trolling, and in 95% of situations you'd be better off with a regular gun rather than a massive heavy rocket launcher that you can barely move with and has an audible wind up, or grenades with a set fuse that most people know how to avoid in anything but an enclosed area. But just because they annoy you they should be taken out? I'm sure if we listed off every gun that's annoyed a few players and removed it, we'd end up having to throw rocks at each other cos everything else would be removed. Until someone complained about rock gameplay ruining the game. -
What's your opinion on explosives in Asylum?
MrChan replied to SkrotN's topic in General Discussion Archive
I love the way this basically started as a shitpost from the OP and yet people are now genuinely suggesting the removal of explosive weapons from Asylum. The only reason explosives are annoying is because Asylum habitually runs several item hold rounds in a row usually spawning the item at or near one of a few specific choke spots, like the room near the pool, (and if it doesn't, the sadarses who play this game inevitably bring it to one), which can be easily filled with ordinance. Which can get a little tedious several rounds in a row. Maybe the game splitting up the item hold rounds more, or more variety in placement to break up the constant camping gameplay might be a better plan than disabling explosives? Also OPGL life, bro. -
What's your opinion on explosives in Asylum?
MrChan replied to SkrotN's topic in General Discussion Archive
Hey, take that back! I'm Gold. -
What's your opinion on explosives in Asylum?
MrChan replied to SkrotN's topic in General Discussion Archive
Guns please too. -
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Ever noticed car sounds aren't accurate?
MrChan replied to Catgorl's topic in General Discussion Archive
Aside from I'm 90% sure that TechMech said many years ago that increasing the vehicle speed much beyond what it is now caused stability problems with the game, think of game balance: Imagine 2 members of each team wipe as the objective moves. The attacking team respawns within jogging distance of car spawner, spawn their Koenigsegg replica and take off across the map at 400 km/h, whilst the other team spawn on an empty street and have to run 100m to find a Packer Ceresco. Vehicles are probably one of the things functioning best for their role in APB (albeit there are balance issues between them). If anyone wants Need for Speed car sounds and Need for Speed car physics, might I suggest you play Need for Speed? Just an idea. (Although recent NFS titles have physics that make APB's cars look like rFactor.) Also OP, the GTR is an actual racing car, with only 10 watered-down road going versions made for homologation. The Bishada looks like it's meant to be something like a Porsche or Japanese make sportscar (NSX / 370Z) designed for daily road use. You wouldn't hear anything like the transmission whine from a car like that than you would in the GTR.