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Everything posted by Flaws
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In a game where most of the weapons are RNG based and you can lose fights purely due to your RNG being worse than the enemy even if you are basically hardlocked on them, yeah, weapons that are too accurate and have smaller amounts of RNG (than average) will be a problem. I despise the whole RNG thing but I don't see that ever changing in APB.
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Another useless thread outlining one of the major issues of APB that everyone is already aware of and LO has said time and time again that will be fixed through multiple different processes past the engine upgrade. Please read news, announcements and watch Q&A's before making threads on the forum. Move along.
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There was a discussion on here about the ATAC recently and yeah, it's a very broken weapon with high reward for not much effort and not much skill. It definitely needs a nerf to be in line with other weapons, but then again, the entire weapon arsenal of APB is busted right now as the last few rebalances have completely set everything off balance, which is why the game has been extremely stale in recent times. However, it is not better than SMGs as actual SMGs have the advantage of mobility (being able to hipfire with full accuracy) while the ATAC lacks that. But it is still very good at hipfiring in CQC regardless.
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All the player made tourneys so far have had cheater problems and other not-so-well organised things to them so I don't really care about player made tournaments. Regardless, I suppose both options work for player made ones, whoever cares about those.
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I've kept an eye on the rotation since it originally began. There is a large list of items that they've already de-bundled and they rotate those in groups every week. That list is not public anywhere and what comes next is largely random but the items themselves have already been decided. There definitely are some items that are missing from some packs but those are very few. I can't recall if the thigh rig you speak of was ever on the rotation. I know some thigh rig related items were such as the pistol holsters though.
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Assassin and Chrome mainly. French flag looks nice on sniper rifles as it's very close to Chrome. Nutcracker for LMGs as it makes the muzzle flash smaller.
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Engine Upgrade - Beta Stream Announcement
Flaws replied to MattScott's topic in General Discussion Archive
Showcasing Beta load times as well as Social and Asylum at Ultra settings. -
No. Nerf FBW though.
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Engine Upgrade - Beta Stream Announcement
Flaws replied to MattScott's topic in General Discussion Archive
Keeping in mind that this is still just a beta, I am happy to report that the stutters seem to be gone completely at least from my experience with the client. Asylum has always been one of the two most demanding and problematic districts in APB (right next to Waterfront) and I am impressed with how it performs on the new engine at Ultra while looking way better than Live Asylum. Load times have been reduced greatly which is good news as APB's load times have always been one of it's issues. It takes no longer than 2-4 seconds for the game to start after the splash screen (at least on my setup). Navigating UI elements such as the inventory seems to be quicker and doesn't cause as many stutters as they do on Live. Regarding fps the beta still leaves us wanting more albeit being improved over Live. One of APB's biggest weaknesses has always been many players in one spot all at once (*cough* gungame *cough*) and a full Asylum is one of the best benchmarks for that. As a matter of fact I believe that that is the benchmark that they should use mainly. Achieving very high fps even in those situations is one of the key things that people will look at when this goes to Live and that's one of the things that would impress the most so it must be one of the top priorities. Something important to keep in mind is that the APB UI is scuffed and it really drags performance down overall, especially when there are many UI elements on screen (such as many team mate markers) which you will inevitably get in Fight Club. Me and others have noticed that the difference in fps between UI on/off is much much more prominent in the 2.1 Beta than it is on Live. I was getting increases of 30fps by just turning UI off. When it comes to the UI I believe that it needs a rework, if not with the release then with a future update past that. It needs to be more modern, more lightweight, more sleek and not half as intrusive as it is now. It shouldn't take so much from the performance and it needs to be less in-your-face. For example, RIOT mode's UI was an amazing example of how not to do UI. Colorblind modes are an essential for any video game on the market in 2020. Being able to customize your crosshair is also essential for any shooter that wants to be any type of competitive (as we've seen recently with Valorant's crosshair system which is amazing and probably the best on the market currently). You can't change anything about the current crosshair and that renders the game unplayable for some colorblind people which is one of the reasons players seek crosshair overlays or shader dots etc. As the ones of you who've watched the streams have seen there were some bugs, both graphical glitches when you play around with the video settings and also audio issues but those are just beta bugs that will be squished in the future so I am not worried about that. The way I see it, it's only going to get better from here and it looks promising imo. The fonts that came from console must be changed out, preferrably to the same/identical font as we have on Live but just an HQ version without all the buggy weird lines that you can see when you run 1920x1080 and increase interface size to max on Live. Shotgun crosshairs need to be changed back to normal. Some textures will need replacing with higher quality ones in the future as well as there are some that look HQ but then some look low and out of place. Some objects have too few polygons and look very dated while other objects look just fine so some models need an upgrade to along with that. A lot of weapons, especially the earlier ones have very dated models and need an upgrade to be in line with the newest ones (if not better). But these are just things that will likely come along after a successful release of the engine, if they ever do. (I may add more later.)- 188 replies
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Also, currently everyone has premium as Matt has stated that they are giving everyone free premium due to the global pandemic. Basically to make you stay home more and play instead of going out and spreading the virus. That's why your account is premium but normally it's a paid service on armas which you can also subscribe to.
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I would've approved of it if every kill actually rewarded you as if you've killed a bounty.
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A simple giveaway wouldn't be enough. Everyone needs these and for all locker categories, not just random lucky winners.
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Not like you'd know what guns I play. The mere fact that you say this proves that you don't know what guns I use.
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I support this. We need more of the locker extenders for everything G1 used to give out all the time. I am constantly capped at 66/66 clothing too. Very annoying.
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APB needs a proper tutorial that is forced on new accounts (optional for new characters) before they can actually get into the game and it should be somewhat similar to CS:GO's training course. It has you use a variety of weapons, shoot stuff, interact with objectives and so on. It would put new players way ahead of what they currently get. Also, forcing a tutorial on new accounts will slow cheaters down a bit as they'll have to go through it every single time they reroll and they'll just get bored of it quicker.
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I wouldn't say it's that good at killing everything in CQC but it could use a nerf, definitely. It's just one of those weapons that always get forgotten when anyone talks about weapon balancing in APB because they are too focused on the N-TEC.
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My Two Cents on the Current Situation with Gun Balance
Flaws replied to Weeb TheEpicGuyV2's topic in Game
Currently weapon balancing in APB is all over the place, there are weapons that are either nerfed or buffed but in turn they are now completely out of line with the rest in it's class which were once adjusted by G1. Guns that are most talked about are being nerfed but not the others in their respective categories (for example ARs and SMGs). A lot of weapons that are capable of doing what certain other picked out weapons got nerfed for, are being completely overlooked as no one is talking about them and they remain within the game. Starting from scratch would work if the ones adjusting them know the game well but other than that it's just listening to multiple completely different crowds and trying to somehow make everyone happy (which won't happen) while also not knowing much about the game or it's gunplay. That's why I support the idea of high/top tier players only getting to decide how weapons work in the game as it's going to be the most competitive experience. It might not make the more casual players happy but it will attract more competitive gamers to APB in the future which means dedicated players. For example, the OCA was nerfed on it's own without them touching on the PMG and the PMG was already broken when compared to the buffed OCA we had previously. Now, not only is it broken, it completely devastates OCAs. We've not heard a thing about any coming PMG changes however. What I'm saying is that they need to look at entire categories and classes of weapons when balancing. They didn't change around the entire CQC category, they buffed SGs by a lot (which were already broken due to the ability of corner popping) but then nerfed one SMG, while the other prominent SMG remains significantly more efficent and has been topping the SMG section across the board. Another example: the N-TEC had it's max bloom and jumpshoot capabilities nerfed but the FAR still has G1's vision of ARs with it's tight max bloom and jump shoot capabilities similar to that of the pre-nerf N-TEC (which I prefer). If they have a different vision for ARs, they should've also changed the rest. -
The idea for Gun Game in APB isn't bad and it can be fun and skill based but not in the form that it took during these weekend games. The first issue and biggest issue is the amount of players that can participate in a single match (80). There are multiple downsides to having so many people in a single match. First, it makes the matches extremely random and entirely luck based as you are constantly surrounded by multiple players who are just as likely to shoot at you as they are to shoot at anyone else in the vicinity. Secondly, it drops game performance to unacceptable lows even with a high-end PC with configs. Even with that, after 1-2 matches my entire game and sound would stutter for a whole solid second upon dying and the spawn selection screen coming up. Yesterday, my entire game crashed during one of those freezes. It's absolutely bizarre. I can only imagine what vanilla players are going through with these events. Many players also complain consistently about severe latency increases during matches. Gungame originally only ran during Christmas under the name "12 Deaths of Christmas" and it would only run in the Beacon Fight Club districts which were capped at 20-20 (total of 40) and they would be effective across the entire district. Currently it is extremely chaotic, it drops performance severely and it overall makes for a bad and unfun experience unless you're into dying to randomness a lot. Solve the problem by hosting it in fight club districts instead, capped at 20-20. The second issue is also a big one and it ties in with the first one and that's the play area. The play area is very tiny and is not marked so people are phasing in and out of the game area constantly either by accident or on purpose (which can be abused in some cases, despite the 5 seconds timer). Solve this problem by increasing the play area (or make it the entire district if fight club maps are used). Spawns are horrible, they tie in with the first two problems. In 90% of cases you would spawn outside of the gungame play area and you'd need to run 50-100m to get back in. Then when you do get back in, the edge of the play area is already completely crowded with players who've just respawned and re-entered so you are likely to die within 3 seconds upon entering the play area which makes it extremely random as you don't even get a chance to see your enemies before dying, let alone react. You could use a car but there aren't always cars available and taking a car every time you die in a mode as chaotic as this is nothing short of a chore. This would be solved by moving to fight club and making the event active across the entire map or at least increasing the play area radius by 3-4 times so more spawns are included and players aren't as crowded together. I'm personally not a fan of the explosives gungame nor the inclusion of explosive weapons in the other modes. I would also prefer not having weapons such as the RSA "Hunter" or Harbinger as a part of the Pistols one but I could overlook these problems if the previous three were solved. All in all, it's an okay idea with a bad execution and it would be much more fun and balanced for everyone if some changes and optimizations are applied. We've already seen 12 Deaths of Christmas and we all know it works great, people liked it, some loved it even. I see no reason why it shouldn't be brought back instead of this. It would make people look forward to it much more. The only redeeming factor of the chaos and randomness of the current state of the gungame minigames is the fact that the top 20 or so all get the same reward (150JT). But honestly, if you are going to keep it like this, you might as well double the JT rewards per match.
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Requiring skill =/= sucking. It's a high reward for very little skill. That's the problem.
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https://i.gyazo.com/b74a68dcee1fb56770829e799595fd81.mp4 https://i.gyazo.com/9a397dce39b4a31a2a655f1119f4b1b9.mp4 https://i.gyazo.com/0388123c9d751b9ffaab1c0dba3a8708.mp4 https://i.gyazo.com/9792147b245e14319bf58e1fe3e0e6d0.mp4 https://i.gyazo.com/ce34416c3cf5001b91edc37e4495a0e6.mp4 Okay, let's call it mid-range (40-50m) instead. As you can see it can full auto easily at 40-50m. That doesn't mean that it will beat any of the other ARs at that range, it means that it's capable of dealing considerable damage with little effort and as seen in the clips, it's extremely efficent as a support weapon due to it's 50m base range (+ IR3 which most people use on it, 57m) and it's relatively tight max bloom which allows for a more consistent than not RNG. It won't work 10/10 times at these ranges but neither does the PMG and that needs a range nerf as well. I'm sure cover solves all weapon balancing issues.
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Not really. It can easily melt people at mid-long range while just spraying with no type of control whatsoever. It 85s people way too quickly even in the hands of no-aimers. It's pretty good in CQC as well while hipfiring. Citadel is full of cheese golds who main it along with remote dets. It takes no skill but it's very effective and it gets people to gold who shouldn't be gold at all. It definitely needs a nerf to it's range and bloom.
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Yeah, okay?
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Excuse me?
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ATAC is horrendously broken and needs a desperate nerf. It's range needs to go lower and the bloom needs to be increased a bit as it needs some kind of downside to spraying it recklessly. It's such a go-to gun for every noob. It completely melts people regardless of player skill, similarly to NFAS weapons, it has no place in a game such as APB.