Spaghettio
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Everything posted by Spaghettio
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Mainly doing this post simply because i've been waiting 72 days without a single response regarding Cheaters #5024 Unfortunately there's no avoiding it that these wait times are quite frankly outrageous What providing information here might tell us is how many actual tickets are getting resolved within a time frame and which ones are getting ignored the most I suspect that the statistics are skewed due to them merging tickets along with easy solution tickets --Format-- Ticket Topic: (EXAMPLE/ Cheating,Scamming,Unban,etc..) (!OPTIONAL! but helpful information) Wait Time: (EXAMPLE/ # of Days) Resolved?: (EXAMPLE/ Yes or No) Ticket #: (EXAMPLE/ ####/6969) (!OPTIONAL! but potentially helpful information) Extra info/Small Rant: (w/e) -Ez Copy Pasta- Ticket Topic: Wait Time: Resolved?: Ticket #: Extra info/Small Rant:
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Balanced Shotguns: how are they?
Spaghettio replied to TheFakestOfFakeGolds's topic in General Discussion Archive
the car window downside is rather minor considering car surfer and even then kinda niche scenario reload is a downside i suppose 3.5 reload time compared to the NFAS 2.0 but you gotta take into account that the nfas doesn't have any range which is a big factor semi automatic is hardly a downside if anything its player preference Thanks for the input -
Bad first troll post either being sarcastic or trolling or both would the moderator mind closing this thread? i don't think it brings anything to the table
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Balanced Shotguns: how are they?
Spaghettio replied to TheFakestOfFakeGolds's topic in General Discussion Archive
mastery and skill? its still basically the same just more reliable/lenient in its damage allowing it to be used more in 1v1 cqc no cover situations but hit-reg is still an issue before the patch the jg and csg was rather mediocre only falling into the category of corner/hallway camping besides that it was great for abusing bad players due to its peak mechanic whether you use a car or whatever else for cover besides that 2 shots 15m is a bit of an exaggeration even if you had ir3 on a csg for example i'd love to see you test that for yourself and 30 Meters for a JG&CSG? ROFL might aswell pull out your secondary jesus getting a +10 or 20 assist at 30 meters with a shotgun op op Alright all memes aside trying to be actually constructive somewhat how about a slight damage nerf for initial pellets for the csg/jg? this seems to be the main complaint in this thread and it is a valid one regardless there is already a change in OTW for pellet damage for the jg&csg along with fire rate for the csg Overall it looks like this thread derailed into a complain about shotguns thread without anybody actually answering the OP question Current state in my eyes CSG: Probably better than the JG tigher spread/more range JG: Strong both the CSG and JG seem to do a bit too much initial pellet damage causing deaths from lag or pellets clipping your hitbox behind cover along with decreasing the required accuracy to get good damage in Shredder: OverPowered DOWThumper: i think its op or pretty strong atleast i've yet to obtain one NFAS: Meh pretty much the same as before all the changes Strife: got nerfed could probably use a range buff Besides that the OTW 8/17 BALANCE CHANGES havn't gone live yet -
This. It wasn't as underpowered as claimed, being more reliable than PMG, with the Whisper having more versatility with killing potential up to 30-40m. The OCA was possibly the most balanced SMG in the game and given an unnecessary buff. Indeed but i suspect due to the shotgun buffs it will probably be less relevant it could use some tweaks to maybe accuracy perhaps maybe in conjunction with a damage drop off nerf aswell regardless it is still unique and has its place in the game
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Overall i don't think that a doing poll on this forum is going to fully represent the community as a whole nor is it going to create the best outcome if we took the poll at face value 1.Revert Back balance patch everything before patch changes before(LO) ^ Extreme change it would be essentially throwing out an entire basket of eggs because of one rotten egg 2.Leave Hvr nerf and yukon nerf and revert back before balance patch ^ Again an Extreme change 3.Nerf Shredder range and balance it and leave patch as it is currently ^ Yes or more importantly its damage and drop off damage currently a fire rate nerf is in OTW which should help 4.Remove Improved Rifling nerf ^ Does this even matter? I think this was one of the best changes in my opinion it made the game more fun Sure we could complain about preset IR3 weapons but you could simply remove IR3 from those weapons or create an altered IR3 Variant Also the reason why the range went from 9m to 7.5m was due to them trying to push a nerf for csg&jg range without trying to destroy its range for when you don't have the IR3 mod Fortunately they are pushing an IR3 change in OTW that should fix all of this
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Thank you for posting this Tobii I understand that this is experimental and none of this is final The standard-ranged ARS have received a 5m effective range reduction across the board. Combined with an increase in the range of rifles, this allows rifles (and LMGs, to an extent) to shine at longer ranges where previously most players would just take an NTEC. Min Damage Range stays the same, so you'll see a more gradual falloff of weapon performance over distance. This also promotes taking Rifling if you want to increase your range (more on this in a bit), at the cost of reducing your TTK at close range. This affects the following: AR-97, ATAC, COBRA FAR, Raptor, S1-FA, STAR, NTEC. -^Absolutely pointless i don't think its necessary at all just seems like an unnecessary nerf for the NTEC or ARS in general with the upcoming IR changes- -LMGs in their current state are already good trying to make them play a bigger part in every range is absurd- --To emphasize the benefits of LMGs -- -Accurate? Yes -Damage doesn't fall off until medium or long range? Yes -Low TTK? Yes -Hard damage? Yes -Mobility? Yes depends on the LMG though -Large Magazine size? Yes The NTEC is a fairly difficult challenge to tweak, as it's by far the most popular weapon in APB and thus any changes will affect near our entire playerbase, but it does need some changes. There are two effective ways we can go about this without drastically changing the feel of the weapon, so we're investigating both simultaneously and we can compare side by side. Test A - Increase the fire-interval of the NTEC very slightly (from 0.14 to 0.145), adjusting accuracy stats so the accuracy over shots stays the same. This helps increase the perfect TTK slightly so it's closer to its contemporaries. At the same time we also reduce the Magazine capacity a little, to 30. It has a very high Kill to Magazine capacity as it is (and a relatively fast reload), so reducing this helps in a few ways: It makes missing slightly less forgiving, it makes the choice of blue mod more interesting, and gives players another comparison marker when choosing to use the weapon over the STAR (which now has more ammo than it). -^ Unsure as to how i feel about this requires testing obviously regarding the fire interval it's probably mostly an irrelevant minor change though- Test B - Reduce the effective accuracy of the NTEC, making it a little worse in terms of pinpoint effectiveness than other ARs, giving space for weapons like the ISSR, LCR and AR97 to get a look in. This reduces the base accuracy of the weapon to 28cms at 10m (from 24) and the Marksmanship modifier to 40% (from 35%). It also decreases jumping accuracy to 18 (from 12) to see if we can reduce jumping spray at close ranges a little. Minimum accuracy is 'improved' to stay the same as in live (since it's a multiplier on base accuracy). With this test, we also reduced ammo in the weapon to 28. Note: The Scoped variant is unchanged in testing. If we actually make any changes to the NTEC, those changes will carry over. -^This essentially sounds like butchering the ntec but the accuracy changes might be subtle regardless i'm for decreasing accuracy for jumping and the modifier for moving while shooting in marksmanship mode- Rifles In the same vein, we've increased the effective range of non-carbine Rifles by 5m, giving them a bit more oomph at ranges where they'd previously fall off This affects the following:, FFA, CR-762, OBIR, SBSR. This is also important as a lot of rifles were relying on Rifling to make them valid for long distance engagements, and we're moving Rifling to be more of a trade-off than it was. -^This is a nice change- Shotguns - The range-reduction we made at the beginning of the week on Live for Shotguns was a stop-gap solution to help reduce the problem while we look at further reducing the power of shotguns. Their now very consistent kill- rates at close range allows us to change them in other areas to reduce their power while still making them the best choice at point-blank. We can also start dropping the effect of the pellet bonus damage in some cases where it's resulting in the weapons being too effective. Strife Test A - Effective Damage increased to 903, 2-shot pellet count improved to 8 from 9 (Reduces Pellet Scale to 0.926 from 0.933). -^Why not just buff the range?- CSG Test A - 2-shot pellet count reduced to 15 (from 13) (Damage 64 from 70, Scale 0.935 from 0.9). Fire Rate down to 0.8 (from 0.68). Effective Range changed to 1000/1750 (from 750/1750). This gives the CSG a little bit of its range back, but requires better accuracy, and takes longer to kill, helping distinguish it more from the JG. -^ As long as it's still a reliable 2 shot i don't see an issue- -I don't see much of a point in the range increase considering its spread is already tight making it distinctly different from the JG i would guess you'd wanna make it relevant with IR3 and that's why you're pushing this change- -If you're going to revert that change with range i don't see much of an issue with doing it with the JG aswell- JG Test A - 2-shot pellet count reduced to 7 (from 6) (Damage 100 from 140, Scale 0.897 from 0.82). -^ As long as it's still a reliable 2 shot i don't see an issue- Shredder - Increased fire interval to 0.42 (from 0.37). This is a revert of a buff from the previous patch. We buffed it in a number of ways, this one was maybe a step too far. -^Good change might be a sufficient change for the shredder to get it out of the op territory- -I would also like to see a slight hard damage nerf on it though- -There probably needs to be other changes for auto shotty like the DOW Thumper for instance- Rifling - We reduced the effectiveness of Rifling on live while we made some mechanical changes behind the scenes to be able to change it on a percentage basis, and this is the first test of this. Rifling (the OTW test variant) now increases range by 5, 10, 15%, followed by an absolute increase of 1 2, 3 metres. This means it works better on longer range weapons, but at least has some effect on close range weapons (where the absolute increase has more of an effect). On average, Rifling 3 increases Shotguns by 4.5m, SMGs by 7.5, Carbines by 8.25, ARS by 10.5 (9.75 in prototype), Rifles by 10.5 (11.25 in prototype), LMGs by 13.5 and Snipers by 16.5 (essentially removing max range for them). -^A fantastic change- Cooling Jacket - We're also testing to see if adding the Cooling Jacket effect to Burst Interval as well makes sense. It provides an interesting counter-option to rifling for burst weapons, though notably right now Cooling Jacket is essentially all benefit for Burst weapons and no downside, so that'll need some thought before we go further with anything in this area. -^No idea- OCA - The OCA fire-rate buff a few years ago was a bit over the top, but it did need something at the time to make it viable (it was overshadowed at the time by every other SMG other than the Norsemen). As such, we want to pull back the buff, but not remove it entirely. -^I don't see much of an issue with it's fire rate atm its pretty subtle if you take the spread into account- -^Besides that i don't care much either way but you might make the OCA irrelevant with this change unless you compensate in another aspect- Test A - 0.95 fire interval (from 0.92). Test B - 0.98 fire interval (from 0.92, very close to its old 0.1 fire rate).
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1-19-6 - Quick Changes for Live this week
Spaghettio replied to Beastie's topic in General Discussion Archive
yes but not on par with assault rifles (STAR, NTEC, FAR, etc) also did it not get a ttk buff last patch aswell? it was .84 and now it's .74 according to apb vault making it practically a cqc weapon especially with CJ with better range and damage -
1-19-6 - Quick Changes for Live this week
Spaghettio replied to Beastie's topic in General Discussion Archive
It's not on par with an ar at medium range.. an ntec user still kills a shredder user with ease from the range at which an ar is meant to be played. indeed it does but i was addressing his comment saying "it's supposed to be competitive with the assault rifles (STAR, NTEC, FAR, etc)." -
1-19-6 - Quick Changes for Live this week
Spaghettio replied to Beastie's topic in General Discussion Archive
a percentage increase for range drop off would definitely be a decent solution for "some" of the issues relevant to shotguns but i'm quite curious as to why you consider a shredder as not a normal short barrel auto shotty? sure it was implemented with farther drop off and a tighter spread but by no mean does that imply it should be par with an assault rifle i find that claim rather outrageous or over-exaggerated at the very least -
1-19-6 - Quick Changes for Live this week
Spaghettio replied to Beastie's topic in General Discussion Archive
Rifling changed to 2.5m, 5m, 7.5m (from 3, 6, 9). -trying to sneak in a range nerf for IR3 shotguns without taking away its cqc potential for pump shottys it isn't completely pointless but it is a bit silly considering pump shottys don't really need that range nerf in my opinion with the exception of potentially the CSG -
1-19-6 - Quick Changes for Live this week
Spaghettio replied to Beastie's topic in General Discussion Archive
2 shot at 9m is not balanced? Before the patches csg 2-shot at 13m and no one said its was OP. In 2011-2013 csg 2shot at 18m and JG at 15m. honestly i think 2 shots at 9m is perfectly reasonable considering hallways can be longer than 9 meters -
1-19-6 - Quick Changes for Live this week
Spaghettio replied to Beastie's topic in General Discussion Archive
forgot to mention IR3 thought it was obvious -
1-19-6 - Quick Changes for Live this week
Spaghettio replied to Beastie's topic in General Discussion Archive
Rifling changed to 2.5m, 5m, 7.5m (from 3, 6, 9). -trying to sneak in a range nerf for IR3 shotguns without taking away its cqc potential alright CSG: Range down to 7.5m/17.5m (from 10m/20m) -for people not running IR3 this is a small nerf -its a decent nerf for IR3 at 20 meters it might make it 4 shots at 20m as opposed to 3 -its still 3 shot at 15 meters with IR3 and might be 2 slightly under 15m JG: Range down to 7.5m/15m (from 10/20) -for people not running IR3 this is a small nerf -i don't think the jg needs a range nerf since its spread is already pretty bad past 10 meters -this nerf effectively does nothing for people running IR3 with JG due to the spread you might aswell use csg instead tbh Shredder: Range down to 20m/40m (from 25/45). -range is still pretty high if anything you need to make changes to its initial pellet damage it just makes it too effective at all ranges -besides that maybe make it a sharper curve like 20m/27.5m currently a 20 meter curve sounds too lenient but i have no idea what the actual curve looks like Overall: I don't think this is going to make much of a difference i feel like this is just going to alienate pump shotguns overall why do pump shottys when you can get effectively the same thing but better range with auto shottys i don't think the jg&csg need a range nerf perhaps the csg does but to even effectively do damage past 10 meters you need IR3 which is a downside really we just need to address pellet damage curve and range for some of the auto shottys and even the strife probably needs a range adjustment at the very least -
First and foremost this thread title is invalid since the video didn't represent a kill at 20m it was more like 10m for the first shot and 20m for the second shot and it was done with IR3 WHICH HAS A PENALTY TO FIRE RATE hence i don't see this being an inbalance issue at all in regards to csg and the jg Secondly if you're looking for a .8 TTK Shotgun with range maybe you should consider the oscar -JG With IR3- 15 Meters 3 Shots 20 Meters 4 Shots -CSG With IR3- 15 Meters 3 Shots -Might be 2-3 since i did only one test of it 20 Meters 3 Shots Overall what do we get from this information? csg is more reliable for range and the jg doesn't 2 shot at 20m what a surprise as for getting killed behind cover due to lag or it scraping your hitbox that's an entirely different issue and simply nerfing it again.. isn't going to improve the game now maybe we can stop fueling this foolish thread and maybe complain about something actually unbalanced like the shredder