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Posts posted by Rikard86
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10 minutes ago, Aurora_Valis said:Then I don't get why would he disagree with the change, if it's indeed annoying to spawn without ammo.
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4 hours ago, Aurora_Valis said:7 hours ago, Zolerox said:Also i disagree on the "change" to make ammo resupply on death but I do understand that the system was flawed in it's current state and shouldn't be on till it's worth useing. -
15 minutes ago, nattsvart_katt said:also there is no way for clans to compete against each other, there should be some kind of system to set up clanwars
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But I was told that fixing the shotgun balance would bring back 4000+ players!!
You want to know why nobody plays APB? The community is honestly the worst I've ever seen.
Just as an example, yesterday night while leveling up an alt (Gold in the mid-100s) I had a lovely encounter with a much higher ranked player that by his own admission had been forcing people into 1vs1 all night (which is a banana move in itself, but that's another story). During the whole match he'd call me out critiquing my weapon choices, the ways I killed him, trash talking, and generally being very a terrible sport despite very easily leading the game (I was pretty much being slaughtered tbh, no use in denying it). At first I thought it was an 'internet tough guy' gimmick but I quickly realized he was serious.
Mission ends in a VIP phase which I barely win due to the game being stacked against him, he then just goes on a tirade with the same argument as before. We both move districts (low population) and I find him doing the same thing in district chat with other people.
I've played really toxic games in the past and this takes the cake for me. Imagine downloading the game, going to the fullest instance to get more opposition and getting this guy as your first match.- 2
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The Strife is a beast right now, wanted to try other shotguns and give proper feedback but haven't been able to put it down since it's too much fun lol.
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Frankly the ammo system might as well have been removed after it got "broken" since you always spawned with full ammo anyway and the impact on your income as a money sink has always been negligible, especially if you have Premium.
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Just popping in to write this:
Strife gud.
That's all I have to say on the matter. -
6 minutes ago, neophobia said:take a look at the blogpost
btt: did you also test how forgiving they are for bad aim? this was/is my biggest concern besides range, you didn't even have to hit enemies well and they still easily died
on paper it works, however when I tried the JG on Test A it wasn't that much different, at least until 7m- 1
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47 minutes ago, foolish ninja said:1 hour ago, Rikard86 said:Aren't the "from" values from the current Test A setup? Because I'm pretty sure the Strife does not deal 945 damage on Live
Which is good, I want to like the Strife so much. -
16 minutes ago, foolish ninja said:TBH, the shotgun changes are okay, but nerfing strife even more makes zero sense. A gun with a TTK of 1,20secs at close range is bad!
Also IR in live version is a lot better and less complicated than the test version. Dont make the game more complicated for newcomers. -
Pump-action shotguns right now are fine, they're supposed to be that strong in close range. The "bandaid" range nerf made it so that they can be fought with SMGs pretty easily, all they need now is the tune up they're getting in the upcoming patch and they're good, Test A JG feels very good to use and not weak at all.
Shredder got overbuffed to hell and back, the game is borderline unplayable if the opposition has more than one on their team, can't wait for the nerf to drop tbh. -
3 hours ago, illgot said:that will only work on the most basic triggerbots like AutoHotKey detecting mouse colour changes to fire.
It will have no effect on real cheat programs.
Injected cheats are another pair of sleeves and need to be detected via other means. -
No need to remove the red crosshair, just make sure it's a different shade of red each time, something barely noticeable by the human eye but just different enough that if somebody tries to set up their triggerbot by color range it either ends up picking up everything and they end up firing all the time or it ends up being so precise they fire 1/4 of the time.
Switch the color ranges each patch for maximum enraging profit.- 2
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1 hour ago, CookiePuss said:Except the act and rsa damage dropoff doesnt start til 70m vs the rfp at 40m. (not 50m)
So while the rfp "shits all over them" up to 40m, they "shit all over" the rfp after that.
In my opinion the thing that makes the rfp OP isnt its range, but rather its viability in cqc. IMO it just shouldnt be that versatile.
ACT44 and RSA can't compare - the ACT is pretty much blown out of the water at what it's supposed to be its optimal range (it's too inaccurate for longer ranges, even the HS3 version, so the 70m dropoff doesn't mean squat), and while the RSA might have the range advantage it does not have the TTK and fire rate advantage - RFP can fit almost 5 full bursts in the time RSA needs to fire 3 bullets, enough to cover 2/3 of RSA's range.
Add to the fact that in APB it's easier to close a gap than to keep your distance and you know where I'm going with this. -
2 hours ago, CookiePuss said:I would just nerf the hipfire accuracy and leave the rest.
Make the RFP no more versatile than the ACT44 or RSA.
Making it marksmanship only wouldn't change that, even if it's given N-TEC levels of bloom when moving.
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7 hours ago, notHunky said:That's why I mentioned the volcano. I use it to air burst people out of cheap camping spots/rooftops with the item so we actually have a chance at winning. But not everyone owns a volcano and god help you if your team has not yet unlocked an OPGL either
7 hours ago, notHunky said:Yeah I guess that doesn't really address the main issue I was going for. My biggest complaint with VIP is when they can just run the whole time by equipping car surfer and a deployable shield to become nigh untouchable when on top of a Vegas 4x4 circling the map at sanic speed. And that isn't even factoring in if they have another car escorting them.
7 hours ago, notHunky said:I think you're misunderstanding what I mean by car delivery missions. It's those missions where you have to grab 2 or 3 separate vehicles and drive them all to one drop off point. What tends to happen is the last car keeps getting blown up before you can get it out of the spawn area. The events tend to go in the following order:
- The enemy blows up the objective vehicle right after you get inside it, because the vehicle is either already heavily damaged, and/or there's an ALIG hiding around a corner.
- You respawn and clear out the area by killing the entire enemy team to get the car safely.
- It doesn't matter because the entire enemy team spawns like 50 meters away from the objective and blows you up again.
- Rinse and repeat.
yeah I read that as Car Hold, go figure (which doesn't make sense since you can get into the van once, blow it up, keep blowing it up to prevent enemies from getting it and win).
what you just described is what happens in Cisco districts, since car delivery missions are much easier to do when you're delivering Vegas due to the car being faster, heavier and sturdier, but that's mainly a car balance problem and not strictly mission balance. -
5 hours ago, BXNNXD said:6 hours ago, Rikard86 said:
and that's terrible. -
It's an old concept you're all familiar with that helps with player retention. In case you're not, let me clarify:
With this idea each player has 2 stamp cards - a single and a clan card.
Simply log in and play in a mission district to get a login stamp on one of your two cards (play solo or in a pick up group to get a single stamp, play with at least a clanmate in your group to get a clan stamp).
You have to actively play missions and not just sit in the district: in order to earn your stamp you have to either complete 5 missions or play 1 hour of mission time, whichever comes first.
Stamp cards award prizes when completed, and are reset to day 1 if you don't play for 48 hours since your last login. The longer your streak, the better the prizes.
Ideal prizes might include:- APB$ (daily reward)
- Consumables (daily reward)
- random JMBs (daily reward)
- vehicle kit parts (one part per prize, weekly reward. Duplicates get turned into JTs.)
- weapon skins (each skin applies to a single weapon - ex. Hi-Tech skin for the N-TEC. Weekly reward. Duplicates get turned into JTs.)
- Joker Tickets (small amount each 3 days, bigger amount each week)
- Random clothing unlock
- ARMAS items (timed weapons/vehicles, obtained when a 30 day card is completed)
Clan cards, instead, give you gifts you can trade with your clanmates. The items contained are random between all the items of the single stamp card.
The longer your streak, the more gifts you earn on each stamp (maxing at 3 per day after a month). You cannot open the gifts yourself.
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Don't put any open objective. For an Open Combat district to work you should have the players play as they normally would with the added extra of being able to kill players outside your mission. As such, you need to give them an incentive to play missions instead of just killing random people.
- Introduce the following leaderboards for Open Combat.- Longest survived (in mission)
- Opposed missions won
- Longest kill streak (in mission)
- Most damage dealt
- Most money earned
- Most missions interrupted (kill other players while they are on a mission)
- Most Bounties killed
Reward players daily, weekly and monthly, with prizes getting better as time goes on and they keep their spots (items for daily, Joker Tickets for weekly, 30 days Armas weapons for monthly).
Players that are on top on the leaderboards are marked on the map at all times, so that you can chase and hunt them down if you're after the same prize (nothing better than going after the guy that just beat your Longest Survived record, right?)
DOES THIS SOUND FAMILIAR TO YOU
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14 minutes ago, notHunky said:VIP missions are just a painful experience regardless of which side I play on. They take way too long and really need an overhaul of some sort. I think it would be MUCH better to do it the way Asylum has it so that each team has a VIP to protect.
17 minutes ago, notHunky said:Item hold missions are just a mess. there are way too many cheesy ways to make the mission unwinnable if the attacking team doesn't have a Volcano or car surfer + ALIG. At the moment I am unsure how they could be reworked in a way which makes them less annoying/unfair.
18 minutes ago, notHunky said:Someone mentioned car delivery missions are also quite annoying when people keep blowing up the vehicles right after they spawn. Maybe make it so that anyone who destroys a delivery mission vehicle automatically get a bounty placed on them, regardless of which team they're on?
20 minutes ago, notHunky said:Delivery missions can range anywhere from absolutely fine to HELL ON EARTH. I think this has more to do with the way players interact with items than the mission type itself. For example, if your team's drop off location is in a place where it's hard/impossible to bring a vehicle next to, AND all the objectives are all heavy items. Two things can be done about this. 1. For the love of god get rid of heavy items as an objective when items cannot be dropped off from inside your vehicle. 2. Make it so that players can move at full speed with medium items, but restrict the use of their weapons. This way people don't need to use janky workarounds like continuously dropping suitcases while jumping to move around faster.
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2 hours ago, Virgil said:only pistols worth using = fbw/rfp and its fang variant
neither are remotely difficult to use, rfp just has slightly higher ttk, and can slam out assault rifels within certain ranges, not to mention it has the the same benefit of shotguns, and things like the obir, where you can quickly peek for .0001 seconds and do full damage with no chance for the enemy to react, much less hit you.
RFP rewards the use of cover, and that's another reason why it needs a damage nerf, because - again - almost 400 damage on a pistol burst is insane, you just need to tag them a couple times with your rifle while they're rushing you for an instant facemelt once they get up close. -
1 hour ago, NotZombieBiscuit said:And of course would have to block out turning the reticle red.
And hitmarkers, in case you hit something.
Can't confirm hits on what you can't see.- 1
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8 minutes ago, TrashCan said:17 minutes ago, Rikard86 said:APB is not made to be a competitive game, there are too many random factors involved in an APB match, included but not limited to:- Objective location and type (picking up an item on the street is one thing, delivering multiple PCs to the top of the mall in Waterfront, well...)
- Unbalanced locations (the roof on top of Double B's subway station comes to mind, but it's just one of many)
- Vehicle availability (nothing like respawning and finding no cars, with the closest spawn being at 100m)
- Random vehicles based on instances (depending on your instances the same mission might require you to deliver a Vegas or a Cisco, each one having a different approach)
- Influence from outside players (being pushed by cars, someone blowing up your cover item, being killed by or as a Bounty, and the list doesn't stop here)
- RNGJesus weapon accuracy (self explanatory... I'm all for making the first bullet of each burst being pinpoint)
For a game to be competitive, matches must exist in a vacuum where players have complete control over what happens, random elements are the complete opposite of this, and the resulting mahyem is what makes APB ultra-casual, as you might be doing your best at winning but your efforts might be invalidated by something you have no control on.
Also yeah, missions badly need a complete revamp, or a rebalance at least. The second should be pretty easy, since everything they need is already in, they just need to change the mission flow to involve both Crims and Enfs in a more active way (i.e. switching attack and defense more often)
Ideally we should get a more 'freeway' mission flow to keep things interesting (i.e. if defenders win the first phase go to A, otherwise go to B, or a Phase Point system where both factions are given the same target and the end result of the mission is based on whoever won most phases), but that would require not only to redesign missions from scratch, but also to completely rewrite the system.- 2
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18 minutes ago, DominationBaby said:We need are Vote for mission balancing! This are good idea to push Apb Reloaded forward to are competitive game!
- Objective location and type (picking up an item on the street is one thing, delivering multiple PCs to the top of the mall in Waterfront, well...)
- Unbalanced locations (the roof on top of Double B's subway station comes to mind, but it's just one of many)
- Vehicle availability (nothing like respawning and finding no cars, with the closest spawn being at 100m)
- Random vehicles based on instances (depending on your instances the same mission might require you to deliver a Vegas or a Cisco, each one having a different approach)
- Influence from outside players (being pushed by cars, someone blowing up your cover item, being killed by or as a Bounty, and the list doesn't stop here)
- RNGJesus weapon accuracy (self explanatory... I'm all for making the first bullet of each burst being pinpoint)
For a game to be competitive, matches must exist in a vacuum where players have complete control over what happens, random elements are the complete opposite of this, and the resulting mahyem is what makes APB ultra-casual, as you might be doing your best at winning but your efforts might be invalidated by something you have no control on.
An idea to possibly make Reaper viable
in General Discussion Archive
Posted · Edited by Rikard86
In RTW times and in early G1 beta all guns produced tracer effects when firing. This made it easier for people to identify where they where being shot from (really useful in case of snipers) and gave silenced weapons a proper reason to be used over unsilenced counterparts since they produced no tracers.
The feature got broken along the development and up to today still hasn't been restored.