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Everything posted by Rikard86
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RFP's point is that for being slightly harder to use up close than most pistols (semiauto, long time between bursts, long TTK) you get a better mid range alternative, so in this case the 40m range makes sense. The problem is that it bleeds too easily into higher ranges thanks to the high per burst damage, not to mention that it makes it a really strong finisher in close range as you just need to shove it into the opponent's mouth for an instant 400 damage spike. Nerfing damage would fix both of those issues.
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Don't you get cars and weapons with the pack, usually? But yeah, it's kinda weird. This would make sense if these were 'daily deals' or something, but right now the only advantage you get over buying individual items is that you can't get a whole pack by buying items separately.
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Make the JT Coywolf customizable
Rikard86 replied to sakafiskafnjak's topic in General Discussion Archive
I don't know, but the red bumper thing has been bothering me too. But yeah, it would be a good idea to have a customizable version of the Coywolf with open slots and no kit at Joker Distribution, paralleling the Firebomb and the 4X4 Vegas. Maybe also giving the Remus and the Romulus a decent paint job instead of a solid color so they're a bit more unique. Making them a bit cheaper wouldn't hurt since they're also not a top tier vehicle. It's not like doing this will hinder the sales of the Armas version, since the Veo kit is one of the most sought items. Maybe debundle it from the Coywolf itself so that players can choose between buying the kit and farming the car or buying the whole package and not only having the car straight away, but being allowed to have as many Coywolves as they want instead of farming 10k tickets every time (APB$150k/JT10K vs APB$1.5k) -
Just throwing this out from the original thread I posted it in so that it doesn't get buried. Right now the RFP is a pocket OBIR that is reliable from 5 up to 40m and still deals consistent damage further than that, thanks to the original 399 damage per burst - past 65m it hits for around 130 damage, which paired with the spot-on accuracy makes it a pretty hard weapon to outrange. My suggestion is simple: instead of acting on range or accuracy - which might impact the weapon too much and throw it out of its niche - nerf the damage so that it's a 9 bullet kill, with very little overkill (going from 133 per bullet to 112, meaning a 336 damage burst). TTK in its range will take a very negligible hit (going to 1.1s from 1.05s), but the lowered damage paired with the dropoff will make sure it requires additional bursts as soon as you shoot past its intented 40m range, reducing its potential as a mid-long range support and giving targets more time to fight back/look for cover.
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The scrub way to make symbols..
Rikard86 replied to bruised's topic in Social District (General Discussion)
I do it the opposite way: open an image viewer (ex. IrfanView), place the image roughly on the Symbol window and hook your opacity software to the image viewer, not on APB. Needs alt-tabbing to place symbols and check for position but it's a sure way to avoid the anticheat picking up your overlay. I use Vitrite for that btw. -
There is, it just says "your contact thinks you abandon too many missions" or something like that, and has you wait an extra minute or so if you do something like, abandoning 5 in a row. It's pretty useless.
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RFP always had good hipfiring, it was sprintfiring that was nerfed, but if you just ran while holding it always has had the same accuracy.
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It's a feature to prevent grouping up again with people such as dethreaters or teamkillers, but let's be frank, some people abuse it just so that they can play Defense only, and the instant somebody leaves the match it become a game of "last to quit gets stuck in a 1vs1". Imo a good idea would be to give it a cooldown, which would get reset after 2 minutes or after getting into an opposed mission, whichever comes first. In a Group situation, only the group leader has to enter the command, but the cooldown applies to all of the group. Also, it should have no cooldown if the player is the last on his team, allowing him to leave anytime to prevent 1vs1 scenarios. This way we keep a feature that is pretty vital to fair play without abusing it.
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@Lumshedens Even with a range nerf the RFP would still dominate mid range since it deals a lot of damage per burst, meaning that you can 3-burst enemies at assault rifle range and still deal good support damage spikes up to 60ish. Just act on damage instead, make it so that you need to land 9 bullets for a kill instead of 8 with very little overkill (340 per burst, ex.), wouldn't change the TTK by much under 40m but would require a lot more bullets and a bit more tracking once dropoff starts. that, or nerf marksmanship,but that's a bad idea.
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The Coywolf was made to make selling a Veo kit on Armas worth it.
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Spent the afternoon in the Testing Districts on Citadel, noticed that the only testing district with a decent enough population to actually play was only A. For the whole duration of my playing session, B was really low population. IMHO since the objective here is to gather data from actual kills, A and B should cycle between each other daily for the whole duration of the test on Live so that players can play with both versions of the weapons extensively. They should also have an incentive to equip weapons and mods that are actually under testing and actually play missions instead of just staying around the park shooting at each other with snipers.
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The Coywolf has an extremely low center of mass (doesn't flip unless it actually lands on its roof), is very stable, it's smaller than most cars, has 4 seats and the acceleration isn't as bad as you picture it, expecially in reverse. The selling point is that you can actually make a Veo Taxi disguised version that isn't a Veo.
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Good TTK Versatile Easy to use A weapon, to be properly balanced, should check two elements off this checklist. Most weapons in APB do, some even check only one. Shredder checks all three.
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Shotguns as a whole are already being looked at, there are some test districts on the live servers running the latest weapon balance patch and apparently they are back in line. Might give it a try whaddayaknow?
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And its top speed is slower than a regular Veo, meaning that any car except tank vehicles can easily catch up, at which point you're screwed.
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No, It means that you should reply or review 3 support tickets of 3 different people blatantly cheating on stream and not ignore them for 3 months. Are we talking about the same thing? Because I'm talking about automated cheat prevention, while you seem to have a bone to pick with the way support handles things instead.
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Open the apb section on twitch and take a look at a numerous part of triggerbotters just streaming themselves cheating. A step in the right direction does not mean our job is done and perfect. Right now they've taken care of the aimbot + wallhack combo which is the most disruptive of the bunch, there's still work to be done of course but it's far from being shittily implemented.
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Preventing cheaters from just dropping ten bucks on a cheat site to ride the the SHAWcopter already cuts off 95% of script kiddies, you can call it uneffective all you want but it's a huge step in the right direction.
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Until you get sniped by literally everyone every time you spawn. I remember that happening in DC Universe Online, you just pointed it out in factional chat and people would jump in and help. don't see it happening in APB tho.
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NTEC used to dominate at 10-70m, the only"safer" spots being extreme close up and sniper (with the first one still being a gamble). The 2015 Nerf made the situation a bit better, right now it's great at mid while just being passable pasf its range. it shouldn't get blown out of the water at the range it operates best by a shotgun of all things, tho.
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A fullauto, forgiving gun that is not affected by RNG spread and with barely any recoil, thus able to down opponents up to 1/3 of draw view and always hit min TTK by holding M1 is balanced, sure. I think the ATAC got nerfed for the same reason. But yeah, the actual problem with the Shredder is not that it's too strong by itself, it's that it's too strong compared to its competitors, since they either are RNG based (ATAC, STAR, Carbine), require tapfiring (NTEC) or precise timing (OSCAR) - basically, it's the easiest and most rewarding gun in the bunch, which straight up looks bad considering it's an item not unlockable via progression. Add the fact that most fights occur in that range and you can see where this is going. On top of that, most environments in APB are designed so that it's easier to get closer to your opponent by moving from cover to cover or rush them with cars than to get away and outrange them, which makes the most effective to counter the Shredder rushing them up in their face with another darn shotgun, which just makes it worse, since it makes the shotgun weapon class absolutely dominate from 0 to 30m.
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Joker Mystery Box - Considered gambling in Belgium
Rikard86 replied to Hexerin's topic in General Discussion Archive
APB depends a lot on the Loot boxes payment model, since it's a sure way to cover costs and make a profit when your playerbase is small but willing to spend money, and the reason why the current game balance does not heavily favor cash shop items. Most of the other models (cosmetic only, straight up sales) work only when your playerbase is much bigger. The game would not shut down overnight if JMBs were to be removed, of course, but I'm worried about what kind of power creep could seep info the game to force players to spend money costantly. Played a few other games where the meta shifted every few months into more powerful equipment to force people to throw money at the game or become useless, let me tell you it was not fun. -
That's when you perc
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Will LO Make JMBs Fairer For The Players?
Rikard86 replied to Darkzero3802's topic in General Discussion Archive
Open a certain number of JMBs, earn a Joker Token you can spend to redeem a weapon between a choice of three - an ARMAS only gun, a 3-slotter or a Legendary weapon, all permanent and mailable between your characters. The three redeemable weapons rotate weekly and both tokens and your JMB counter reset at each rotation, so you can't just hold onto your tokens indefinitely in hope that your favourite weapon eventually shows up or always be 1 JMB away from getting the next token. Seems like an OK idea to me imo.