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Everything posted by Rikard86
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Scrollwheeling with a free-scroll mouse is a surefire way to get your semiauto to always fire at max bloom, might work at extreme close range but if you fire at anything past arm distance it's a gamble. Also once you start firing you can't stop until your game decides so so you waste bullet and risk accidentally hitting your teammates. Normal scrollwheeling, on the other hand, is pretty awkward.
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They changed the /who chat command to show only nearby players as opposed to everyone in the district.
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Balanced Shotguns: how are they?
Rikard86 replied to TheFakestOfFakeGolds's topic in General Discussion Archive
I found out that shotguns (and shotgun users) react very bad to percs, since they completely negate their cover advantage. But yeah, shotguns are supposed to be good at CQC, so it doesn't make sense to complain about that aspect. What is worth complaining about is that partial hits are often hard enough to barely 2-shot you, meaning that you take one shot and think you just got grazed, then the second shell comes in and BAM you're dead. Opposite is also true, you think you scratched your opponent, somebody finishes them off, and you find out that you dealt them over 500 damage. That's very misleading and gives the impression of a luck based weapon, which is infuriating. The pellet mechanic has to be tuned so that damage is more evenly spread, because dealing 80% of your max damage by hitting 50% of your pellets is wrong. That, and out of range kills. -
Slap HS3 and IR3 on the Euryale for a laserbeam with a still pretty good TTK.
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Wake me up when this JG / Shredder meta is over
Rikard86 replied to CookiePuss's topic in General Discussion Archive
Shotguns are supposed to be good at close range, and that's where they are now, all that's left is to finetune the results so that they don't completely overshadow SMGs. Shredder is bonkers tho. -
Can we make APB more newbie friendly?
Rikard86 replied to foolish ninja's topic in General Discussion Archive
Districts should be rebuilt from the ground up to handle more than 100 players, starting from map design. You know how chaotic it gets when two separate missions take place at the same spot, right? Raising the population cap to even a fraction of the number you suggest would either turn it into a very common occurrance or force the game to start picking unfun spots a lot more often in order to avoid overlap (ex. Simon Tran's old location, that corridor in Waterfront with the two ladders going up, the roof behind Double-B), not that it will help, because the higher the player count the more likely it will be for missions to overlap either way even on those spots for maximum crapping power. Not to mention that spots where people usually converge would be come very unpleasant to navigate through (the gas station in front of the Blades Hotel in Waterfront, for example). What we need is a way for the game to tell apart players who spent 1600+ hours on the game from players who just started, and segregation by Threat Level alone clearly isn't cutting it. Throwing everyone into a big pot and let matchmaking decide wouldn't either. -
Can we make APB more newbie friendly?
Rikard86 replied to foolish ninja's topic in General Discussion Archive
To be fair, it's more fair to kick somebody's patootie in 5 minutes and move on than dragging their face on the floor for 20 minutes, letting them finish the objective in time just to "be nice" while you're actually prolonguing the slaughter, maybe even letting them win as a "token of good sportmanship". Anyway, going down in threat upon losing is necessary - imagine coming out as a Gold after your Trainee period and being locked into Silver+ districts forever, I seriously doubt anybody with a brain would appreciate being stuck playing people way above their skill level with no chance of going back to a lower district, they'd just quit after realizing they have no chance against better equipped, more skilled players. That's why segregation should not be based on Threat, but on how long you've been playing the game instead. -
Will LO Make JMBs Fairer For The Players?
Rikard86 replied to Darkzero3802's topic in General Discussion Archive
Bad: raise the win percentage of legendary guns. Good: change the lower rarity prizes so that players don't feel like they're being ripped off. Suggestions include Joker Tickets (10 = green, 25 = blue, 50= purple), permanent lower rarity weapons (0 slot = blue, 1 slot = purple, tradable), timed R>195 mods for characters, vehicles and weapons (blue prize, useful for those who are still leveling their characters). because let's face it, the frustrating thing about Joker Boxes is being flooded by 3-days weapons -
Can we make APB more newbie friendly?
Rikard86 replied to foolish ninja's topic in General Discussion Archive
Districts should be segregated by rank, not threat level - ex. R < 100, R < 195, R > 195, with of course a "free" district where you can challenge other players regardless of your rank. Rank to be calculated across all characters in your account by the way, not a single character (a player with a character over 200 making a new toon will be forced to play in R > 195 or Free). People will of course flock the Free channels to get more variety but that way newbies have a safe haven to learn the ropes against other newbies before gradually moving up. And permanent weapons could be the biggest money/time sink ever if they made it like RTW 3-slotters. APB$1M *and* 10,000 kills with a weapon class for a single weapon is enough of a daunting task to make people consider buying permanent account bounds, not to mention that if they want the same weapon on a different character they'd have to do it again every time. -
1.19.6 Weekend Follow Up and next steps
Rikard86 replied to MattScott's topic in General Discussion Archive
If this is gonna be a thing it should be changed that only your loadouts are available during missions. Else they seem kinda useless as you can already switch hella fast using ammo boxes. New orange mod: Second Carry - Setup two different loadouts at a Joker Machine - Using the mod will have your character deploy their box and switch between the two loadouts without bringing up the Inventory screen. Switch is 50% faster than normal, the downside is that you are limited to those two loadouts unless you're at Joker Machine (other people's suppliers, car spawners and mailboxes don't work), which will replace your current loadout. -
I've dealt some apparently very bad partial hits with JG (target partly hidden behind cover or slightly off crosshair) only to earn score in the 60s range when somebody finishes off my work. It's wrong. On top of that, the Shredder is completely bonkers right now, it pretty much operates at Carbine range with no downsides and if you put IR3 on it you can compete with rifles.
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Weapon Balance OTW Tweaks - E Testing Values
Rikard86 replied to Beastie's topic in General Discussion Archive
Yeah, that's pretty much what I figured was gonna happen, holy crap. -
Weapon Balance OTW Tweaks - E Testing Values
Rikard86 replied to Beastie's topic in General Discussion Archive
My personal fear is that the range increase along with the fire rate reduction will turn N-TEC into a mid-long range full auto laserbeam rivaling the Obeya/OBIR. And well, I agree with the general sentiment that the previous downside was literally nonexistent, *nobody* fired IR weapons full auto.