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  1. Thanks again to everyone that participated in the Weapon Prototype A testing on Friday. It was incredibly useful getting to play against you all and getting a feel for how the weapon balance worked in a live environment.The hands on experience and your feedback, along with the data gathered, will help us make further changes. Below are the exact balance changes that are in the Prototype environments. If you've been keeping track of the OTW changes, these will be fairly familiar to you, though there are a few changes. We also are aware that the PvP unlock that's in the Weapon Prototype districts are not really suited to large scale playtests (it's in there to help testing with small player counts). We'll switch it off for later tests. Assault Rifles In general. 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: ATAC, COBR-A, FAR, Raptor, S1-FA, STAR. The AR-97 'Misery' has been switched to use the long-range AR ranges. NTEC 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). 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. 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. 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 (note that this has the side-affect of increasing their total damage, this isn't a buff when you consider the 2-shot requirement goes up). Strife Test A - Total Damage increased to 931, 2-shot pellet count changed to 11 from 9 (Reduces Pellet Scale to 0.926 from 0.933). CSG Test A - 2-shot pellet count reduced to 16 (from 13) (Damage 40 from 70, Scale 0.97 from 0.9). Fire Rate down to 0.77 (from 0.68). JG Test A - 2-shot pellet count reduced to 7 (from 6) (Damage 85 from 140, Scale 0.95 from 0.82). Fire Rate down to 0.73 (from 0.68) Shredder Test A - 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 a step too far. SMGs 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. Test A - 0.095 fire interval (from 0.092). Accuracy stats adjusted so that it's the same as the faster fire rate. Test B - 0.098 fire interval (from 0.092, very close to its old 0.1 fire rate). Accuracy stats adjusted so that it's the same as the faster fire rate. Note: In some cases where weapons that are derivatives (such as the Whisper), they use the stats from the base weapon for initial testing, so don't worry; we're not planning on removing their unique features, it's purely to avoid data-duplication while tweaking. Looking forward to hearing your feedback from the playtest .
  2. Hey all, here are the changes we've made to balance in the 1.19.6 patch. New Weapon - Showstopper The showstopper is colby's newest sidearm, a revolver firing shotgun shells that reloads a shell at a time. This is a close-range weapon that can devastate a target point blank or finish off wounded stragglers. The Showstopper is currently available through Joker Distribution and will be making its way to Armas soon. Shotgun Changes Shotguns now deal more damage with the first pellets per shell that hit the target. The amount of front-loaded damage varies based on shotguns, and provides shotguns more consistency, as you can partially hit a target and still do considerable damage. This also requires us reducing the range of shotguns in order to stop them doing extreme damage outside of those ranges. These changes are (old values in brackets) : SG-21 'Strife' : Initial Damage 80 (45), Damage Total 858 (945) Range 7.5-15m (15-25) CSG : Initial Damage 70 (31), Damage Total 614 (651), Range 10-20m (20-40) DOW : Initial Damage 80 (41), Damage Total 471 (492) JG : Initial Damage 140 (66), Damage Total 700 (792), Range 10-20m (20-30) NFAS : Initial Damage 80 (41), Damage Total 381 (492), Range 10-20m (20-30) NFAS-Ogre : Initial Damage 50 (41), Damage Total 432 (492), Damage Total Range 10-20m (20-30) Shredder : Initial Damage 100 (49), Damage Total 482 (441), Fire Interval 0.37 (0.42), Range 25-45m (20-40) HVR Changes The HVR now has a reduced damage when firing with low accuracy. When accuracy is at unaimed accuracy or lower, you now do 280 damage. This increases up to fully accurate, where you do 850 damage. This helps us reduce quick-shooting and lucky hits from the hip at point blank range. Other Weapon Balance Changes AR97 'Misery' - Increase damage to 240 (from 200), Decrease recovery delay to 0.25 (from 0.58). This improves tap fire ability significantly. Decrease increment of Yaw Recoil Curve, meaning it ramps up less harshly. Removed minimum yaw recoil. Should now recoil more gently right and left. COBR-A - Removed Accuracy curve completely, using linear drop instead, Recovery Delay of 0.204. Recovery Per Second of 9.5. Removed minimum yaw recoil. Should now recoil more gently right and left. ISSR-a - Lower recovery delay to 0.335 (from 0.35) SWARM - Reduced horizontal recoil by 33%., Double recoil time to 20ms (from 10). Given the fire rate is 18ms this means that the gun never stops recoiling when you're firing full auto, making for a smoother, less jarring recoil., Walk Modifier 1.75 (7), Accuracy Cooldown 30 (20). SBSR (Rifle) - Gives it a unique recoil pattern that's significantly less harsh than the sniper variant. Base recoil halved to 1000 (from 2000) H-9 'Curse' - New Recoil Pattern. Same vertical recoil as before, but significantly reduced horizontal recoil (-35 to 23 from -118 to 118, now pulls slightly to the left). S-247 'Oblivion' - Walk modifier set to 0.25 (from 3), Accuracy Cooldown to 30 (from 20 default), Resupplies 10 rounds at a time (up from 5), Can now switch weapon during refire timer, Increased Damage to 325 (from 285), Decreased Reload time to 2.75s (from 3.2s). NCR-762 - Switched Crosshair. Uses existing assets but simplifies, stops overlap and removes top and bottom elements. Remove Movement Accuracy Recovery curve. Adjusted recovery rates and overall shot modifier caps to compensate. Will now never get more than 1-shot's worth of recoil away from full accuracy. Significantly increased the effect of the pershot modifier reduction as you fire. Increased Fire Rate to 0.735 (from 0.77). STAR 556 'LCR' - Fire Interval 0.27 (from 0.32). PerShotModifier 0.525 (from 6). Scoped Ntec / Ntec 7 - now correctly uses the scoped assault rifle effective range. Rifling Changed downside to... - Reduces Fire Rate by 6, 12, 18% (ranks 1, 2, 3 respectively). This change also affects burst interval. Increases upside to +3, +6, +9m range (from +3,5,7). We understand this is quite a controversial change, but felt it necessary as rifling didn't have much of a downside, resulting in a lot of weapons being forced out of their niche by weapons that should be lesser ranged. This provides players the ability to make their assault rifle act more like a rifle (for instance) but at more of a cost to its close range effectiveness. The fire rate decrease can even be seen as a buff in certain situations as it forces a level of fire rate control you would otherwise have to do manually. Naturally we'll keep an eye on this and tweak further if necessary (and will be reviewing all preset guns with rifling). Joker Distribution A number of weapons have been added to the Joker Store. These are: AR-97 'Misery' JT1 AR-97 'Misery' JT3 FAR 'Vanguard' JT1 FAR 'Vanguard' JT3 Raptor 45 'Hawk' JT1 Raptor 45 'Hawk' JT3 AMG-556 'Stheno' JT1 AMG-556 'Stheno' JT2 S1-TIC 'Rabid' JT1 S1-TIC 'Rabid' JT3 SWARM 'Killer Bee' JT1 SWARM 'Killer Bee' JT3 R-2 'Harbinger' JT Showstopper JT SBSR 'Coroner' JT1 SBSR 'Coroner' JT3 SG-21 'Strife' JT1 SG-21 'Strife' JT3 H-9 'Curse' JT1 H-9 'Curse' JT3 S1-NA 'Manic' JT1 S1-NA 'Manic' JT3 S-247 'Oblivion' JT1 S-247 'Oblivion' JT3 SBSR 'IRS' JT1 SBSR 'IRS' JT3 Adjusted cash requirements for the following weapons: N-SSW 74 JT1, N-SSW 74 JT3, STAR 556 'LCR' JT1 Other Changes Added increased fire rate description to Double-Drum mag modification (purely a text change). Fixed bug with 'Yukon' Mountie variant that allowed it to fire incredibly fast from the hip.
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