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Siamsol

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Everything posted by Siamsol

  1. On the Oscar, CJ does almost nothing. On the OBIR though, CJ3 is noticeable. What CJ3 does for the OBIR is that it keeps your shots tighter together: the bullets coming out just a bit sooner means that spread has less time to accumulate, since spread is not applied instantly/evenly. The end result is that your second and third rounds in a burst are more true to the center of your aim, actually increasing mid-burst accuracy. For an example, look at CJ3 on other weapons, such as the N-Tec. If you fire the gun full-auto, you'll notice that CJ3 allows you to get a bit more accuracy on the second and third rounds fired, almost enabling a sort of burst-fire strategy. That's for that very same reason: you're firing the next bullet before the spread has completely applied. This is noticeable with the OBIR if you pay close attention, and it actually makes a large difference at longer ranges. Now, CJ as a whole is seen as a TTK-lowering mod, so when people see it not lowering TTK on burst rifles, they think it's pointless. It's odd that CJ affects burst accuracy in burst guns instead of TTK, but in my opinion it is a very important effect. The issue of CJ not having a downside on burst rifles remains, but rest assured that it does currently make them stronger. In fact, I refuse to run OBIR without CJ - IR is nice and all, but if I miss a bullet because of the burst spread, I've gained nothing with the increased range. If this mid-burst speed/accuracy change stayed alongside a TTK drop, I wouldn't mind (well, except for OBIR already two-shotting fragile at 0.45s, and lowered burst interval makes that even quicker), but please don't remove the mid-burst fire interval buff. If it were ever changed, I'd still want some way to have that burst modifier, since I really do find it so useful. ------------ EDIT: To be more clear, I want to respond to these two suggestions: 1. Decrease the time between bursts, but slightly increase fire interval. This would completely destroy what CJ is currently good for. I thoroughly disagree with this change, unless the fire interval buff is put onto another mod (unique to bursts or not). 2. Decrease the time between bursts, but slightly increase per shot modifier. This makes sense in keeping with CJ's theme, but this also destroys the upside of CJ that I've explained. Again, I either disagree or want the fire interval change on a different mod.
  2. I'm wondering if LO factors fragile into their ideas of proper weapon balance. They nerfed the Strife so it couldn't one-shot fragile, yet they upped the Shredder to the point where a 2-shot on fragile is almost guaranteed. Before these shotgun changes, one of the most dangerous guns versus fragile was the OBIR, with its 0.45s burst interval and dying in only 2 bursts. With the shotgun consistency change, Shredder getting both a damage increase AND a rate of fire increase is inane. Previously, it would take 0.42s with high accuracy requirements to 2-shot fragile. Yet now the damage is high enough that it's extremely easy to deal >860 damage compared to before, and it happens in only 0.37s. Shredder now tops OBIR for killing fragile almost instantly, easily offsetting the Yukon bug-fix. In my opinion for fragile to be an actual choice, dying to a primary weapon in 0.37s is unacceptable. There's no counter-play there, even with Shredder's range or damage nerfed slightly. I think the rate of fire should be reversed in whatever post-shotgun-patch you test, else it becomes very problematic for fragile. I can deal with getting two-shot since that's the price I pay, but not with TTK creep being added. And yes, I know everyone is going to comment about fragile being a joke. The meta is CA3 and nothing but CA3. I've been using fragile since it released, and I think it is undervalued - it gives opportunities for flanking, dodging shots, faster corner peeking, stacks with epinephrine, doesn't nullify med-spray like CA3, and doesn't suffer from the insanely high time to full-heal that CA3 does. You'd be surprised what you can pull off with it. Even if you think it's a joke, having the lowest TTK on fragile upset by 20% is a huge change - and that's while classifying it as a fragile counter-pick and not a normal gun.
  3. In my opinion from 2,500 hours of play, nearly every F2P gun in the game is more or less balanced if you ignore the existence of the N-Tec. The only class-wide exceptions are shotguns (which is more an issue of pellet hit registration occurring over multiple server ticks) and HVR CQC (fixed now). Hell, I don't even think N-Tec really needs a nerf. Shotguns as they are now could use to have their damage scaling reduced, they're a bit too consistent. That, and the Shredder is completely broken OP. Other than that, it would be worth revisiting shotguns when the servers handle shotgun registration better. But really, any change is worth trying as long as APB's medium TTK is never lowered. I think LO knows this, because they're trying their best to not touch TTK while changing consistency of guns, and I hope that stays. Too many medium TTK games gradually shift lower because it appeals more to casual audiences (recent examples: Paladins, Dirty Bomb), and I hope LO doesn't fall into that trap. I'm already seeing people start saying "Wow the game is so much more fast-paced and fun now! You sprint around and get quick kills and get to objective so fast!" and it would worry me if they take that without a grain of salt.
  4. Server has gotten to the point where >50% of my inputs get messed up. Running in a straight line warps every couple seconds, lean inputs don't register or I get stuck in lean, shots completely going through people, randomly teleporting off ledges, vehicles lock up every few seconds, etc. Best part is that it seems to affect people inconsistently - it isn't the whole server lagging at once, each player experiences their own uniquely timed problems. LO, please revert whatever netcode changes you did in the patch. It has completely broken the game. I cannot play until it gets fixed.
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