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Everything posted by moxxichixx
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I am kind of sad that there is no sales on weapons...
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Hello Little Orbit, do you think we could get a new fight club map for the holidays? I am kinda of getting bored of doing the same old map everyday. A new place to farm eliminations for weapons roles would be awesome even if it is already part of financial or waterfront. It doesn't need to be a brand new map just a new area to fight on please, I don't know what content to do I feel like I done so much it is getting a bit boring. I am only logging to customize symbols for fun most of the time and wait for the Autumn Event at night on Jericho. Please Little Orbit, something new to do for holidays? owo
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bruh... you said it yourself 9pm pst. Thats like midnight
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Hello can we get RETIRED weapons back on armas for this sale? Those are gone forever right?
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Preview of Autumn Weapon Skin [images]
moxxichixx replied to moxxichixx's topic in General Discussion Archive
Yeah this screenshot is old as hell lol. When nano just came out the icon was white and they fixed it later on. -
(GAME) NEW consumables for the future? [list + icons]
moxxichixx replied to moxxichixx's topic in Game
Thank you for your feedback VickyFox! I see that the IMV cause many people to be septical about it. I'll admit maybe it would be hard to get used to at first but if the consumable isn't easy to always access it could perhaps be balanced and unique but I understand what you mean by it is pushing the boundaries. Also the radar beacon that I suggested doesn't do any hard damage, it is simply a Radar. You are right about the claymore but I was just suggesting that name because I know we can't always use the real names just like Ntec is not a AK-47 :P. Also there is a consumable that affect the character which is called Epinephrine Injector! Thank you again for the feedback thought I understand why the vial isn't the best idea... ^-^ -
RECAP for weapon damage modification. First of all, nerf OBIR damage per bullet from 16.5% to 15.4% (we don't want the weapon to kill anyone in 2 bursts making it 0.45sec ttk = too strong) Secondly make the red modification like below +8% weapon damage -5% fire rate -15% accuracy loss (inspired by heavy barrel) -25% effective range Unaffect Inverted Range Weapons (because Agrotech DMR or Volcano range is inverted making them more powerful at longer range)
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With all those numbers, I keep calculating with real stat from the game. 18% less fire rate makes it even since lets say a ATAC becomes a 7 shot weapon but to make it less aggresive we reduce fire rate speed. But BANNED might be right, we could still rework that 18% and make it a 8% perhaps. From 0.70sec ttk to 0.65sec ttk. Not that much but it still a 7 shot instead of 8 for a range of 37.5m of course. Still not beating OCA with CJ3 (0.60sec ttk | 30m range)
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Preview of Autumn Weapon Skin [images]
moxxichixx replied to moxxichixx's topic in General Discussion Archive
Oh wow, I didn't see that... thank you! -
we can tweak around that number easily?
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Hey all, here is my suggestion for more consumables that in my opinion could be added in APB. I like diversity and unique battles so I am suggesting more stuff to make the game more fun! I made a list under of what I would like to see in the future for when it comes to consumables so maybe more will be added. I made other threads about weapon mods and car mods. Please note that this thread is for consumables and not modifications. [Radar Beacon] Effects: Deploys a Radar Beacon Detects enemies within 10m Consumable appears on Radar of detected enemies This consumable is inspired by the modification for vehicles 'Mobile Radar Tower'. It would act the same way but instead it would be a deployable Radar Beacon that detects enemies for half of the range. Just like the satchel charge, it would take only one bullet to destroy it (and do no damage). Your location reveal could be crucial for the opposite team. [Poximity Mine] Effects: Deploys a Proximity Mine Detonates after 1.5s when enemies are within 5m Spots hostiles opponents caught in the blast radius for 3s. (inspired by flare ammo but I am not sure about adding this one...) Enemy players can see when they are tagged. Can be destroyed without causing explosive damage if the mine is shot at. Causes 30% health damage with very low hard damage* and a blast radius of 5m. *Satchel Charge already have a high amount of hard damage Since there is no mines in this game already I thought we could add them as consumable to make it easier. Carrying it like any medium item in game this consumable would be very good for flankers and to protect objectives in a mission. Having a delay on it before it detonate makes it more fair and balanced since this item doesn't fall in category of grenades. A small damage input would make it worthy for moments where it is crucial to have more defense than attack and lacking help of reinforcement. Perfect for narrow places packed with enemies! [Invisibility Mutagen Vial] Effects: +80% invisibility +300% footstep noises -20% health Appear on Radar of enemies within 10m Disables Player Name while active. Removes invisibility if damage is taken or the player fires a weapon. Invisibility duration could last up to 8 seconds. Inspired from the Epidemic Event for it's name, this vial will give the player a stealth advantage in fights at the cost of health and louder footstep noises. Removing the player name tag above their head makes it difficult for friendlies to notice if it is an ally or an enemy. Otherwise it is a great tool for stealth infiltration in missions but the enemies can detect you or hear you louder if you are too close to them making it more fair.
- 16 replies
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All explosive have 100% damage and it doesn't go above it. 8% damage wouldn't affect explosives weapon that much so it is not that much of a big deal if it reach 108% damage. About the damage ramp for Volcano you are right, I should rephrase it as any weapons with inverse drop-off like you said. For explosives weapons we could simply Reduces Explosive Weapons Radius by -1m but I don't think it is necessary since the point of this mod is to increase damage.
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RECAP for weapon damage modification. First of all, nerf OBIR damage per bullet from 16.5% to 15.4% +8% weapon damage -18% fire rate -25% effective range -25% accuracy loss (inspired by heavy barrel) Unaffect Agrotech DMR Range.
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Preview of Autumn Weapon Skin [images]
moxxichixx replied to moxxichixx's topic in General Discussion Archive
Nothing to brag about showing skin to others... what the fuck lol. -
I don't know if you guys can already see it somewhere but I am just posting here in-case you want to see what it looks like. I still prefer my Butcher weapon skin... it looks a lot better!
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You can still use a Ntec in CQC with RS3 and u can still hip fire it with HS3. Cooling jaacket also affect shotgun spread. Why not make a restriction for burts rifle... Idk how the magazine size should be affected when we talk about bullet damage. Trying to fit .45 into a NTEC magazine ? like wot... Nah. I would prefer having less accuracy when aiming and sprinting it would make it possible to still hit at least. Any weapon can still be used with less accuracy while running and less accuracy when aiming. Playing on ammo capacity would make it a blue mod and you can't do that if it affect damage. I also understand that the stats taken from orange mod could be a problem and we could work on it. I am just not sure a decrease on ammo capacity would work well. Perhaps a high recoil amount could fix that. *EDIT* Second thing I thought about... make a nerf to OBIR before adding that mod. Nerfing damage from 16.5% per bullet to 15.4% damage per bullet. It would make OBIR still 3 bursts to kill with/without that mod equipped.
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How about this... +8% weapon damage -18% fire rate -25% effective range Substantially decreases benefit of marksmanship mode Substantially decreases accuracy while running Unaffect Burst-Rifles. Overkill?
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Most recent modifications don't have different levels for mods. Example; muzzle break, tagger, high-magnification scope.
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still sounds balanced... 0.46s ttk to be exact but still its 40m and its the range of an OCA... lul who cares. Sounds good to me they still can make restrictions and tweak the mods so.
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Sounds good to me It used to one shot and I think it still does... so no big deal really
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Please read post before posting non-sense... Strife would not one shot anything since it got nerfed recently and the 8% wouldn't be enough to make it a one shot one kill just like HVR.
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From APB 2010 credit: Sung Savage 1 - Increases the damage done per round by 5% Savage 2 - Increases the damage done per round by 8% Savage 3 - Increases the damage done per round by 10%
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[Weapon Modification for Damage] Hey I am posting my suggestion here about new weapon mods I would like to see come out in the future for apb. I heard damage mods were part of APB in 2010 and was removed later on in APB Reloaded. Is there a chance we could see them appear again for future contacts unlocks? I would love to increase my weapon damage...at a cost of course! I thought about something that could maybe help is add minor dmg buff and reduce the range of the weapon by a good amount to make it fair Example: +8% weapon damage | -30% effective range The damage would be very good but considering the large amount of range loss it could make it lot more fair and a unique mod. Making it a RED modification so it doesn't combine with range mods and fire rate mods (since it would be too cheesy for combinations) [Vehicle Modification for Speed] I was wondering if we could add speed mods to the game since there isn't any and it could be a unique way to introduce a mod for vehicles which is rare usually. Just like the character modification "Fragile" the car mod for speed would have to decrease the car health pool in order to gain extra speed. Speed is always a crucial element when it comes to time and apb is should be all about action and wars right? Cars would be more "light weight" since they have "less protection/armor". Example: +6% max speed | +30% damage from weapons OR -12% max vehicle health This mod would come crucial for moments when you need time to reach an objective and it would be balanced by making the vehicle more weak and critical to weapons/damage. Making it a ORANGE mod would make it not compatible with other mods like "Nitro Booster" for top speed reasons [?] but I think it could also be great in as a GREEN mod because it is not an activating mod. Similar stats are seen on other modifications which means it could probably be easy to make? [?] Perhaps if the modification was GREEN instead of ORANGE it could work out well too since "Nitro Booster" only affect max speed when activated AND doesn't go above the speed cap (23 m/s). (inspirations) **EDIT** Probably going for green... [Vehicles Speed Cap] Would it also be possible to raise the speed limit on all cars by maybe 25%? Cars seems to be really slow in this game and time is crucial in this game due to the number of time we have to try to take an objective on foot and do tactics to reach it. To conclude I think those modification would be an nice addition in the future and could make gameplay more interesting and more diverse because I think apb is unique in the way things happens in combat. More scenario possible could make the game more interesting in my opinion. Thank you for reading! Please people don't consider those numbers like real ones I am just putting out what seems most logic but still I am not a developer I know that... (Sorry if I made any mistake in english)
- 35 replies
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- modifications
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Finally something about skills... everyone will be equal but my strenght will show to all... HAHAHAHAA!!!