sweetLemonade
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the issr-c kingdom is awful
sweetLemonade replied to Reprimand's topic in Social District (General Discussion)
The OP of this thread seems to be someone with their mechanical skill in the lower than average region of the normal distribution curve of skill in this game. The ISSR-C is a monster in it's range and dare I say it's one of the best guns in the game right now. They seemingly decided to mix short TTK (<0,8s) with high ADS accuracy and no movement penalty while in ADS. I wouldn't mind the accuracy concept of the ISSR-C while in ADS be implemented across all guns, but mixing both concepts together in a single gun is a recipe for disaster. Especially considering the fact that other guns don't come close to the level of accuracy you can get with the gun while ADS. It's as if one is playing a whole different game compared to everyone else while using it. -
This is just one of many moves they've done, while being clearly opposed to prior to it. More examples include: - Bringing a (1-)slotted CSG (for a limited time!) to the game, - Making a 2STK Jumpshooting weapon (VBR Enchantress), - Adding secondaries with lvl 3 mods (hard to balance) or any kind of mods (cant think of anything else anymore) The game is too dead for anyone to care about this, everyone is waiting for it's end.
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Mobilize AMA with Matt!
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
"We all need to have faith in the anti-cheat, because it's just #1. You know, it's a competitive game. Anything that affects those matches has to be our top priority" (c) MattScott, Dec 2024 AMA (@ 00:05:35) Order of priority: - More Anti-Cheat work - More Matchmaking work (they're moving to "instancing" / "phasing") - A little bit of mission work (@ 00:43:20) - PvE (tutorial district, won't happen before Easter) district ("Redhill will better suited for new district" @ 00:49:17) - examples: mission against bots, common enemy, technological elements,... - Next big patch will include 2 new contacts (around Easter), cross-world matchmaking & "some more content behind those contacts" & "other things we're working on" They'll edit contacts which are in-files already and re-release them "way, way cooler" (@ 00:48:30) The two new contacts won't be Redhill and they're Matt's favourite contacts in the game "which are thrown away and underutilized" Small tidbits: Game will come to Epic Games Store "soon" (@ 00:06:13) CQC will get looked at "soon" (@ 00:11:00) Car "teleport" will get nerfed by adding a delay, it's "on their list" (@ 00:12:02) Clan system & player (monthly) leaderboards talk (@ 00:16:50) Private district talk (@ 00:19:00) NA-East server talk (@ 00:29:35) "New district & some other stuff" will happen afterwards - post Easter (inventory, more than 100 layers, music studio was mentioned as post-easter as well, "possibly even post that patch") (@ 00:57:15) EMP was created for RIOT and will release for the next big patch. (@ 00:55:30) A new login screen is "very low priority" "Hairstyles are tricky...and a bit lower on the list" (@ 01:02:43) Plans to make a "Disable Garbage Collection" option in settings. "The more modern way technique is gonna be doing it in another thread" (@ 01:09:00) High frame-rate slide issue is "an artifact of framerate and animation timing" and it's "fixable but sorta low on the priority right now" (@ 01:12:50) HUD glitch is "sky-high priority and is on their radar" (@01:13:25) Mouse-sensitivity issue - is completely unknown to them (don't expect anything from it) (@01:14:04) More vehicle mods will be coming, according to Frosi Spawn points are "high on their priority" and work was started on it but got sidelined for anti-cheat (@01:18:20) Melee weapons won't happen. (@01:22:32) Login rewards & gifting system mentioned but not elaborated on. (@ 01:32:00) Personal comments: The fact the sliding bug & GC being something which are low priority is... very sad, considering the statement at the top. Not to mention the fact that they're completely unaware of the mouse sensitivity issues this game has. (IT NEEDS A SEPARATE THREAD AS WELL) EMP Grenades will break the game, both in balancing & in it's performance impact on the client. Just look at the Flare Gun, the particles are mega FPS bombs. Very similar to last AMA in the end... -
Mobilize AMA with Matt!
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
Hitreg is fixed by playing the most accurate guns in Marksmanship mode such as the Scout (with HS3), ISSR-B, Oblivion, Coroner and hoping the server will register shots. Oh, and increasing server tickrate would help tremendously. -
12/18 Version 1.32 'Mobilize'
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
I'm not sure that we're playing the same game. You have to be standing still or crouched to have usable accuracy in hipfire. This is akin to any non-CQC gun in this game apart from obvious outliers such as the ISSR-B, Oblivion, Coroner Are you referring to the fact you don't gain bullet spread when bursting someone while you're stationary? Adding more bullet spread to hipfire won't solve what you're trying to achieve. The jump accuracy is still less than clearly superior guns at the moment and I sincerely don't see why it's an issue. This is a completely different topic. This is a issue of the underlying game design (short interval TTK & low character health, inseparable variables) than anything else. Increasing it's equip delay won't solve the issue it has, it will only make the gun feel clunkier (as seen with similar nerfs throughout the years) All heavy-hitting guns suffer from the same issue you're referring to (tag & finish off with pistol scenario) -
12/18 Version 1.32 'Mobilize'
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
it has a 1.2s TTK mate... If you die by an OBIR in CQC, then it's purely a skill issue. ^ two examples of people who don't understand that: Close-Quarter-Combat Guns Are Supposed To Be Good In.... close quarters. The Whisper has a 50m range fyi. -
12/18 Version 1.32 'Mobilize'
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
I'm under the impression that segmenting updates in chunks every few weeks is not a sustainable way to balance a dying game. This is a live-service with 300 pop, drastic changes are necessary. The game designer is a person with 10 years of experience in this game. One can easily pinpoint the big hotspots the game has in terms of game design. Just look at them basically copy-pasting a previous event (look at post above). I can think of a more creative event on the spot without the need for duplication due to lack of means / creativity: A melee-only candy cane Beacon event game. -
12/18 Version 1.32 'Mobilize'
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
The "Redhill Experiments...?" and "Prototype Testing Grounds" events are ENTIRELY IDENTICAL in essence. Did you have any testers to tell you this? What is this absurdity? No, it's not fun to play in a 1STK weapons in a (smaller) district in which you stutter every second from unoptimized particles. Everytime I play the STAR 'Deadeye' and PMG-SD 'Staple Gun', I get reminded how bad almost every gun is in this game. In terms of accuracy numbers (disregard TTK), the no-accuracy penalty from movement and MM_Mod ~0 on them are amazing. Now imagine that, ~0.9 - 1.1s TTK and the return of sprintshooting? Amazing. I forgot how great sprintshooting is in closing in on corners when someone is holding you. No wonder it was a mechanic that was a thing since RTW days. It was there for a reason, to balance out pushing people pixel-peeping you from corners. Longer TTK was also a thing cause of the situation above. I will say, however, the OSCAR Bricklayer's FoV when in marksmanship mode is FANTASTIC. Playing around with FoV as the main differentiator between Hunting Sight (IT SHOULD NOT AFFECT THE MM MODIFIER) levels is how it should be done. -
12/18 Version 1.32 'Mobilize'
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
I sincerely don't understand why it took you so long to nerf the OBIR's damage, when it has been a talking point for quite some time amongst lesser skilled players? Neither do I understand the reason for nerfing the M1922's and Coroner's range, when the whisper has a 50m range? You're adjusting the wrong statistics. Do any of the "testers" and main game designer (who is considered a "veteran player") play this game at all? All of these weapon changes you've done for the past few months could've be done in a single patch, I don't understand the reason to be splitting them up into pieces every 2 weeks. The experience is present, but apparently the foresight as to what to do isn't? When on the topic of the joker store: Can we get a 4-slotted skinnable Coywolf for Joker Tickets, along with all the other missing items (such as the Beret or other clothing items from Armas) from there? This is such a trivial addition and there's no reason it's taking so long. Oh, and I'm gonna start the trend already. #RevertBackToOldDispatchSystem #AbolishCDMM -
Preview from Matt: Christmas Sale 2024
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
That is your definition, the game does not use these terms from my understanding. What you're referring to as "Spread" is actually the following: x = Accuracy Radius at 10m * Marksman Modifier I agree with you on this, this is a big nuisance on all guns. What you're referring to as "bloom" (the word is used in context of the visual effect originally) is actually called bullet spread (this is the unified term for the area of a cone's base where the bullet object can hit, reliant upon a randomized number generator algorithm) I personally think bullet spread shouldn't exist in Marksmanship Mode in any way, only in hipfire. (something akin to the PMG-SD 'Staple Gun', but only applied to MM mode) Bullet spread is a way to elongate short TTK games, it is not a mechanic meant to catter mechanically good players. -
Preview from Matt: Christmas Sale 2024
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
Hope you understand that the game is "kovaaks reloaded" already when you use the ISSR-B, ISSR-C, Coroner, Scout, Oblivion. OBIR & ISSR-A (less so) are strong contenders to the list. They show clear superiority over other guns precisely due to that aspect, having only your aim / mechanical skill be the decisive factor in battles. Exactly how it should be. "Bloom" is a improper term to describe this. It's bullet spread. I never meant removing bullet spread entirely, this seems to be a misunderstanding. I only want it eliminated when in MM mode (mm modifier = 0), while also eliminating movement spread penalties (walk modifier=1) from all guns. This, in turn, would also buff Mobility Sling indirectly. It would be a more viable choice on most guns. It would also help out new-players tremendously, who complain about guns "feeling completely different with mods" There are a multitude of practical benefits to balancing around weapon instead of modifications. Keeping bullet spread is "fine" when you hipfire. You can also sprinkle in recoil (even though I'm against both aforementioned ways of balancing) and mess with ranges (while removing mods which affect range & ttk) to properly balance weapons out. This is the only way forward. Qwentle's weapon design philosophy has died. It had 12 years to stand the test of time and it failed, the current population is the best showcase how "good" it was. Whoever tries to dwell onto it, as seen with Frosi's recent attempts to reinvoke nostalgia by reverting to stats similar to early 2013 G1 APB, has completely misinterpreted the problem at hand. -
Mobilize AMA with Matt!
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
Gonna repost my old one, since in the last AMA, Matt ignored it completely (I wonder why...) A few more: 1.) All equipment slots unlocked, when? 2.) What happened to 2019's EMP grenades? Will you consider some of these grenades in the picture? 3.) When will there be a casual & competitive queue, to separate the game into their respective communities? 4.) Account-bound Coywolf, when? 5.) Debundling clothing items & weapons stuck in bundle/pack hell, when? 6.) Bombing mission final stage, why is it not more common? Will we get a fix for this? Missions as a whole need a overhaul 7.) Are there plans on changing out mission selection in Fight Club to Capture Point only? Kill missions have no place there. 8.) Will you make consumables permanent already? They're a APB $ sink hole. 9.) Can we get the missing kiosks in Social already? 10.) Can we get Parka Hoodie Down in Live and all the missing Innova items? It's a 300 pop game... -
Preview from Matt: Christmas Sale 2024
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
I'd agree with this, if it weren't for the fact there's no accuracy to be fighting for on almost all guns (especially not without HS) A mod deciding whether you're accurate in ADS is completely ludicrous for a new player to swallow, let alone a veteran who wants to grind the game. What accuracy are you fighting for when using a FBW or Carbine in MM mode? In the live game, you're always relying on a ton of game-based RNG (cause there's no way to get in a state of perfect accuracy with 95% of guns) instead of relying on mostly real-life based factors (such as mechanical skill). Good game design will minimise the former, while incentivizing the latter as much as possible. This will lead to overall player satisfaction for both new-comers, good veterans players and worse players. Even OBIR & Obeya are irrelevant when you have the guns I've mentioned below, simply because their base accuracy in ADS is just leagues ahead with no movement penalty (which is good, its how the game is supposed to play imo. id rather see them balance around range & recoil than this) The addition of the ISSR-A, ISSR-B, ISSR-C, Oblivion, Coroner completely made all other guns irrelevant in their range classes, apart from 2STK ones (HVR due to high dmg, shotguns due to corner popping nature, scout cause it's a mobile cannon) as they're impossible to balance because they're 2STK. Don't get me started on the fact the ALIG is completely irrelevant with the addition of the SWARM (and the fact LRR makes all LMG's a 80m cannon), though that just ties in with the critique of weapon bloat. I'd rather have a consistent TTK experience at 0.9 - 1,1s (with suggestions I've mentioned in my post history) on all guns than this abomination we've had for years now. Even if they have to consider raising HP of characters to compensate (which would in turn make mods such as fragile, flak jacket and kevlar more viable), I'd call that a valueable trade-off. To be even more specific, I find these games to have good weapon balancing: Dirty Bomb, Apex Legends, Overwatch (there are a few problematic heroes however) They're just shooting themselves in the foot by adding even more weapons to the game, as mentioned already, instead of fixing the mess they've created with this new broken MM band-aid system, a broken renderer (causing sliding behavior >120fps in 2024 is unacceptable), a broken map (Waterfront), a broken UI (Scaleform & Kismet mess) and a broken mess of a TTK they're dealing with (thanks Qwentle) -
Preview from Matt: Christmas Sale 2024
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
So, another jumpshooting sniper to add. Now you have the ISSR-B, Oblivion, ISSR-C and the VBR 'Enchantress' which fit this criteria. I wonder if the lead developers play this game at all to realise that they're hiding low RNG / no RNG guns behind a pay wall? No, making HS a ""requirement"" doesn't balance this out. Make all guns behave like the ISSR-C 'Kingdom' in MM mode already, without requiring HS (it should change FoV only) To be specific: MM_Mod=0 && Walk_Mod=1 This is still a problem up to 30-40m with the Scout using HS, now it's just one more gun added to the list Dogear and Oblivion make it even easier. When will Frosi & co learn that bullet spread should not exist and longer TTK is the only saviour? I wonder... The game already forces a player into a longer TTK indirectly by "CONTROLLING THE SPREAD" -
Preview from Matt: Christmas 2024
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
I assume these are all done in Beacon? What are the exact weapon stats you're reverting to? Or perhaps a easier variant of the question, which year of the game's lifetime are you reverting back to? RTW or early G1 2012-13? Bringing back sprintshooting for a gungame is a interesting way to spice things up. Still short ttk though... -
Preview from Matt: Mobilize
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
If I understood the blog post correctly, you (indirectly) want to tackle the griefing problem with cross-district matchmaking? If so, that'll be great. However, this quoted line could be a big issue if this is enforced on everybody. I don't want to play against 150ms players personally, as with anybody who wants to play this game remotely serious. But I fear that this won't be a consideration for LO in any way, cause that's their way of solving the dying game population (as remarked by LilyRain) I do think there needs to be a bigger emphasis in more easy to-do things, which require basic changing lines in a file. I'll give you an easy one: There's absolutely 0 reason to play any gun in the game right now apart from the Scout, Coroner, Oblivion, all ISSR guns (especially ISSR-C). Why? Because they are the only 0 to none bullet spread guns in the entire game. The arguement of "BUH UH NTEC IS FASTER TTK" is also irrelevant since ISSR-C exists, which has no movement penalty in MM mode and has almost pixel-perfect total bullet spread regardless of firerate. All guns should behave akin to the mentioned guns above, it's ridiculous to implicitly enforce longer TTK by "SKILLFULLY CLICKING BETWEEN SHOTS" while not even having the base accuracy of the aforementioned guns. Why does this matter? Because this game is a TPS game and it's the only way to counter someone pixel-hugging you from a certain distance. You need accuracy & a longer TTK together, they come in a package together to form the bigger picture. The game ACTIVELY tries to harm any kind of incentive to grind it fully because of this. This was the main issue people had with the game for years now. Not cheaters, not content, but actual core gameplay foundations not being well-thought-out. Oh and the fact the server is stuck at these low tickrates doesn't help it either. I'd even go as far as increasing the overall character health of the game to 1500 or 1750. It would allow for more leeway for balancing the sheer amount of redundant guns you've brought into the game. Drastic changes are needed: - Mods that change TTK, range, rate of fire, MM accuracy should not exist (CJ3, IR3/LRR, HS3 - hs should only change FoV), - Vastly different sprint to run modifier is also just unnecessary bullet spread / randomness added to the game, - Slow crouch speed and the lack of any movement mechanics in fights completely make this game linear and boring. It's as bland as it gets. - MM modifier = 0 and elongating TTK to 0.9 - 1s range across all guns is a must, it would make the game playable. - Removing broken / redundant mission selection in districts (anything that isn't capture point or plant bomb on Fight Club is just ridiculous) - Balancing the broken spots in districts which have been an issue for years (roofs near the west side of Waterfront close to police station, German Fortress etc.) - Adding melee weapons or a melee attack (the animations are there, ever since blowtorch came out people have been wanting it. as easily seen with goomba stomping) Then you can worry about things such as UI unification (Kismet & Scaleform are still intertwined, opt for ImGui if any of those are an issue), tutorial, adding new game modes (a 5 vs 5 mode bomb plant mode, BR, PvE modes which you've seemingly been exploring for next set of contacts if I understood Matt correctly), a new map (the groundwork for Midtown has been done by forum members), clan war content Even trivial things such as finally adding the missing vending kiosks in Social's Gallery would be a welcome QoL addition to the game, or just unlocking all equipment slots. Why does it matter if cheaters realise they've been shadowbanned? Now that you mention it, it would be funny if they only apply cheat points to accounts in action districts... Can't wait for all the false bans in a 300 pop game, just because someone was mad over getting stomped by other players (indirectly just APB's RNG) ^_^ -
The health interface is not informative
sweetLemonade replied to Yapopal's topic in Social District (General Discussion)
I'm genuinely against addition of these health bars to shooter games, as it dumbs the game down tremendously. However, in APB, which doesn't claim to be a competitive shooter (look at Apex, they're "competitive" yet they added HUDs to much of the communities despise) I'd definitely make it a top priority QoL change (especially after they iron out the Kismet / Scaleform dilemma they currently have) -
11/05 UN-HALLOWEEN PATCH
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
The changes seem very mild, again. It seems the game designer is fearful of any meta-shaking changes, which is exactly what the game needs right now as it's plagued by being monotone. A few comments I can add to this week's patch: There seems to be a clear interest in making legendaries more desirable, which I'm all up for. - This will change Showstopper's total damage from 376 to 398, making it more consistent. I like the fact that 3 STK shotguns, like the Showstopper, exist and this should be the case with the JG and CSG as well. (which would lend well into increasing overall TTK of guns) Changing all 2-STK weapons (HVR's, JG, CSG) to 3-STK is how you balance them to be competitive and not game breaking in a third-person shooter, along with buffing accuracy (while in ADS, for example, by changing Marksman Modifier to 0 on all guns) of all guns so you have a way to counter / shoot at people with good corner-peeking mechanics much easier. Of course, this requires extending the TTK of the game slightly, but it would make a massive positive impact on the game mechanics. (Note: keep in mind, you can make them 3-STK by making 2 shots be heavy and 3rd one be the finishing blow, look below on how) When it comes to shotguns (total character health damage is 1000, for reference): JG (Live) is 756dmg to health per shot => lowering by 35% should make it 491dmg, making it much more playable. CSG (Live) is 651dmg to health per shot => lowering it by 35% should make it ~423dmg, perfect for 3-STK experience (note: changing fire interval will mess with muscle memory, refrain from touching) Scout should go back to 550 damage, or even 500 damage. (this in turn should make you nerf OBIR damage too, but there's a clear, adamant protector of the gun in the circles around the game designer so that proposition is in vain) For reference (drop-off ranges from the other secondary guns aka the range at which the curve of health damage reduction starts) : Showstopper 10m, FR0G - 12m, PDW - 25m, N-FA9, OCSP, SNR850 (Snub), OCA Nano, FBW - 30m, .45 AP - 35m, RFP, Mountie - 40m R-2 Harbringer - 50m, ACT44 - 60m, RSA - 70m I understand the thought pattern behind change, definitely welcoming addition. A few ideas I have in mind, perhaps you'll like them: - I think you should consider bumping the FBW to at least 37.5m and change up the FR0G's range to 30m. This will make them compete to the .45 AP even more. - Since you've changed the modifiers on the S-AS PDW, in particular: Run_Modifier=1.05 & Sprint_Modifier=1.1, I can't help but think that this change is exactly what more pistols (& CQC guns) need. You should consider the same for the FBW, SNR850 (Snub) and OCA NANO to make them more viable and less prone to bullet spread (and please start equaling RunMod and SprintMod on guns which rely on non-ADS combat altogether, it's annoying to have the 1st shot randomly spread out and make you miss) The Showstopper has all modifiers set to 1 (akin to all shotguns), why not follow this pattern somewhat (by using 1, 1.05, 1.1) across some pistols? All of the guns I've mentioned for the modifier changes, apart from the FR0G, have a ~1s TTK, which is fine for the situation in which you'd increase the overall accuracy on them (lowering bullet spread with a lower Run & Sprint Modifier value) - Since you're touching up secondaries, don't forget on LTL secondaries. In particular, the TG-8: The TG-8's recovery delay (at 0.4 in Live) should DEFINITELY be a consideration for change. The bullet spread is too heavy and reset is slow. Halving the value (0.2) or even quartering it (to 0.1, which would be ideal) would make it SUBSTANTIALLY better. - While on the subject of LTL guns, please take a look at the preset mod selection for the CCG (replace Extended Magazine for TPS3 or something similar which doesn't impact it as heavily) and NL9. These two changes should be a trivial, but solid "buff" to LTL. Eagerly waiting for the CSG MK-2 (1-slotted CSG or perhaps 2-slotted version) to the Joker Store, along with a ACES Rifle & SMG with 2 free slots instead of 1 (& numerious other guns which aren't there yet) -
10/23 HALLOWEEN PATCH
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
^ took the words out of my mouth -
2 balance patches and still no stabba buff
sweetLemonade replied to ninjarrrr's topic in Social District (General Discussion)
I'm sorry, but the person behind balancing decisions is a veteran who has had +10 years time to figure out what guns are problematic and what the fundamental issues of the game are during his playtime. If he hasn't figured out what the issues are, then he should consider reading the old forums in the wayback machine or search the suggestions forums (starting from the oldest topic) to refresh his thoughts and ideas. But hey, it's OK. We'll add LRR, blurring the range classification of guns even further & add unnecessary delay to mobile cover because someone in the arranged matches complained about them, that'll be better :^) -
2 balance patches and still no stabba buff
sweetLemonade replied to ninjarrrr's topic in Social District (General Discussion)
Frosi is the current game designer for APB, voice your opinion on discord. (don't get your hopes up, he's the one who pushed the mobile cover nerf and greenlit LRR to the game...) Ever since the arrival of discord, forums have gotten a hard pushback into irrelevancy... I believe they're using the OBIR as a baseline, as all the other baselines have been tampered with (NTEC, Carbine) Mini-rant: However, I don't think touching STABBA is the right choice right now, considering how bad the weapon balancing as a whole is (too much bullet spread, low TTK weapons which break the game. ~0.7s ttk weapons shouldn't exist, they should all be pushed in 0.85-0.9s range) It's kinda why STABBA is weak as well, because there are guns that simply outgun it based on TTK only. Take a look at the STABBA CCG, it's 1.05s TTS (time to stun) STABBA weapons (4 of them) are slower than 86% of the guns in the game, 0.3s (300ms) makes or breaks duels. STABBA doesn't need tweaking at all. Low TTK weapons (sub 0.8s ones) need a health damage nerf to slow them down into 0.9s-1.1s range (changing fire interval is just gonna change muscle memory, not a good approach) To put this into perspective, let's list out the most commonly used guns in the game: TTK STK Fire_Interval Health DMG SHAW 0.56s 8 0.08s 125 NFAS 0.58s 3 0.29s 33x12 AMG 0.585 10 0.065 100 NFA-9 0.63s 15 0.045s 70 ACES(S) 0.63s 15 0.045s 70 JG 0.65 2 0.65s 63x12 NTEC7 0.68s 5 0.17s 210 CAP40 0.696 7 0.116s 145 CSG 0.7 2 0.7 31x21 PMG 0.7 5 0.175s 200 NTEC 0.7 6 0.14s 185 OCA 0.7s 8 0.1s 125 FAR 0.7s 6 0.14s 175 SHOWST 0.7s 3 0.35s 42x9 ACES(R) 0.715s 14 0.055s 75 ALIG 0.72s 5 0.18s 225 SR15 0.75s 6 0.15s 180 STAR 0.75s 6 0.15s 175 NSSW 0.775s 6 0.115s 190 .45 AP 0.8s 5 0.2s 225 FR0G 0.8s 5 0.2s 210 SWARM 0.8s 6 0.16s 195 OSCAR 0.825s 7 0.05s(0.175s burst) 145x2 OBEYA 0.84 5 0.21s 245 ISSR-a 0.84s 4 0.28s 225 OBIR 1.2s 7 0.05 (0.45s burst) 165 x 3 In comparison, the STABBA guns: STABBA CCG 1.08s 8 0.15s 142 NL9 1.56s 3 0.78s 400 TG8 1s 6 0.2s 175 PIG 1s 2 1s 750 Another example for people to test out in live: try using guns with HB3 to get a feel for longer TTK (note: bullet spread might make it obnoxious on some guns) - N-TEC with HB3 (this is ~0.84s, which should be stock N-TEC TTK imo) - SR15 with HB3 (~0.9s, also stock TTK which it should adapt) etc. This would indirectly buff Fragile too, making it more viable (it's very underutilized in current Live), but changing the health nerf modifier from 0.86 to 0.9 would be helpful too. For anyone saying who wants to come in and say "...but long / higher TTK is bad, we've had test districts and nobody liked them..." Refer to this topic: https://forums.gamersfirst.com/topic/5968-am-i-the-only-dude-that-dislikes-the-slow-ttk/?tab=comments#comment-71943 (dopefish's comment) tldr: OSCAR / Obeya should be used as a baseline for balancing the other guns (in terms of TTK) The game desperately needs a slowdown of the TTK (longer / higher values) preferably to 0.9s - 1.1s range, this in turn will indirectly make STABBA a viable choice 2 STK weapons should be nerfed to 3 STK (think of "2STK 85-ing you and 3rd finishing off" type of damage) -
I think you should take a break from social media scrolling or treat whatever hyperactive disorder you have, if you believe APB is "slow" and needs a faster TTK. I'm glad someone remembers how (intentionally) botched the test districts were. They were desperately trying to prove the point that current the TTK of most guns is fine (hint: it is not and it's one of the major issue with the game's balancing) I hope LO takes another look at this and considers making RTW (and High-TTK maybe?) test districts on OTW or Live for people to try out. I don't have my hopes up though, as seen with the questionable choices in recent patches (Mobile Cover nerf, LRR addition, questionable COBR-A changes,...)
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10/02 PATCH ANNOUNCEMENT
sweetLemonade replied to MageLO's topic in Social District (General Discussion)
Why? It was the only mod which allows Waterfront to be playable by spawning cover at will. Which tester in SPCT thought it's useful to add unnecessary delays to a already fast TTK game? 500ms makes or breaks fights... It'll just make the game feel clunkier than it already is. This is great, very needed, change. It was about time that Hard Landing became a blue mod without any downsides. Both great changes. Happy Landings desperately needed some changes. This is a great buff, a major one even. You could receive 0 fall damage from any drop with HL3 and the flinching which happens won't happen at small distances (was really annoying with previous HL3) Interesting that you've opted to make Mobility Sling without a downside. Now all purple mods are without downsides. Could be really great for some preset weapons like the S-AS PDW with Mobility Sling on it, the Nano etc. or in general weapons which rely on MM mode and don't lose accuracy while walking (walk modifier at 1 when ADS) will greatly benefit from this. Welcoming changes. Not quite enough to shake up meta, but makes the mods more desirable. As for the rest (med spray & vehicles, especially the latter), we'll have to wait & see how it'll play out. It's great that vehicles are finally getting tackled. I'm really bummed out by the Mobile Cover change however, but decent changes otherwise Still not the shake-up needed to make the game feel robust & consistent, very mild changes which have been requested for years tho so it's OK. I have a suggestion, continuing the trend of buffing niche guns and a nice QoL change. 1.) Take a look at the VAS-C2, H9 Curse, CAP40, ACES SMG and COBR-A Change their Shot Modifier Cap to the following values: C2: 1.75 -> 1.5 H9: 1.5 -> 1 CAP40: 1.05 -> 0.9 ACES: 2.15 -> 1.8 COBR-A: 4 -> 2.25 2.) Buff the character crouched speed of the game: 90cm/s -> 110cm/s 3.) Revert the Mobile Cover change. 4.) Remove Long-Range Rifling 5.) Change Hunting Sight behavior on the Scout back to how it was (setting MM modifier to 0 instead of 0.03 across the board, regardless of HS level used) If the Oblivion and Dog Ear can have this behavior, why not bring it back to the Scout? Perhaps even make the N-HVR 762 and DMR have the same behavior, so it performs uniformally on snipers. Would be welcoming changes. I sincerely hope Little Orbit re-considers their adamant stance on the current TTK and RNG by: - Adapting TTK to ~1s (would require magazine size changes to most of the guns in the game) - Removing mods such as Cooling Jacket, Improved Rifling, Long-Range Rifling (should be deleted ASAP, breaks balance a lot) which impact range, TTK and RNG - Set (Assault/High-Velocity/Normal) Rifles, pistols and SMG's marksman modifier to 0 (or at least make this happen for all sniper rifles) - Let us test this in a district (perhaps even a RTW Test District too, but this time without the unnecessary RNG added) - Sprint modifier to 1 for all weapons (so no accuracy loss on 1st shot happens when going from sprint to run while shooting) - Plays around with Recovery Delay's (? not sure if this influences what I think it does, Shot Modifier Cap & Per Shot Modifier would need changes too, test district would reveal what works and what doesn't) of most guns (should be sub 0.05s on all or perhaps even to 0 imo, to make them consistent, akin to FBW changes) (NOTE: these changes have to occur all at once, implementing only 1 of them will not work out and won't have the same effect. It'll only exacerbate the problems) RIP Mobile Cover....