sweetLemonade
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Everything posted by sweetLemonade
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Halloween 2021 Patch Announcement
sweetLemonade replied to Sakebee's topic in General Discussion Archive
Great patch notes.... we've totally asked for the same rehashed event for 7 years now... Are you ever gonna tackle all the easy QoL changes we've been suggesting now? The suggestion forums are booming with them, along with patch threads getting spammed by us as well.... -
10/18 Announcement - Maintenance and Halloween
sweetLemonade replied to Sakebee's topic in General Discussion Archive
-Remove the R195 limit on mods that have it (or make it restricted R85) -Make low-yields a grenade role unlock instead of contact unlock (also give nerf the count u get from 3 to 2) -Give people who earned the respective lvl 16 weapon role the ability to purchase (free) 3 slot character permanent weapon. -Buff crouch movement speed and make consumables a permanent modification. -Remove car spawner and remote detonator, make CA3 default regen and rename CA2 to Clotting Agent (remove CA1) and adjust other mods accordingly -Make all cars be able to hit the max speed of the game before it starts crashing (or whatever the arbitrary limit is that you've set) -Buff OBIR/DMR/HVR/Scout first shot accuracy, as per my forum suggestion. Hopefully we'll see some QoL changes for the game this year without rehashing old events from former years -
10/6 Maintenance Announcement
sweetLemonade replied to Sakebee's topic in General Discussion Archive
Can't wait for the Halloween patch, where you'll include all the changes we've advocated in the past few patch threads... Or perhaps Xmas patch?.... If the med spray change is anything to go by. -
9/29 Maintenance Announcement
sweetLemonade replied to Sakebee's topic in General Discussion Archive
-Remove the R195 limit on mods that have it (or make it restricted R85) -Make low-yield & bricks s a grenade role unlock instead of contact unlock -Give people who earned the respective lvl 16 weapon role the ability to purchase (free) 3 slot character permanent weapon -Buff crouch movement speed and make consumables a permanent modification. -Remove car spawner and remote detonator, make CA3 default regen and rename CA2 to Clotting Agent (remove CA1) and adjust other green mods accordingly -Make all cars be able to hit the max speed of the game before it starts crashing (or whatever the arbitrary limit is that you've set) -Buff Scout/OBIR/HVR standing accuracy to 100% (as per the thread in the suggestion forums) oh, and less rng/bloom and higher ttk, pls LO)) -
No, the Scout does not have 100% accuracy with Hunting Sight or any other mod. Neither do the OBIR or HVR (which IMO both should have, they never had it) This is literally the main reason I've posted this suggestion. They've nerfed all levels of hunting sight on the Scout back when they nerfed jumpshooting. I'm vouching for either bringing the accuracy of HS back or applying it to base stat of all scout variants (with hunting sight only affecting the FoV on the scout) and buffing OBIR & normal HVR to 100% accuracy (preferably regardless of HS, as I find it ridiculous that a mod, i.e. hunting sight, alters RNG instead of FoV only)
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9/22 Maintenance Announcement
sweetLemonade replied to Sakebee's topic in General Discussion Archive
-Remove the R195 limit on mods that have it (or make it restricted R85) -Make low-yields a grenade role unlock instead of contact unlock (also give nerf the count u get from 3 to 2) -Give people who earned the respective lvl 16 weapon role the ability to purchase (free) 3 slot character permanent weapon -Buff crouch movement speed and make consumables a permanent modification. -Remove car spawner and remote detonator, make CA3 default regen and rename CA2 to Clotting Agent (remove CA1) and adjust other mods accordingly -Make all cars be able to hit the max speed of the game before it starts crashing (or whatever the arbitrary limit is that you've set) All of these suggestions were from the Suggestions forum, which you seem to just not care about apparently (even though Matt stated they are) Why are these subtle and seemingly very easy, but good QoL changes not being implemented? What's wrong? Can we get a comment on what's wrong with them and what's hindering you from implementing them? The old forums have been deleted sadly otherwise I would've quoted more of these QoL changes that have been suggested from the community for years now. (Dopefish, Ketog, Esther, LUST and many more amazing dedicated people which would love seeing this game prosper a lot) Oh, make scout/hvr/obir accurate (as per my recent suggestion thread) and pls lengthen ttk to ~stabba ccg ttk already with less rng/bloom altogether -
I don't quite understand your point. Snipers are supposed to be 100% accurate no matter what range, spread shouldn't decide if I hit or not. The 1 pixel hitbox thing you mention is exactly why I'd love seeing this change back. I'd rather trade speed of shot vs accuracy any time of the day (as in, replace CJ3 on Scout for HS1 or just make it a default stat for the weapons mentioned above and let Hunting Sight dictate FoV only) I've been destroyed so many times by the scout just deciding not to reg at +70m combat because of spread/rng whatever you wanna call it. You aim at the centre of the enemy anyways, no matter if 100% accurate or not, I don't understand this counterarguement... No one mentioned CSGO and their spray patterns and their headshots?.... You're derailing this thread unnecessarily...
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Is it possible that we get some monthly/weekly OTW instance where we, the community, playtest certain weapon balancing suggestions (or in general gameplay suggestions) and then give feedback on whether it is good or bad? Perhaps a high ttk with low bloom(less rng) test to begin with? RTW stats for testing? All character mods added to base character stats (with only consumables being a permanent mod, brown mod, ca1 being default heal and CA2/CA3 being renamed and added as green mod option)? Perhaps testing out 100% accurate first shot on all guns and how it would play out? Test out different car stats? Test out map changes? All of this would result in the Engine Upgrade wait to feel less painful and more fun! Engaging in the development and prosperity of this game would be a fun way to earn joker tickets too! But before that, we'd love getting a full list of weapon/car/character stats and what each stat does (or confirming if APBDB stats are reliable) so we can suggest changes accordingly (increase/decrease health damage etc. etc.) Would be a nice way to ship out updates before entering live (and a fun way to make things fresh and not gimp live gameplay with crazy patches) and a way to attract older players back.
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This change may seem trivial, but it would make such a huge impact in how the Scout, OBIR and HVR perform (for the better!!) Could we get scout 100% accurate (as shown on the picture to the left) instead of this inaccurate crosshair we have (as shown on the right) regardless of hunting sight or not? Even when walking while zoomed in? Or at least have it be 100% with any hunting sight which would fulfill the current role the mod has in the game (reducing RNG)? Oh, and add OBIR, HVR and DMR into the mix too. Though I'd rather see it be regardless of hunting sight in it on stock guns, as it would make the game much more beginner friendly and benefit those who aim for their shots, but whatever the devs decide on as long as It's incorporated i'll be glad. In fact, as seen here, the Scout with Hunting Sight (no matter which one, in this particular video it was hunting sight 1) used to exhibit this behaviour (even when jumping, bring back jumpshot perhaps?) while stood up and even moving while scoped in too! I think this is even more accurate than current live crouching modifier Scout/OBIR/HVR (the last one never even had 100% accuracy no matter which hunting sight mod, be it crouched or not!!!) LO, pls fix)) perhaps add the RSA & ACT44 into the mix? perhaps make every gun have it's first bullet be accurate? i'll be glad if even this suggested QoL change above makes it into live
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Fatal flaw in decision making. You're adding low skillcap guns (or lowering the skillcap of guns artificially with unnecessary bloom) just to catter casuals who don't want to grind out this game and get better. This is not how balancing is done in any way, you are gimping the top players with this, as seen with the NTEC changes which were suggested by your fellow SPCT member. My mentioned balancing suggestions would in fact help newer players too (the pros have been mentioned in my previous posts), they could get accustomed to this game easily if the mod discrepancy wasn't so huge, stock F2P guns were more consistent and accurate (without mods dictating so) and there were so many unnecessary mods which add to the feeling that "veterans have more mods and better weapons hurr durr". The last decent SPCT member I recall was rooq (as he has qualities that extend beyond APB in other shooters, or atleast that's how it seems to me) and Kempington (due to his knowledge in weapon stats), about you specifically I cannot talk as I don't know you. You seem to be one of the few gold players SPCT has... I do not have a grudge against SPCT in any way possible, you have misread my intentions. Rather, I have a grudge against people that want to dumb down the game (and games in general) further for no reason by adding unnecessary RNG mechanics (i.e. bloom) that artificially lenghten TTK (and have mods that impact RNG too, i.e. HS) and negating impact of weapons in multiple-ranges where combat is done (a.k.a whisper should always win close range fights against an NTEC, even though the better aimer should win these encounters), instead of just increasing TTK and making them reliable and consistent (allows for much easier minttk, thus making combat more fluid). Consistency and higher TTK allow for grind-ability, allowing players who are dedicated to shine (and people's mechanical skills would translate over to APB easily) The mentioned tweaks that you quoted from my threads are "far away" land, tweaks which would be nice to add but cannot be added now due to EU constraints. Weapon balancing, car balancing and mission balancing can all be tackled however. You can always start by adjusting F2P guns, the thing everyone has access to and 3/4 of the mentioned "+100 unique weapons" , or I should say, reskins are based upon. I do appreciate the time and effort all of you put in testing, not trying to devalue it in any way. I just question the decision making sometimes... There does not seem to be a agreement between you on what a game is and what it should be... Or rather there is, but that path seems to steer away from what a competitive game is supposed to be... This is when comparing APB to proven, competitive titles come into play and where I come in, suggest things and you can talk about it inside your testing circle. ^ this man gets it, kudos to u
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It's the typical apologetic response from SPCT players, gotta nerf the top players so they can beat them once in a while.
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9/15 Maintenance Announcement
sweetLemonade replied to Sakebee's topic in General Discussion Archive
Oh, so everyone that opposes the usual, lenient flow of things is annoying to one party... imagine if politics or anything in life worked like that? Just call them annoying for giving constructive criticism/sharing their opinion on matters.... I certainly wouldn't be so adamant if I didn't have the drive to steer this game in a decent direction, can't say the same for you testers. -
9/15 Maintenance Announcement
sweetLemonade replied to Sakebee's topic in General Discussion Archive
hey, you finally got it, good job! proud of you that you're able to discertain good from bad! Why? Because there is opposition to the current balancing standard in this game? The death of any kind of opposing faction means it's an autocracy, no variety in opinions. Freedom of speech is a thing -
9/15 Maintenance Announcement
sweetLemonade replied to Sakebee's topic in General Discussion Archive
Remove/minimize RNG based mechanics (excessive bloom), remove HVR damage curve, increase TTK overall across all guns to ~1s (a bit more on that in my previous posts in previous threads) and make consumables a permanent modification. -
Is APB supposed to be a PvE game or PvP game?
sweetLemonade replied to sweetLemonade's topic in General Discussion Archive
Other than the one you stated, I think NTEC's CQC and OBIR's CQC capabilities should be much better when moving around (at least being able to kill a guy somewhat reliably in ~10m range if u track him well) (still talking about hypothetical longer TTK less RNG APB) and snipers (all weapons essentially) should have much faster zoom in accuracy. As in, how long it takes, when pressing ADS, to get to 100% accurate crosshair (the server and your aim being the only thing that dictate your kill) The scout particularly suffers from this. You're never 100% accurate with it, no matter if HS or not Jumpscout is also a thing I'd like to see back, might be hard if airstrafing gets added but new challenges are always welcome. Very valid points on IR and it's potential play in this kind of APB which I didn't think of, playtesting would reveal the bigger picture but I'm not that convinced yet. The heavy barrel part is a valid concern as well, but, I don't think it would be like that if you make every weapon good without mods (Apex is a perfect example tbh, in the hands of a good player it'll always be better) My biggest gripe with CJ in that kind of balancing is that it's a straight upgrade due to decreasing TTK (why wouldnt you want to kill the guy faster?) and that's why I think just decreasing health damage of shotguns (all guns should just get less health damage to achieve higher TTK) to 3STK and being able to use CJ only in them would be better. Good suggestion to vehicle changes, I'd love seeing this as well. CS/Valorant are tactical shooters and do not require as much mechanical aiming skills as much as I want APB to be heavily aim dependant. Any multiplayer game is a team game Almost as boring as your open racism on the forums and comments that don't add anything to the conversation. Not like I expect racists to be normal people... Absolutely not meaningless, just decrease shotgun health damage and adjust range accordingly. Removing RNG means bloom is either very minimal or non-existant and making ADS 100% accurate, thus allowing for much more consistent min ttk kills that'll make the game more fluid and coherent. -
Is APB supposed to be a PvE game or PvP game?
sweetLemonade replied to sweetLemonade's topic in General Discussion Archive
Most of the time, when people suggest movement based mechanics in games (there's no need to add them immediately, just a suggestion anyways since it requires a ton of coding), they shush away from them due to "not feeling like X game anymore" , "doesn't fit map". The latter one I could possibly agree, but we can't tell without trying. Imagine if we had a preview of air control's capabilities or something of that sort so we could decide if airstrafing would be bad for APB? Of course, I don't envision this game to be Tribes (accuracy regardless what you're doing movement wise), but there are so many unnecessary overexaggerated movement penalties which shouldn't be a thing. So if, hypothetically, you'd remove IR from the game (a mod shouldnt adjust the range of a gun nor alter it's bloom/rng, i just find this flawed, its a straight-up upgrade kind of mod and it's hard to balance around as shown with many previous OP marksman weapon iterations), the first thing people would switch to is either CJ (which, if the guns work like I've mentioned above, would be a straight upgrade and be a must on every gun, something which I think shouldn't be a thing except for shotguns) Heavy Barrel should be a mod that decreases recoil and makes your gun more of a laser (if removing downsides comes to fruition) The mod meta is completely narrow anyways, might as well make it more balanced. I certainly dislike APB's cars. Why? Cause the only thing that's somewhat "meta" or actually wins you you engages are the Pioneer, Espacio, Coywolf, 4x4 (slightly). Everything else is irrelevant compared to them due to the lack of speed, lack of ram-ability and they get conc'd down very easily. I'm sure someone more knowledgeable would be able to chime in on what to change here. Maybe have them all reach X speed after some point? In fact, I'd say it's very easy to rebalance. Rebalancing is just putting numbers in (on avg, increase STK by 2 or 1 more burst on all guns) and PLAYTESTPLAYTESTPLAYTEST (to finetune RNG related values such as bloom and movement penalties). Something which someone like the community manager's could do with the community every month or every week. I don't think recoil patterns need a new system (ofc some dev can correct me if I'm wrong lol) hyperbole from my part to compare APB's gunplay to PvE games such as GTA V (meaning they don't benefit mechanically gifted players) -
Guns play like complete rubber: -They heavily rely on RNG/bloom mechanics (not favouring the better player in a fight). And no, "control ur gun haha" is not a good way of balancing. Using bloom to lengthen out TTK instead of just having a slightly longer but more consistent TTK is just a lazy way of gimping better players. -There are no consistent, easy to learn hard to master, recoil patterns (and spread patterns) that players can learn and use to their advantage. -The game's TTK is way too low, allowing room for the lesser skilled player to outplay the better player. It becomes a "who sees first", not "who tracks better" fest. -2STK snipers and shotguns? Yes, if headshots were a thing, hitting 2 in a row would require mechanical skill. However, since this game doesn't have it, 3STK and up should be mandatory. -ADS doesn't give any kind of advantage in CQC fights, nor does it decrease RNG to the bare minimum (100% accurate first shots or throughout the whole TTK would be even better) -There are way too many unnecessary movement penalties (RNG related) that make the game feel way too static and not fun. -There are no movement mechanics to outplay people holding angles or just scare them with some skill that can be learned (walljumping, sliding, airstrafing etc.) And no, arguing that the current "hey I put a brick on shift and run around with cat ears ^_^" is better than having these mechanics means you can't adapt to skilled mechanics and lack behind. Also, regarding mods: -Why are there 3 different green mods? It creates a cluster fest for new players, fuse them so there are CA2 and CA3 only or pick one of them and keep it as main healing stat. -Blue character mods are unnecessary (and so is the R195 cap) and should be added to every character (ability to car surf, a middle ground between valzipram and current in-game speed to run over, being able to animation cancel falling damage, no fall damage perhaps etc.) -Mods that give players advantages in RNG (HS1-3 and RS1-3 (Why? If a new player has better aim than a veteran with tons of mods, he should outplay him) -There are mods that increase/decrease range (Improved Rifling) and mods that adjust TTK (Cooling Jacket) Why? CJ being locked to shotguns is fine, but for other guns? No point. -Mods shouldn't have downsides, they should be upgrades only. Cars: -Drive like complete rubbish, don't feel dynamic and feel paper like. -All cars should be viable and not be smashed by 2-3 'meta' cars. Tons of unbalanced missions that have been suggested for years to be removed/adjusted Relying on the engine upgrade will not make the game flourish, neither will new content updates when the core gameplay mechanics are completely flawed and have been dilluted all these years. There's no balance philosophy behind decisions made. The first 3 changes are very easily implemented but require playtesting. A 0.9-1.1s CONSISTENT TTK for all guns (somewhat of a vague description can be seen in my previous posts on how many STK some weapons should be and how for example a NTEC should VAGUELY play) , removing bloom/RNG entirely and adding consistent recoil patterns/spread patterns, adjusting mods accordingly, rebalancing cars would make MOST of the community and newcomers very happy and would push them to play APB for it's gameplay mechanics, not for it's rich customization system. This is, of course, if you consider APB a PvP game. If it's a PvE game (like I consider it, and certainly many others would agree), then all of this falls down the drain. I'd like a developer to come out and clear this mystery up for us. What's the vision you have for this game? How should gameplay be balanced? If any developer and/or lead on gameplay balancing sees this, consider some of these changes and be transparent if attempting this, add them to open OTW testing and ask around for suggestions/help, thank you for your time.
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[PC & Console] 9/8 Maintenance Announcement
sweetLemonade replied to Selali's topic in General Discussion Archive
Remove/minimize RNG based mechanics (excessive bloom), remove HVR&DMR damage curve, increase TTK overall across all guns to ~1s (a bit more on that in my previous posts in previous threads) and make consumables a permanent modification. -
What should dictate the weapon meta?
sweetLemonade replied to Reprimand's topic in General Discussion Archive
Like I've said, playtesting would be required to get a feel to dial down all numbers for weapons if 3BTK OBIR or 4BTK OBIR would be good. Also, another thing, the main reason I'm an advocate for longer TTK is that I want to minttk all the time (~1s for NTEC etc.) if I'm on the target. Lengthening TTK by adding bloom is a lazy way of dealing with balancing (the current way of balancing) A longer TTK is a MUST if one removes/reduces bloom to very small values, they complement each other. One cannot flourish without the other. The game pace will feel roughly the same (seen many comments claiming it'll make the game "slower" when in fact it'll probably increase it's play speed) while feeling more robust and snappier. I'll show you a VERY VAGUE description of what I mean with higher TTK and less RNG (keep in mind, this video has different char mods and different weapon mods and doesn't have something that should come with these proposed balance changes, constant recoil patterns. It's something I'd like to see in all weapons. It'd argue this bloom also needs some tweaking) https://youtu.be/jHDHd9jIxUY?t=302 Even if this whole idea doesn't flourish, I'd still like to see 100% accurate OBIR, Scout and HVR all weapons should have an accurate first shot at the very least now that I think of it... (regardless of having HS in it or not, it's stupid that a mod decides if you have less RNG or not on your first shot, HS should only adjust FOV) and adjusting NTEC back to slightly less bloomy and RNG heavy values -
What should dictate the weapon meta?
sweetLemonade replied to Reprimand's topic in General Discussion Archive
This game was made on 0.9-1.1s TTK (even longer in RTW times due to mods) yet you persist on lower TTK being better, like all CoD kids claiming it's competitive when it's not. Please, do yourself a favour and stop posting nonsense, you half-patootie everything without any thought. You clearly lack any kind of mechanical skill and brain activity to realise less RNG and higher TTK in the range I've specified is superior to this non-sense we have now. Bloom is a lazy attempt at lengthening TTK and we have way too much of it. I don't want to see stupid comments like "LOL LTL #1 PLACE IN ASYLUM AGAINST BEST PLAYERS XD", I want to see how you play. From your comments, you play like LilyV3 (funny how the name even coincides...) If you're as good as you claim, you will not get affected by this change everyone is proposing, you will adapt to it and be good (In fact, you'll win more fights if you are mechanically better than your opponent, as less RNG means it's all up to user error in tracking) It's for a greater good. And no, don't even start with the "mAp Is NoT mAdE fOr LoNg TtK" or anything similar. With proper adjustments to mods (removing IR, making CJ a shotgun/sniper only mod, tweaking all character mods) and proper adjustments to all weapons across, it's for the greater good of the competitive integrity of this game and it'll finally be competitive for once in it's life if this occurs. E.g. : ntec:9-10STK (around 0.98s) OCA: 9-10STK (around 1.01) OBIR ttk is 1.2s according to APBdb so I'd say it can stay (playtests might reveal something different) 6-7STK obeya 3STK HVR & JG & CSG (HVR should have it's damage curve removed, the latter two should be with constant pellet patterns, ADS should give them tighter spread, hvr should be 100% accurate in ads regardless of HS) Jumpscout coming back (also 3STK) But most importantly, REMOVING BLOOM/RNG.... i dont even know why im replying to a guy that has no idea about anything other than apb... spooky world -
What should dictate the weapon meta?
sweetLemonade replied to Reprimand's topic in General Discussion Archive
Imagine thinking dpc latency equals to overall input lag, yikes.... First, read through things carefully with the intent of understanding the opposing person and stop skimming, you could learn that. Second, could you stop labeling people with hideous names and start being more open-minded? You can be wrong sometimes, it's not bad being wrong. Oh and could you show us your good gameplay footage, computer and gamer guru? We are clearly missing guidance from you, as it seems the majority is in the wrong while you are always right -
What should dictate the weapon meta?
sweetLemonade replied to Reprimand's topic in General Discussion Archive
I'm not gonna even try get in an arguement with you as you are completely delusional and lack any kind of awareness what makes a game competitive and skill-based, this can be clearly deduced from all of the posts you derail with your "anti long TTK talk" I do agree the arguements the previous posts have mentioned have been very vague and not thought through of completely (as people can't visualize what long TTK and no RNG/bloom would look like and perform like, 0.9-1.1s TTK is completely fine with proper adjustments to mods, and some other weapon parameters, would make the game much more enjoyable) However, your arguements are very weak and you calling everyone opposing you "a troll", "incompetent" , "making a fool of himself" , "puking words" do not make your arguements better nor do they devalue the opinion you are opposing. They just enforce the fact you are extremely childish and inexperienced in debating, and moreso inexperienced in this game and what makes a FPS/TPS game skill based and good to play. If you think you are so much better and you are so familiar with APB, care to share some gameplay and show us how this game is played at a higher level? As we all clearly lack the knowledge, guide us great APB guru -
A lot of people seem to believe I'm advocating for Quake LG TTK, when in fact I'm asking a overall TTK increase of ~0.3s (TTK should be in 0.9s and 1.1s range for all guns we have) I.e. : OCA being ~10STK, NTEC being ~7/8STK (without actually blooming out like it is rn, the NTEC is the most static weapon and feels like proper trash rn ever since the recent changes, the definition of sponge to me tbh) It will not make the game feel "like a bullet sponge" A good example (best case scenario ofc, as this guy has pretty insane tracking: https://youtu.be/CdOXCkZUs68?t=16 ,I'd love making ADS as reliable as in Apex, while making hipfire decently accurate in close range engagements and not a bloom/rng fiesta) You'd be surprised how robust Apex feels, it should be a foundation for how developers should balance weapons. I'm not even overexaggerating, it's extremely enjoyable knowing the only variable in engagements is me, something that can be grinded and perfected. RNG will not decide that the enemy will win if I tracked him perfectly and he didn't, you cannot train RNG. This is also why adding movement mechanics such as walljumping, airstrafing, sliding would be of CRUCIAL importance to APB too. Skills, that with grind, allow you to outsmart/outplay an opponent, are what player satisfaction. The stale "press W, hold corner, rinse and repeat" movement of APB is just boring. Imagine this scenario, a JG is holding an angle on you from Double B's building from streetside. (you're coming from inside, going to outside to the street) In the current game, there is nothing to do against that other than prenading or praying he misses/RNG destroys him/servers destroy him (the 2 latter never happen, idk... lol) But, with the adition of sliding and walljumping, you could peek him insanely fast, thus increasing the possiblity of him missing the shot and track him while strafing and get the kill. I sincerely do not see anything but benefits to adding skill based mechanics to APB, something it has needed for a decade now. Decreasing the RNG (and slightly upping TTK as well) we currently have across all guns would result in the better player winning engagements. Just look at FBW fights, they're a RNG fiesta. Look at current NTEC fights rn, they're mega RNG. "control the weapon" "tapfire a fullauto weapon" "strife being a good balancing pillar" https://ffbans.org/Patriot/jmiIos this u?)))) think this invalidates any kind of opinion or game guru status you seem to think you have But, I'll still reply to you. From what I gather (though, you can correct me if I'm wrong, seems to be a TF2/Source thing), null movement is not a mechanic. It's just messing with your bindings. I don't think you understand what a skill-based movement mechanic is. Why do you think wall jumping would never work in APB? You are just stating the opposite of what I'm saying without any concrete gameplay experience of it inside APB or outside of it. The developers could attempt in trying it out in some beta testing and then you can form an opinion on it (though I sincerely doubt they'll ever attempt in adding this in current live, maybe on the arrival of the EU if it ever occurs...) Talking about it without having a single clue of it's potential pros is just delusional of you. Why wouldn't 3STK shotguns work? If you are a good player, you will not get impacted by this. Other games, like Apex for comparisons sake, make it work. In a fictional APB where RNG is essentially reduced to almost zero, TTK is increased, I do not see a need for 2STK weapons. They would just impact the CQC meta, making it the most dominant and #1 choice. The fact you mention the strife is proof enough that higher TTK in this game would be better, considering how bad and underused it currently is. horrid attempt at formating, idk how to fix it lol: The only times I've been on APBDB is when people start talking weapon stats and I'm doing comparisons between games. I do not play the game as often (as most old players don't) due to the above mentioned reasons. The game is not fun and does not reward skilled players (as many people have iterated this for years now) It's frustrating to use anything, knowing some random can outfrag you just because the game decided so, without you being able to out manoeuvre him be it with better movement mechanics and/or higher ttk. Well then, I hope it'll be the "definite end of APB", so it can be reborn into a proper skill-based arcade shooter it should've been since launch. Good to know you avoid my opinions, that's when I know I'm doing a good thing. Bad, formerly banned, players refraining from change in RNG based meta cause they know they'd be horrible and obsolete in skill based meta
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APB and Apex have the same "garbage sub 25 tickrate servers", yet one game is not like the other. You're clearly delusional if you think higher TTK will not work because of that reason. High TTK, along with getting rid of that oversaturated RNG ("bLoOm") we have across all guns, would only benefit the better players. In every engagement, the person who has the better aim will win the fight, not some random guy who coughed and got you, without him knowing what he did. No, current live fights are FAR from ~1s, you do not know what ~1s feels like at all. Making snipers and shotguns 3STK is what would make cornerpopping essentially useless, which is what the devs should go for if implementing the above mentioned tweaks. (and maybe even new movement mechanics, for much more outplay potential) You are talking about something you haven't even experienced yet. No, less RNG and increased TTK would not result in the amplification of the "server derps" you're experiencing. Inconsistency = RNG. Corner camping = abusing 3rd person perspective and the fact the game has very low TTK makes it very deadly. Easily fixable by adding movement mechanics and higher TTK, thus allowing for the better player to win in these kind of situations. That clip you've provided proves nothing. He had time to heal and he slightly dodged the nade. How can you claim it's the servers fault when even shotguns have RNG? If any developers take heed to my plea, take a look at Apex gunplay and Apex TTK with red or purple shields (or just check out my previous posts, I've added my thoughts in patch threads about how APB should change it's gameplay mechanics), it would make the game MUCH more enjoyable. I'd be willing to participate in the SPCT program as well, give my opinions and playtest gameplay changes. Also, add the ability to waypoint/pin in-game with a button press while playing without going to the map and clicking the location with MB2. Something akin to how Apex does it. Would be a very welcoming QoL change for solo players.