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Everything posted by yourrandomnobody74

  1. Almost as if mods which adjust range and accuracy in marksmanship shouldn't exist? All of this is band-aiding the root issue this game has with balancing.
  2. You mean the numerious attempts at Qwentle misinterpreting (be it on purpose or not) the community's plea's, knowing what the fundamental issue with this game is? Like the high TTK district which they've butchered on purpose? Or the RTW TTK district which was also butchered on purpose to "prove a point"? Or the huge suggestion forums which spans over a decade of suggestions (rip old forums) by the community with amazing QoL changes? (dopefish's list comes to mind) yet rarely any feature from there was considered to be implemented (even though at least 50% of them were feasible for implementation during the whole decade this game has been out for) The devs have rarely listened to people who know what long-term mechanics prevail. Look at CS, the game hasn't changed in over 3 decades yet there are over a milion people playing it. Why? Because the fundamental gameplay is easy to get into, hard to master. Relying on customization as your main attraction in a game is not gonna last long, especially with how many issues it has compared to modern counterparts. The game should be a shooter at first, barbie simulator at second. The opposite is, unfortunately, true. APB doesn't know what it wants to be, and with the 'recent-ish' changes suggested by SPCT testers (NTEC ones specifically), they don't seem to know how to balance guns either. Increasing the TTK by adding bloom does not result in a consistent and robust experience for newcomers and veterans alike. Have you ever talked to a newcomer? "OmG WhY DoEsNt MY gUn KILl HiM AfTeR 50 ShOtS oN HiM, BAD GAME!!!! BAD SERVERS!!!" Even though they've just been out RNG'd by the game. No, telling him to "control" the gun does not result in a better experience either. Ever since APB:R got released, the game had no clue how guns should be done. The addition of reskins doesn't do any favour to the act of weapon balancing either. Proper balancing would be making the game skill-based, rewarding grinders and not be at the mercy of RNG to decide whether you win a fight or not.
  3. No, you didn't write anything boring. You wrote things which have would have a questionable outcome at best. >"...and although it sounds nice when you willingly ignore the gargantuan amount of work this would represent (and the fact that this would cause a general increase in accuracy and a TTK decrease across the board)..." No, it's not a big task at all when you have a proper vision on how a shooter is supposed to work. The game does not need a TTK decrease. However, it does need a accuracy (which your changes do not propose???) increase paired with multiple other changes. >"...it also signals cognitive dissonance: the gun is “so balanced” that the rest of the weapon roster just needs to be as good as the NTEC." There is not a single weapon in the game which can be used as a model to balance the rest of the guns around, as all guns are inherently flawed ever since APB:R released. Balancing around a single balanced gun, when the game has at least 1 proper gun, is good step in the right direction though. This particular part stung me. >What LO doesn’t understand however, is that no games, casual or otherwise (and especially games like APB) thrive by directly pandering to meta-whores and “muh e-sports” types. Absolutely false to the ground. People at the highest level have the most knowledge on how a game plays out and how it works, they're the BEST candidates to dictate how to properly balance the game. But, the most important aspect to have when it comes to suggesting balancing changes is to have experience in other shooter games outside of APB and see what makes them good. Your particular change would result in a overall bloom increase, thus increasing the margin of miss by a lot, making the game cattered towards the worse players. You don't balance a game by introducing bloom (as the usual trend of balancing is steered towards), you balance it by adjusting recoil/damage/stk/range/ttk (most of which are extremely connected) I'm not going to bother with the rest of the changes as I'm not interested in making a "bash OP" type of topic. I'm just going to say that I heavily disagree with these thoughts (which many other veterans will agree with I'm sure)
  4. This is probably the most important bit in the blog to me (along with anti-griefing measures, district phasing and DX12 even though it's very far down the list), cars needed a major overhaul ages ago and I'm glad at least this is getting tackled. I don't see anything on the roadmap in regards to weapon/mod balancing though, which is VERY concerning... Also, nothing mentioned about the UI mismatch we have in right now in form of a conjuction between Kismet and Scaleform. Is this planned to be streamlined into a unified UI? I haven't tried out the recent supposed performance changes to the UI, so I can't verify if there has been any difference. Nothing in regards to balancing out missions either. Seems like gameplay related features (most important aspect) are getting ignored.
  5. Ok, that I can agree with. Misinterpreted the original quote, if this is what you've meant. However, to implement headshots doing more damage over body shots, one would still have to increase/lengthen TTK and have less bloom. It would definitely be a good upgrade, requires a ton of reworking though. How can a random number made up by the computer be a something which is "more realistic and raises the skill ceiling"? What skill ceiling? You cannot alter that output with your input in any way, shape or form. The bloom APB has shouldn't be a thing in any game that tries to be a shooter game. APB is an arcade shooter, even if it was "realistic", it shouldn't be a thing. "me klik b4 u, me kil u" => the only scenario where TTK alternating mods would prove useful. It makes balancing harder and adds unnecessary mechanics (bloom) to APB's already large weapon pool. Tracking should win duels.
  6. I'll elaborate all of your questions here. What I'd change on each gun (stats taken from APBDB, left representing live, while right side representing my proposals) NTEC • Acc @ 10m = 24cm <=> change this to 20cm • Fire interval = 0.14s (I'm not sure how accurate this is) • STK = 6 <=> 8STK (health damage from 185 to 145) • TTK = 0.7s <=> 1.12s (if 0.14s fire interval is used) if TTK = STK * Fire Interval, then: 6 * 0.117s () = ~0.7s [discrepancy between apbdb stats?] 6 * 0.14s = 0.84s [?] But, the biggest one: • MM Modifier = 0.35 <=> Change it to 0 • Shot Modifier Cap = 2.4 <=> Change it to 1.2 [unsure on what EXACT value should feel best, I just halved it from how I understood the stat works] • Run Modifier = 6 <=> Change it to <=1.5 [hipfire won't be affected when run&gunning] P.S: this one might be a bit too farfetched and test play would be necessary to see the implications of this specific change, pretend as this one doesn't exist, main one is ADS to me And the most important one: make NTEC bloom SLIGHTLY after 6th shot (I'm assuming this requires adjusting per shot modifier and recovery per second accordingly) Description: What will these changes bring? 100% accuracy in ADS for the first 6 shots, (more accurate cqc accuracy) with a TTK that allow for the user to react, track targets without feeling like RNG outplayed him and allowing for a stock gun to be as viable as the modded counterpart. I'm a big proponent of unifying mods, especially removing reduntant effects of mods or entire mods (imo) such as: Hunting Sight - should only allow for FoV changes, perhaps even scope changes only Cooling Jacket - a mod SHOULDN'T lower TTK with a "downside" of more bloom. Improved Rifling - a mod SHOULDN'T increase range of weapon with a "downside" of more bloom. Heavy Barrel - removal of DMG change, making it a recoil-dampening mod (ofc this comes with making recoil patterns for guns) Reflex Sight - make it adjust hipfire accuracy, making it tighter. Scout • Acc @ 10m = 54cm • Shot mod cap = 4 • Health damage = 575 <=> Change to <=500 • Fire Interval = 1.75s <=> Change to <=1.63s • Crouch mod = 0.4 • MM Mod = 0.03 ("0" with Hunting Sight, supposedly, more on that down below) So, the math is: MM Mode — Standing still: 54cm * 0.03 = 1.62cm [@10m] Extrapolating that to 100m: 1.62cm * 10 = 16.2 [@ 100m] That is a very big and likely factor why non-HS scouts feel inaccurate on longer ranges MM Mode — Crouched: 1.62 * 0.4 = 0.648cm [@10m] Extrapolation: 6.48cm [@100m] Still, even when crouched, the scout is not 100% accurate when shooting at targets. Now, old players will remember when G1/RP decided to nerf jumpscout. They changed the jump modifier. However, after that at some point (I cannot find the exact post on old.apbdb) they've changed the way Hunting Sight works SPECIFICALLY on the Scout. I don't think APBDB has recorded this change. My theory is that they've negated the 0.03 => 0 change from Hunting Sight for the Scout specifically, resulting in the in-game mess we have. If APBDB stats are correct, then: MM Mode - Standing still: 54cm * 0 = 0cm [@10m, @100m] MM Mode - Crouched: 0 * 0.4 = 0cm [@10m, @100m] This would be amazing, but, why does the crosshair visually look different when crouched vs standing still? This is how the Scout was (MM Modifier = 0) before the mess we have in-game right now, and how ALL guns' 1st shot accuracy shot be (a minimum if TTK is heightened to the theoretical 1.1-1.2s standard) There's no way the stats from APBDB for the Scout are correct. Unless the crosshair is not a visual proof of anything at all. Description: The proposed changes would make the scout 3STK, give it 100% ADS accuracy regardless of modifier and gun modification (thus eliminating the "oMg SeRvErS bAd" people, because they're unable to realise that their gun just missed due to bloom) JG • TTK = 0.65s [Tied to fire interval] <=> Change to 1.2s • STK = 2 <=> 3 [Tied to above] • Fire Interval = 0.65s <=> Change to 0.6 • Max Health Damage = 786 <=> Change to 385 (1000hp - 61.5% was the math I used) • MM Modifier change to 0 [tighter spread too] Description: You might ask, why change shotguns to 3STK? Because of cornerpopping, the most broken mechanic in a 3rd person shooter. Allowing for 1 more shot to survive when pushing someone holding you might buy you enough time to push him, perhaps outaim him and win the duel, which is impossible right now. Now, how all of these would play out with different clotting agent mods, I am unsure. But, playtests would reveal the bigger picture. tl;dr: - guns are rng dice, make their ads consistent - mods that change ttk and bloom are a no-go, no dmg penalty heavy barrel ftw - high ttk w/ decent consistent recoil patterns is life and bloom is bad - 2stk has no place in any game, especially tps - playtest, playtest, playtest - also, increase overall crouch speed by ~2x (dopefish recommendation which id love to see ingame, he didnt specify it to be 2x but an exact number which i cannot find anymore, but id love to see it lol) About the mod & roles part, I think you're on right track when it comes to unifying mods in normal enf vs crim APB. If APB ever plans to make a RIOT/BR version, I do hope they make weapon mods with levels. Balancing would be much easier across the board when character and weapon mods are streamlined.
  7. Wouldn't be an issue if the game had longer TTK, 100% ADS accuracy with minimum-no bloom, unnecessary movement penalties removed, curve mechanics adjusted, removed mods that adjust TTK and range but hey... that's too "drastic" :^) Excuse me? What do you consider aim then? Your whole arguement doesn't make any sense whatsover. Holding angles for days and headshotting a guy like in CS is not aiming. APB right now barely requires any tracking, as you have to 'fight' bloom mechanics to actually be able to track properly, making fights a game of who wins the dice roll.
  8. When is this getting fixed? Any ETA? The game has way too many inconsistencies related to crosshair precision already.
  9. Let's see how long it'll take to fix the UI (to allow for all 3 FC maps to work, along with a queue system and other QoL UI tweaks), sliding characters on higher fps (also visual bug(s) with crosshair), as nothing is out of the realm of possibilities with 64bit now Oh, and perhaps a multi-threaded mouse input to counteract the forced fullscreen windowed mode input lag. Waiting patiently for the roadmap. EDIT: No mention of 50vs50 district change. What I also find funny is that the game's UI was made with 1024x768 in mind (fullscreen), forcing fullscreen windowed (most people are running 1080p) is just gonna lead to so many inconsistencies when it comes to crosshair and hitmarks. Fun times.
  10. This has plagued the game ever since they've partially updated the UI, changing the /fps counter and partially changing some in-game menus. Most of the game runs on Kismet, while the added parts run on Scaleform, which we were supposed to move to completely with the UE3.5 upgrade thus unifying all UI elements. For now, it does seem like it isn't happening and they've been quiet on this topic for a while now. Let's hope Matt addresses this after the 64-bit release and other gamebreaking road-blockers, since as per his post, nothing is unfixable now.
  11. It's still the same game, with the same fundamental flaws and with the same horrendous upgrade path (inability to ship updates and new content faster) until said otherwise. It's still stuck on a Kismet + Scaleform UI mix, which is a major FPS hog. (also disallows including all 3 fight club maps in rotation, as stated by Revoemag ages ago) It's still stuck on horrendous weapon balancing based upon RNG mechanics. It's still stuck on a morphed/stitched-together UE version, which doesn't allow for implementations of modern technologies such as Reflex, FSR etc. It's still using horrendous mouse input, with the 'inability' to implement multi-threaded mouse input. It's still stuck with the high FPS issues due to earlier UE versions having these limitations, so good luck running 240fps/360fps None of which can or will be addressed as they haven't upgraded to a newer UE version.
  12. CS:GO is not a long TTK game. APB in RTW was long-ish TTK game, so was Dirty Bomb. Apex Legends is a prime example how gunplay should handle if you wanna reward the player. Something APB can definitely try and apply to itself. I will make a big spreadsheet detailing each gun individually how I think balancing guns and mods should be handled (and hopefully understand each stat APB:DB lists, adjusting it accordingly) soon, as you and a few others seem to be big adversaries every time I mention making TTK higher, claiming it'll be the "the doom of APB", when in fact this game has a similar TTK already just fully bloomed into oblivion, making fights inconsistent and feel like water guns in comparison to other shooter games. Basically the same it did in RTW, but handling it much better, how it should've been in the first place. You tackle it by either adjusting RoF or more STK (less damage). Of course, you'd adjust mag sizes accordingly But, most importantly, no bloom (or adjusting bloom recovery / blooming after X amount of shots). As a previous user mentioned, Anubis and OSCP Kommandant are decent examples of good TTK. For example, guns like the RSA and ACT have good STK, but need a slightly faster RoF (get them to 1.3-1.4s) and (i'll repeat myself) NO BLOOM in ADS.
  13. Because they've gimped the districts on purposely to fit Qwentle's agenda of lowering TTK since G1 took over RTW (he was a big proponent of shortening STK, you can check up web archive and check old forums for this, Dopefish mentioned this numerious times back in the days) The game right now feels clunky, unintuitive, doesn't regard mechanical skill whatsoever and rewards luck in a fight over aiming. They think lengthening TTK by adding a ton of bloom (as seen by the recent NTEC changes, complete lack of awareness by the testers what makes a good shooter game good.) is how we should approach "high TTK", but that's far from it. I've mentioned this topic numerious times in my posts, will reiterate again. Obnoxiously high bloom, low TTK, unnecessary movement penalties, damage curve mechanics have no place in a game that claims to be a proper competitive shooter, unless (as Matt seems to mention that a ton in his latest AMA), the devs see APB as a RPG then it does not matter Lengthening TTK ( in the range of 1.1s to 1.5s) should be done by adjusting STK, lowering bloom (bloom recovery adjustments, blooming after X amount of shots etc.) substantially across the board, heck I'd even say make 1-shot accuracy on all guns in ADS 100% accurate (while also removing unnecessary movement penalties, curve mechanics and adjusting hipfire stock bloom), akin to the Dev Star. This will not only make stock weapons as strong as their modded counterpart (very good for newer players to get into the game without feeling behind, even though I find the idea of slotted weapons flawed to begin with), it will also make for more consistent fights and it'll make balancing MUCH easier with the huge weapon pool we have in APB. Also, no 2STK weapons. Ever. Neither 1STK. Snipers and shotguns should be 3STK minimum. The biggest issue with this idea are mods such as Hunting Sight, Cooling Jacket and Improved Rifling. All of them have no place in a game that claims to be a shooter. Why would a mod adjust your accuracy to begin with? Why would a mod adjust range, why not just make your life easier by adjusting range per gun, not counting for a mod possibly make the gun game-breaking (as seen numerious times during the course of weapon balancing). Reflex Sight should buff hipfire bloom, the above mentioned mods should all be removed. ^ basically this
  14. The problem is, the crosshair in APB is never in a "fully-closed" state. ADS-ing still means you have a chance to get RNG'd. I, personally, have not experienced the mentioned ghostshoots with semi-auto weapons as much the past few times I've played (tbf, it was ages ago), so I cannot vouch for that. A properly, fully-closed crosshair (if you can trust it to be a reliable visual cue for accuracy) would be akin to the Scout with HS1/2/3 back before the jumpshot nerf (and the dev star has it to), which I wish every weapon in this game had for it's 1st shot accuracy at the very least
  15. Of course, the servers have always been an issue in this game, ever since they downgraded the hardware (to keep server costs low) in G1 days and change of server tickrate, the servers have been wonky sometimes. But, how can you be so sure that every hitreg problem reported is caused by flawed netcode? In a game that fundamentally relies on RNG/Bloom as much as APB, after having played games which lack it, I can't say for certain anymore. I just know that this game needs a radical shift in game design if it wants to start to get people hooked to the overall gameplay. Make weapons reliable and most importantly CONSISTENT, without the need of modding (mods shouldn't affect ttk and bloom in any game that tries to be a shooter) it.
  16. To add to this, all of those test districts attempts have been on purposely gimped by the devs due to Qwentle's design choice in keeping the game with a faster/lower TTK, they haven't even bothered implementing high TTK in those districts right. They created an illusion to the community that longer TTK (with less bloom) is bad, but implemented a (slightly) longer TTK over live but adding an element of randomness to it (high bloom with slow recovery), resulting in weapons feeling like waterguns, inconsistent. None of the "aaaHHH HiTrEg iS bAd, FiX sErVerS pLoX!!" issues people keep on mentioning wouldn't exist if they balanced the game around longer/high TTK, less/no bloom, less/no movement penalties and especially no curve mechanics that they've added later on (lazy band-aid to fix the fundamental problem this game has)
  17. Exactly. To add to this, the game wasn't designed for this low/short TTK and huge bloom gameplay, resulting in this mess of so-called 'weapons' we have in the game. When will we get high/long TTK and low bloom/no bloom, so we can finally have a proper TPS skill-based game?
  18. Unfortunately, very true. Though tbf, I do think LO doesn't have any plan on how to make APB a better game as they lack the experience in managing a FPS game, thus they've relied on the members still actively playing the game (most of which do not know how to change APB for the better, as they're used to RNG-based mechanics that this game had since 2012 and never tried proper FPS/TPS games). To me, it seems like they're trying, but they lack proper input. The regression of this game started with Qwentle's vision of APB in early APB days, making the game cattered towards the casual, beginner crowd. Since then, people have been desperately trying to make APB a competitive game when it was never one to begin with sadly (RTW and early G1 can be somewhat of an exception, as they had a few concepts right), even though it has major potential to take off in today's market. There's a huge lack of good FPS/TPS games and APB could fill in this void easily (even though it lacks modern features due to a very archaic engine) I sincerely think it is not possible to make APB into something big without progressing into a new engine though, such as UE4.2-UE5 for example. UE2.5 is very archaic and I hope this "64-bit version is better!!" is just a phase to gain money, on the roadmap to make APB a better version. Hope Matt addresses some of the concerns on staying on this engine iteration, but porting it to 64bit.
  19. ^ this basically, also why not list the "18 page weapon balance form"? Who were the authors of proposed changes? What model of game do they have in mind when balancing? Have they balanced around the actual weapons or around mods? Do said changes catter a certain crowd more than another? Does better mechanical skill win? Many unanswered questions. Sadly, no mention of adding more complex movement mechanics, which are very desperately needed in a low TTK game like APB. Some good points were made in general though, let's await for Matt's response. Also about the UI suggestions, due to mess we have in-game in form of Scaleform + Kismet, it is very likely not possible to do anything listed (source: old dev posts from old G1 forums when Scaleform first hit the game). I'm hoping Matt will address this, along with the possibility of adding all 3 fight club maps in rotation (a UI limitation/Engine limitation, not mentioned by old devs if it's due to bit size or some other reason) EDIT: A user below mentioned RIOT, which I forgot to mention. How would this 64bit upgrade handle adding new game modes (such as RIOT, racing district etc.) and content to the game? Can it scale? UE3.5 was promised for this. Staying on an archaic UE2.5 version of the game very likely isn't a very 'future-proof' thing to do.
  20. Make gunplay actually skill-based (no RNG ads, less movement penalty), add movement mechanics (faster AD strafes, walljumps, faster crouch speed), change vehicle handlings and a ton of other things which will never get implemented
  21. So: • No talk of what'll happen to the UI (scaleform + kismet is a mess), • No talk of the ability to ship updates faster in form of new content (main reason engine update was supposed to happen), • No talk about whether this 1.3x version allows you to create new content in form of maps, clothing, vehicles etc. (Can you even go over the speed limit in this 64bit APB?) • No update on whether to tackle anything gameplay related (weapon balance, mod balance, car handling, RIOT, mission adjustments, spot adjustments on maps which have been requested for years and just died) • What about the horrendous designer, symbol issues and model issues that this game is plagued with since the beginning? • What about tracers? All I'm seeing is a missed train, that's long gone, trying to capitalize on hope. What exactly did you tell us that's new? You haven't said a single new thing which wasn't known till know, an update is supposed to deliver SOMETHING NEW. Or do you consider switching back to a previous, horrendous anticheat an update? If so, then you've succeeded.
  22. This does not fix the fundamental issues the current engine code has, you do realise this? It does not fix the mixed UI we have (Kismet + Scaleform), thus it will not fix the inability to feature all 3 fight club maps, thus meaning it won't allow for vehicle speed increases, thus meaning it will run on archaic code unable to get good performance. Not only that, the main reason the engine upgrade was promised was to deliver content easier and faster, due to new code. What will happen of that now? It is quite clear the game has unofficially died with that announcement and will not get any surge of population unless they do DRASTIC changes in gameplay and add some band-aid new content to get people back and hooked perhaps. 64-bit APB won't allow for coat physics, for map changes, for new maps, for new cars, it'll still limited. Not only that, it'll be limited to old code that was written without any documentation left, so good luck in deciphering that in any way possible (even the devs which worked since RTW cannot accomplish this, so glhf) ^ this man said everything that should be said in regards to this topic, only thing I'd add to it is a bit of pessimism in form of "engine upgrade cancelled? gg apb dead"
  23. The ATAC and Raptor aren't "point-and-click" guns, there is no gun like that in APB right now (the exception is the Scout with HS somewhat, even it isn't 100% accurate when in ADS, they've nerfed this back when jumpshooting was a thing) What's funny is that both guns you've mentioned have bloom too You ever heard of recoil? Accuracy while shooting/bloom and initial accuracy should NEVER be a metric used to balance and differentiate guns. It makes the aiming part irrelevant in this game. Differences between guns should be seen in damage/TTK (balanced around a higher ~1.1s value), range at which drop-off starts, magazine size, reload speed, weapon sound, recoil. All of these would still allow the more skilled opponent to win duels, not whoever has better luck in regards to hit registration of the server or bloom. On top of my head, these are the changes I've been proposing for quite some time on the forums (taken from some old veteran players as well) which we should've got before the roadmap post where their only supposed hope got shattered: • Removal of bloom - would lead to ADS being 100% accurate (or if you wanna gimp players, up until a certain bullet count, somewhat similar to OW's soldier old rifle gameplay for the NTEC for instance) • Increasing TTK overall to ~1.1s of all guns (this is very relative, on estimate +2-3 STK • Adjust health regen (either making CA3 the default regen by default and making CA2 into Clotting Agent or the opposite, streamline character mods like they should've been in the first place. Great thread on it in the suggestions forums.) • Balancing mods: Making green mods viable and removing downsides of blue character mods. Removing weapon mods such as Cooling Jacket and Improved Rifling (no gun should get a instant upgrade in form of better range and lower TTK, regardless of bloom factor and inaccuracy). Adjusting Hunting Sight to give lower FoV and not more first bullet accuracy and overall accuracy (all guns should have their first bullet be 100% accurate in ADS, making the game less reliant on mods, they should be sidegrades not upgrades) • Adjusting weapon ranges accordingly • Make all snipers and shotguns ≥3 STK • Removing the atrocious mechanics on the HVR and Tommy Gun and all the other mechanics which are not intuitive at all. • Increasing crouch movement speed (Dopefish's thread has more in-depth suggestions, sadly the old forums have a ton of good suggestions removed, such as balancing spots in Waterfront as mentioned below) • Adjusting broken map spots, especially in Waterfront • Making a PROPER tutorial with the help of the veterans of the community. • Reverting shaders to early G1, RTW era Link to Dopefish thread (can't embed properly) : https://web.archive.org/web/20150128031946/http://forums.gamersfirst.com/topic/288723-dopefish-list-of-suggestions-and-issues-v2/ I have ton of other suggestions in mind, which a ton of the left-over community base wouldn't agree since only silvers are left from what I've seen, so they wouldn't agree on making the game harder to master. After engine upgrade release: • New content in form of contacts, vehicles, symbols, clan activities, battle passes, 3 fight club maps (hopefully this'll happen after getting rid of Kismet, the old UI APB has. APB runs on Kismet + Scaleform and this can contribute to some major FPS drops, it's a big performance culprit tho in this day and age it's irrelevant as APB runs fine on modern systems) • Adjusting vehicle handlings (requires new engine upgrade for increasing vehicle speed) • Adding movement mechanics akin to Bloodhunt and other movement games • Adding headshots if above changes are done.
  24. APB never had good gunplay, nor will it ever had good gunplay if they continue to follow Qwentle's path of balancing weapons and overall gameplay. They managed to increase the TTK's of AR's to ~1.1s (as mentioned by a fellow forum member) by adding unnecessary bloom if one is looking for max accuracy (which isn't even accurate to begin with, if the crosshair gap is to be judged as a measurement of accuracy) and lower TTK if one wants to spray and pray (a way for silvers to outgun better players in fights, relying on RNG) Why would they just not remove all bloom and stick to those values mentioned above? It would make the game feel 10x more fluid and it would feel rewarding to frag someone. But, judging by the abandonment of the engine upgrade (the only thing which kept most people hoping for a better game, and the thing the devs relied on for so many years for their incompetence to handle things), the game will never make a comeback and die out slowly. I sure hope someone will take it's spot at some point in the future since I find APB has immense potential, in the BR-infested scene, to be a money making machine.
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