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LilyRain

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Everything posted by LilyRain

  1. Exactly. Since LTL doesn't come with open-slot weapons, it only becomes better when the grind is already over and even then it is still leagues behind actual weapons. They seem to want to make APB team red vs team blue rather than Criminals vs Cops, kills some decent potential tbh. Sadly, it is actually worse. PIG would stun in 1 second if it had more shots before reloading but it only comes with 1. Since PIG requires 1.25 seconds to reload, that's its actual time to stun if used without help from any other source. PIG on its own is a death-sentence in a 1v1 fight.
  2. Because they wanted cj3 OCA to be the prime thing to use in CQC rather than have things fairly up to players. Making APB more of a chess-game when it doesn't need more of it. Funny enough, on the very same patch, they have buffed OCA's ttk to a default 0.67 rather than 0.7s, meaning cj3 OCA was even more quick. Thankfully that was reverted. APB's gameplay-potential will stay stagnant till those in charge of balancing get some angel-blessings or be replaced.
  3. Thank you for putting him on long-life milk. There is hope :Kappa:
  4. I wouldn't call it a failed test, quite the contrary, very successful. Not only an error/reaction_time of 0.1s is quite impressive but additionally, if you follow through all weapons with the same approach, you're going to reach the same ranking or 'tier-list' conclusion if you're trying to find out how fast weapons perform at their best accuracy like OP asked for. To enhance it further, you'd be slowing down your experiment into what people refer to as frame data but you don't really need to go all the way. A job well done, honestly.
  5. The updated client with the x64 engine has character-globalization implemented. Sadly, that thing is running behind schedule.
  6. I double checked, 1s is correct. Doing the math with hard-data from APBDB is always more accurate than randomly setting macro-intervals to 'what feels is right'. Unless we are about to reach a discovery that exposes APBDB to not have been thoroughly updated.
  7. I don't like bloom either and I wish it gets toned down a bit. APB has one of the highest bloom-mechanics in a shooter ever. But TTK is much more complicated. The TTKs I've mentioned reflect shooting with the best possible weapon accuracy. In a real fight though, that much accuracy is usually never needed depending on distance to enemy. Modifications such as Hunting Sight 3 on Assault Rifles will further make weapons more accurate, ultimately giving extra room for bloom. Most well-controlled N-TEC 5s will kill in an average of ~0.84s.
  8. You're most welcome! Ursus requires 1.02 seconds, just a rice-grain behind N-TEC 5
  9. N-TEC 5 requires exactly 1 second to kill if it fires as soon as it fully recovers after every shot. FAR: Requires 1.175s. COBR-A: Requires 1.37237s. Obeya CR762: Requires 1.17533s.
  10. I wish I faced him but it is obviously MattScott. The man hosted an event for literally the entire district to try and kill him.
  11. LO attempted nerfing/buffing meta weapons. Weak-weapons weren't even looked at.
  12. EGGscuse me but when will the weak-weapons be buffed?
  13. LOL #BringBackOldOSMAW (No rev timer nor high alarm noise, just rocket)
  14. Straight facts. Too bad the game is handled by people who have some sort of phobia when it comes to dying in a PvP game, so they make things overall slower than they should be just to see the respawn map a bit later.
  15. #MakeHeatSystemGreatAgain ... (minus the minimap real-time tracker)
  16. April Fools is a day where people FOOL each other with hoaxes, not re-host old events & cosplay.
  17. LilyRain

    Hide threat levels ?

    This isn't a problem of visible threat but more so a problem of mindsets. The Toxics who epicly care about Threat have that mindset carved deep within them. You're not going to change how they see you or have them magically quit the crusade of tbagging for no reason by simply removing threat. It simply doesn't work like that.
  18. Yes, that's the right way to think about it! Epinephrine+Kevlar is situational and even then, when Epinehprine is activated you'll hear heart-beats. Problem is your enemies can also hear those heart-beats, so they will be prepared for someone running fast to appear somewhere. Kevlar users are usually more often dangerous when car-playing (either using cars for tactical positioning and movement or surfing on them with an anti-vehicle weapon such as ALIG or OSMAW), or when holding key locations without multiple-entrances to be flanked (Like that 2nd-floor police station in WaterFront). Otherwise, it is better to grab a decently-dangerous and reliable weapon and just to not use Kevlar. This isn't a problem with Kevlar or the Player, it is simply how the game is. APB is a game of choices and distances. Kevlar will excel in some scenarios and not all because it too is part of a player's loadout. Just like weapons, character mods can also be swapped when needed to suit the current situation. Oh, good old days! That strategy works nicely if the car is equipped with Explosives 3 mod (especially if it is a big car like Espacio/Pioneer). If you like that playstyle, consider saving up 10,000 Joker Tickets for a 4x4 FireBomb, one of the most explosively-fun things in the game.
  19. LOL, that sure brings back a memory where I pretended to be AFK. A driver was about to ram me but I held a Satchel, then released it in such a timing that the driver rammed it mid-air causing it to explode. I didn't proc it like that again but it fulfilled a portion in my APB-soul. It can be to those experienced with it, Satchel holds a lot of potential! Fun fact: It is possible to double-jump from a released-satchel against walls. In some areas, it helps the player to get over things or even a building's roof.
  20. The answer is yes! but it isn't game-breaking silly: I'm subtracting 1 meter from my distance to my car, because its side to its center is 1 meter. Fragile stacks with Epinephrine since both are multiplicative effects. So normally, the current Epinephrine lasts long enough to make one sprint for 40 meters. Fragile, adding 14% will give you an additional ~6 meters. 6 meters are nice to have but its benefit is situational because also, both fragile and epinephrine eat from the player's health. All of this happens within 5 seconds because that's how long Epinephrine lasts. If it lasted longer, the difference will also get bigger. 40 meters within 5 seconds are also pretty considerable, Epinephrine is currently the #1 consumable, followed by Med Spray because Med Spray isn't effective when coupled with Clotting Agent.
  21. #RevertFAR #FixRFP #RemoveBoltTimers #RevertHVRbloom-Damage-Mechanic #BuffPIG (750 Stamina Damage → 870) #MakeArrestedCriminalsRespawnFaster #BuffLTL #NerfEpinephrine (+50% Sprint Speed → +30%) #RevertJGttk #NerfAMGmobilityOrBuffSHAW's&ALIG's #SlightlyBuffSTAR4NewPlayerExperience #ReworkHighBurnFuel (15% less vehicle health → 75% less explosion damage) #AddConditionToMobileSpawnPoint (Invalid if within 40m of objective) #RemoveWindUpTimers #ReduceGrenadeResupplyDelay (3s → 2s) #MakeBoomBoxActuallyExplode #NerfPercussionGrenades (400 Health Damage → 300) #Add /forfeitmission (forces $100 APB rewards, 200 standing and -1 point of threat) #FixVIPmissions (Literally copy the code from Asylum in order to have 1 VIP on each team, then reduce the lives limit in that code from 20 down to 5). #GibProgressReportOnAPB1.3
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