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LilyRain

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Everything posted by LilyRain

  1. I have already covered all of that but it seems you don't read yourself. I've already showed how I became MVP in Asylum with a pure Fragile + LTL Loadout to some loud-mouth before but it seems you aren't a forum-regular. Can you do the same? Spoiler alert: You won't. Merged. It seems you are still unable to follow or see the bigger picture, but this is an excellent place to start. System-latency is a global variable. You have it, your opponent has it AND THE SERVER has it too over the entire effective configuration of all of your respective latencies and server refresh rates. And for this very reason, once more, "Lag Shield" is a thing and there is absolutely nothing that you can do about that. It is simply the current available technology that we use to play games. Plus, that video is a great example to what I was saying, giving more advantages to the person holding the corner. That's literally what the video is showing. ------------------------------------------------------------ Again, "250ms is the reaction time to PHYSICALLY demanding movements of the human body" that involve the visual-stimulus, which the link YOU JUST POSTED shows. They are doing trials to literally intercept a ball with a gun that shoots a ball with a wire attached to it. Moreover, that research itself shows what gamers actually stand for and ACHIEVED. Upgrading one's own reflexes without actually becoming a robot is what gamers do and that's what they did, they achieved that "80 ms" reduction just like in the video I showed you prior, averaging reaction times in the 120ms region without external help. It is simply what makes humans unique, they improve with training and reflex time is no exception. Which brings us back to the current-topic and that's exactly what I am trying to remind you, you'd only be delaying the inevitable. By the time YOU react, your opponent would still be at full health and YOU would require the same time-to-kill to kill them. It happened a lot on Twitch, Reverse and other good players commonly turn around and pull a reversal to those attacking them from behind as soon as they get shot, so your estimation of "0.29-0.395 seconds" to react is very far from the truth (unless you used to play in the Bronze district). Seriously, 0.29-395 seconds is getting shot by FBW 2.5 to 3 times.... a lot of players can react within that time and start doing something. It is far from "insanity" Therefore, if you increase time-to-kill, you'd actually be shooting yourself in the foot because you'd be guaranteeing your own death. Simply because the person who shot you from the back actually gets more chances to miss. It isn't like you're increasing their time to kill but not yours (unless that's what you want, make certain weapons more garbage so you get to win more easily, because you know for a fact that LO would never balance all weapons at once. Scummy to be honest, nothing more). More importantly, if you are winning a fight, you'd be giving more time for another opponent to jump in and mess that up. That is already common because the central time to kill in APB is 0.75s, which is already lengthy enough. Increasing time-to-kill is not a great idea. APB shouldn't become more MOBA-like and you are yet to justify why such a stupid move is a great idea.
  2. Not a single thing you wrote in there is correct, I'm very disappointed in you, nothing but an ill-mannered loud-mouth. If your reaction time to clicking a mouse is 250ms then I am deeply, deeply sorry for you. 250ms is the reaction time to PHYSICALLY demanding movements of the human body. It seems you can't even Google things right. There is this website called "Human Benchmark" which contains a reaction test for clicking. The test obviously pertains to how fast your monitor's refresh rate is but you can easily do 200ms on a 60hz monitor (and it happens to be the average). Here, see the profile for yourself (I hope you can read a simple graph): https://humanbenchmark.com/tests/reactiontime As an added bonus, here are examples to reaction times with a decent gaming monitor: Clearly the average time is half of what you stated. 250ms to click/start moving a mouse..... really? If your computer's latency is 55ms, you better start cleaning it up and optimizing it for gaming because it is nothing but a toaster. Here is a fresh Latency test on my own system, which clearly show that latency is in MICRO seconds, not ms (and that's with both Twitch and a game running): Network Latency goes both ways, not just to your perspective. That's why "Lag Shield" is a common term in online gaming, but you obviously didn't know that either. There is nothing "insane" about it, you're just too slow. ----------------------------- EAC is free but glaciers already showed you that. ----------------------------- "I don't care how fudged up the code is ITS there job if they can't fix it than it just needs to die already" Or you can just leave with some dignity rather than show the entire world how clueless you truly are. 'Just fix it or kill it 5Head' eh? If it is that simple you can do it for them. What an absolute fool.
  3. Yes, they're put back to normal now. That's how they used to be years ago and the game was indeed much more populated back then. That massive decline had a lot of reasons behind it. Players could no longer play with their friends that can't keep up, more clans became requiring Gold status (some did before but a lot were recruiting simply to get larger and socialize better, etc). But you already know all these things well I was referring to the lesser/smaller decline that happened a bit afterwards (which you already covered), when players saturated and settled in to the new environment of threat-locked districts. There was a point in time where threat segregation was switched off causing further decline before switching it on again. And now off again.
  4. They are already prioritized enough over the fact that their mere-existence is an added quality. Whatever state a game is in, being in a premade adds to that so we don't need to give them added layers of security. We are already at the point where even most premades wouldn't dare play solo. Your point is not invalid but APB is already there. We don't need to make it worse. Not every correct idea on paper would be nice in practice. They will be because that would be too slow. Plus, it indirectly buffs corner camping, car gameplay and lower the skill ceiling. APB is a 3rd-person shooter, it doesn't need that much leniency. That would also require slowing down shotguns because they are already the kings of CQC. There is no way people would appreciate a shotgun fire rate of 0.9s or a 3-shot-to-kill rework. It just won't happen. Less punishing but things stack up. The opponent is on the same field and is also likely to be punished by it. RNG-luck due to server responsiveness will still exist and statistically more of it. People wouldn't appreciate seeing more ghost-shots over the course of their session-time. "Less punishing" is also dependent on weapon-type. So unless APB becomes assault rifles and SMGs only game, your statement will never be globally true. I doubt that will happen as well but that would in fact be a good thing. It is what sets the meta apart, having the best min-ttks and often being close to achieving it. OCA will be the same as it is by far the easiest weapon in the game to use, N-tec will still be the top assault rifle, Oscar will still deserve the oscar-award as it won't even be affected, CR762 will also remain great, etc. What we would see is STAR being a tad better (which is important for new player experience) and weapons that spread too much for their own good will also be overall better. That's exactly what the people want, buffing their favourite but gimped-for-no-reason weapons. Indeed, they are all important but the ttk isn't as low as 0.3s to require an increase. There is nothing wrong with spending 0.7s per target compared to 0.9s or any other amount. Switching to other targets and giving them their fair tracking in succession is more indicative of skill than tunnel-visioning a single target Final Fantasy Boss style.
  5. - It is unreasonable because the game is already heavily leaning towards teamplay, to the point where it is so easy and coordination isn't even heavily needed to neutralize a target. 'Playing chess & checkmating the target' is indeed the way to go, but going one in at a time still does the trick quite easily, so we don't need to skew the game more towards teamplay. It is already there. - Yes, the disparity would lessen but won't make APB a better game as garbage weapons will still remain the same. Clunky and slow and that's why it is a weak solution. - Lowering damage per shot wont help the netcode against ghost-shots as that will only change the weight of the shot upon being registered. Reducing rate of fire won't either as there are a lot of 1-shot weapons that get their shots ghosted (e.g snipers, pig and even shotguns every now and then). It is a matter of the server being ready to receive input at the time of the shot. Therefore, by increasing ttk, the chances of ghost-shots per fight would actually increase as well and they'd be slightly more common. - Bloom and spread should go down but they will never be fully removed like some suggested in a previous thread, because 'we're not allowed to have real recoil'. It is either this or that and that's the problem. More importantly, reducing bloom doesn't also mean ttk should be increased nor objectively supplements that stance in any capacity. The benefits don't outweigh the costs. Longer ttk is a mistake and would only be an indication of "skill" if time-to-kill was instant like a P90-SMG in Counter Strike. An average ttk of 0.75 is fine as is and happens to be on the lengthy-side for a shooter. People such as qb mentioned APEX in a previous thread alongside wanting wall-jumps in APB (heh). Little he knew opponents in APEX can be dealt with much faster than 0.7s because headshots exist (unlike APB of course) and I already showed him a video on YouTube that shows ttks across weapons, that's why he couldn't say a word here or debunk anything and resorted to emotional-wars, which won't do him any favors. Any game with long-ttk either happens to take place in an open arena or have a higher-damaging mechanic to emphasize "skill" through being able to aim to the head. He really has no clue to what he's talking about. I'm certain it will take another 11+ months to revert the long-ttk mistake and that's exactly what they want, see APB go into the grave because they can't leave it and move on otherwise. You were meant to debunk what I've said but we both know it is un-debunkable, hence you won't even make an attempt. Simply because you can't. I'm glad you realized your mistake. At least try to be more civil next time or just come back after learning how to debate with facts. Your manners are as weak as your arguments, you are already a meme in the community. - The pool won't be enough in a 40v40 district, that's why LO is working towards "Phasing" in the first place and even then, a premade is still a premade. Better Matchmaking doesn't mean solo-players would magically get forced to become a premade. - That's because you still have to sponsor/buy them better servers. LO succeeded in getting EAC to integrate into the client but the server-side of things didn't go well as MattScott himself explained: You made an appearance on that thread so you should already be aware of this. @Hexerin should also see this because he was bluffing before bailing when he claimed that "LO dropped EAC because Epic was attempting to hike the price up while also cutting half the product away from the contract. It had nothing to do with being "too expensive"". It is in fact the opposite, LO attempted a price-reduction and that didn't fly. And even now EAC is free for Game Developers but you still have to help LO with the server integration. We will all be grateful to you if you do. Just "fix the net code and servers" 5Head :monkaS:. - Having even longer ttks than what we currently have doesn't mean we should go back there. The game also had epicly-tanky vehicles at one point, which didn't support "more skill" when it comes to dispatching vehicles. More time doesn't always equal more skill, because there is a point where too much of it will have the negative effect and that's what needs to be seen, we are already at that point for BOTH infantry and vehicles.
  6. You better not since you don't know who you're addressing. I have laid out exactly why longer-ttk in APB would be the last thing APB needs but it seems you also did not read a word. You also didn't objectively lay out why longer-tkks would work for APB, simply because you can't. I don't see you people using CCG or a "skill based" weapon that actually takes time to neutralize targets, so learn your place and yes, I have arrested some of the best players in both NA and EU, with Fragile equipped nontheless. Now who are YOU to talk? What are your achievements other than empty forum replies with a smiley face?
  7. That's the most weak argument I've seen in a while. You wouldn't do a better job if you were the one in charge of balancing. Making the meta weaker to give more weight to garbage weapons won't make them any less garbage and won't make the game better. The game simply doesn't accommodate for more ttk. There are cars and walls everywhere. Currently even the dominant strat is to tank everything and heal it off with CA3 behind walls or get back in a car, like it never happened. If you increase ttk, no one will die at the top-level but you clearly aren't good enough to have experienced it. You're only good at providing false-feedback to be able to 'compete', So no, you aren't the person with enough "competency" to discuss such things because you ignore every factor other than the one you want. Nothing but sheer simplicity, which never worked historically for APB nor will ever work. Hiking the price up has nothing to do with "expensive", wow, just wow. Statement of the century right here, Ladies and Gentlemen. You can't even troll right. So you want longer ttks because you can't drive a car worth only $100 per spawn, okay. That is horribly wrong and a hard disagree. 3rd-person always gives the advantage to the one holding the corner. If ttk is lengthened, by the time the pusher reaches the corner, he/she will have to fight with reduced HP anyways because they tanked some shots along the way. If anything, you'd only be delaying the inevitable and making it even easier on the camper. If anything, lower-ttk makes the player holding the corner more vulnerable if they make a mistake and they would think twice about peeking all the things, because any damage they receive matters. And you still have the tenacity to tell people to think, astonishing. You don't even think yourself before puking words. No, take your rage elsewhere. This isn't APEX nor Quake. Take your longer-ttk nonsense to a game where it belongs or just go and play them. Familiarize yourself with APB and play against actual good players before further making a fool out of yourself.
  8. - "Always" isn't right and can never be true. The longer the time-to-kill the greater the premade advantage. We should be getting less of that, not more. - Better dedicated servers cost money. Recall that LO dropped EAC for BattleEye because it was expensive. Perhaps if you'd be so kind and sponsor/fund the servers for LO then that could be feasible. - There will be nothing to track when it is so easy to find a wall/car to hide behind. This isn't APEX, this is APB. The spatial-design doesn't accommodate for longer ttk.
  9. Higher ttk would be the last straw for APB. Anyone who vouches for longer time-to-kill clearly wants to see the game dead for good. APB unquestionably has: - Epicly easy time for premades. They don't even need good-cohesion. They can be seconds upon seconds apart and still finish the target (assuming the target isn't hiding behind a wall). - A handful of weapons that are in massive need for a buff to compete against the meta (if you haven't noticed, these weapons are garbage because THEY TAKE TOO LONG TO KILL). - Servers are already suffering to run APB's heavily-modified Unreal-code. Districts used to feature 50v50 Players but were lowered to 40v40 and ghost-shots are still a common sight. Increasing the average tkk would make things more RNG-dependent. - Weapons already have massive roleplay-like bloom that will continue to exist because APB is an 'RPG' and thus we can't have nice things such as real-recoil (APB being RPG is the reason why it can't stand in the market, because it is frantically done in a non-appealing way for a shooter). Increasing the general time-to-kill will indirectly make all of these worse. A lot worse... No thank you. That's the last thing this game needs.
  10. If ExitLag doesn't improve it then it is the best it can be.
  11. The last time threat segregation was disabled, population counts went down the drain. Here we are for round 2. But every coin has 2 sides. I guess it is now open season on Dethreaters again, let them get their Karma and be farmed just how they farmed the new blood to the uninstall button.
  12. Only if you play standing like the 'RealBungo'
  13. It is about time they add the condition: Invalid if objective within 55m.
  14. Please elaborate on your "established baseline" from November 24, 2020. Also revert Med Spray
  15. Yes, that's right. I presume that one in specific has the same range as OCA because of the "Silverado" and "Iron Reaper" modded variants, which have Cooling Jacket 2 and 3 respectively. Thanks for bringing the difference up. Yeah, that would be the end, lol
  16. You should know if you read the Anniversary Letter's Thread yourself. I have the 2nd reply there, not sure how you missed it.
  17. Birds probably think we built Power Lines as places for them to socialize.
  18. That would make sense with other Publishers but Little Orbit here has been giving everyone free premium since COVID started.
  19. A dog living in the basement is a subwoofer.
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