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Everything posted by LilyRain
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Must be EpicGoat's alt account
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Matt, try ur game and fix it plz ! thx
LilyRain replied to SK4LP's topic in General Discussion Archive
He played it in a more broken way: -
And you're still making shadow replies without clicking on the quote button, typical. Perhaps you're getting warnings because you don't even read the forum rules... Why would you ever be listened to when you simply exist to be a rage-copypasta and nothing else? I mean I've already given you the golden statement in big coloured text: "I will however support this if you can prove that explosives are overpowered". You're simply unable to provide any proof or proper reasoning to remove explosives from fightclub, so that's that. Your rage won't make it any better. Simply disappointing.
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We know. All you talked about was "fweqa". Grenades are considered "explosives" and O-PGL is a grenade launcher. Additionally, grenades are more dangerous than O-PGL. They explode 20% faster and are much more silent in comparison so if anything they deserve to be touched before O-PGL (and they did get a spam-nerf already). You should take a step back and think things through because your poor anger-management is preventing you from putting something concrete. And that is why you use your ears. O-PGL and OSMAW are incredibly loud with distinct sounds. They literally can't be mistaken for any other weapon. I'd actually rather fight OSMAWs, they are easy targets and generally slow. An OSMAW takes 1.75 seconds to rev up, enough to actually kill them twice. The EOL series is widely known as a collection of trash launchers and cheap Legendaries. if anything they'll either get buffed or stay the same. Unlike the regular O-PGL, O-PGL CD can never 1-shot even if the explosion is dead-center. If you can kill the regular O-PGL (and you should), you can also kill O-PGL CD. Doesn't really matter when most people are just OCAing and JGing. Literally two of the best weapons for Asylum. Keep being mad. I genuinely gave you a shot but you chose to be stupid. "literally nobody complains about oca" Really? Did you miss the OCA-nerf? Looks like you did but now I am certain about my hunches. Thank you for telling us that you are an OCA-Player who couldn't kill an O-PGLer and OSMAWer. If O-PGL isn't annoying (and you didn't prove it being overpowered), why remove it? Come on, now. There you have it, you killed your own thread. Outright removing joker vending machines is a worse solution than the currently active longer resupply time. Joker vending machines in Asylum are placed in dangerous locations anyways. *Laughs in CSG/TAS-20* I hope this isn't just pure frustration but you make it seem so. I hope your next response is rather more serious and has correct facts. You'll get nowhere like this.
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A very interesting explanation but APB is a 3rd-person game. Remove explosives and corner-campers will simply camp and win every corner-fight till they run out of ammo. I guarantee you that you won't enjoy that either (unless you are the Camper). You can easily kill a Demolitions-Player if you just push them or bait them to waste their rocket(s)/grenades. Explosives also take considerable time to detonate and with the recent change to grenades, a good-grenade takes 3 seconds to resupply so that's 6 seconds in total plus resupplying other ammunition wasted by a vending machine or a car spawner (you could die in FightClub if you wait that long). They're not spammable in FightClub anymore (not that they were a problem prior). Gentle reminder that Concussion Grenades used to be able to kill a person at full-health then got nerfed a bit because 'we want to be Supermen who don't die easily, this is too much BabyRage' (I mean if you can't stand dying in a PvP game, perhaps don't play). No surprise this game won't appeal to new players, it is just nerf after nerf to the point where most weapons are now garbage and this entire formula looks absolutely stupid on APB. With how much time it takes to kill a single person in this game, good luck killing them before they get back to their corner. Moreover, because consumables exist... campers can also med spray or epinephrine back to the next wall. Removing Explosives in FightClub at the current state of the game is nothing but drawbacks without merits. By the way, FightClub is an excellent place to advance weapon roles. It would be outright stupid to prevent New Players an okayish opportunity at getting 150 grenade kills to get the Concussion Grenade, which is essential for almost everything. Re-opening this topic with an empty thread out of nothing but your frustration of dying to an explosive is helpless-feedback. Why don't we instead disable OCA or JG in fightclub so more people actually get to play till weaker-weapons get some buffs, hmm? See how stupid this 'disable something' is getting? Without actual explanation, you'd get nowhere. I will however support this if you can prove that explosives are overpowered.
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+Recorded, enjoy your ban
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I'd Pay2Win with a Vacuum Cleaner
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"until next year" Excellent news! Confirmed: Halloween will come back on APB next year, so those who keep chanting 'APB is dead' may chill. In the meantime, please #RevertFAR, #FixRFP and #BuffNon-MetaWeapons
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As good as the N-TEC is, I wouldn't call this an "N-TEC period" because it isn't the king of 0.7s to kill. The game contains weapons that can kill in 0.7s more consistently and with more ease, while the N-TEC has to choose between shooting or moving, it can't do both effectively. APB is a game of choice-vs-choice over a distance where the shootout occurs. It would help to know what weapon you attempted to use against an N-TEC and at what distance.
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#HardFacts
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Sprint Modifier: 3 -> 1.5 Run Modifier: 1.75 -> 1.1 Walk Modifier: 1.2 -> 1 Jump Modifier: 7 -> 5 ✓ ♥ Health Damage: 110 -> 125 Dropoff Range: 40m -> 30m Min Damage Range: 55m -> 60m Minimum Damage: 30% -> 50% ♥ Interesting suggestions as prior to October 4th, 2019, the RFP did 133 Health Damage per shot (7.5187 shots to kill), making it easier to guarantee a kill by the 8th shot. With your suggestion of 125 however, RFP will barely get 8 shots to kill on the suggested Dropoff Range of 30 meters, giving it a fine ttk of 1.05s. If the User is 31 meters away from the target, 9 shots will make the ttk 1.1s. Ultimately, RFP will sandwich FBW, situationally being both better and worse (FBW can still 6 shot-to-kill up to 32 meters, not very impressively ahead but can switch back to a primary faster due to less commitment-time of having no burst intervals to worry about). I like this, RFP won't be as insane as it used to be but it won't be useless either. At its worst (60m+), RFP will require 16 shots to kill (ttk = 2.5s). It will be a decent support damage choice due to its reliable accuracy but won't see much use since it isn't very promising. The new Min Damage Range and Min Damages won't be a problem. If anything they'll reduce the 'exaggerated uselessness' of weapons outside their Dropoff Ranges (a problem APB really suffers from). SeemsGoodMan! ----------------------------------------------------------------------------------------------- "Fang" variant: Modification: Improved Rifling 3 -> Improved Rifling 1 Yes, this was a substantial issue that made RFP epicly protruding before. There were ideas such as replacing the mod with a Tagger but +3 meters from Improved Rifling 1 won't be a problem. This must happen. "Swift Silver" variant: Modification: Heavy Barrel 1 -> Mobility Sling I believe the point here is to make Swift Silver a bit less accurate (since Heavy Barrel helps accuracy). Either choices are fine because with the suggested new Health Damage of 125 per shot, Heavy Barrel 1 will effectively make the weapon always require 9+ shots to kill (ttk = 1.1s+), while Mobility Sling will increase Equip Time from 0.35s to 0.4. Both are hit or miss, I can't think of a reason to object to either atm. "Comanche" variant: Modification: Extended Magazine 3 -> Bandolier 1 Yeah, a Tier 3 mod on a Secondary is questionable (Magazine Capacity of 24 → 31 looks ridiculous). Increasing Reload Time is also terrible. Bandolier is indeed the more tame option. ----------------------------------------------------------------------------------------------- Definitely a decent attempt at fixing RFP. It'll be a decent choice in the pool of Secondary Weapons again and tuning it from there if needed won't be difficult.
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That actually makes a lot of sense, they were doomed to talk ♦♣♠♥ from the start!
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I looked around a bit & ultimately ended up with a question similar to 'Which came first, the chicken or the egg?' It appears the same question exists but for mouth vs anus, KEKW.
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#FixRFP (Remove IR3 from RFP-Fang) #RevertFAR Xmas is also around the corner.. #RevertHoHoHoPGL → #EnableHoHoHoPGLinMissionDistricts
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Is armas gifting ever coming back?
LilyRain replied to klafokgm's topic in General Discussion Archive
That would be nice. Sadly, gifting is disabled because some people abused it through charging back on alt-accounts. Another shining example of when the acts of some hurts everyone. What they have done was basically gift their main/temporary accounts then get their money back through charging back. The alt-account would get banned for 'payment evasion' while any gifted account basically gets things for free. This was a despicable act that hurt profits and simply can't be allowed to stay. Unless LO gets a solution in place, it is unlikely to see gifting coming back. -
I couldn't agree more. "it took months" is very lenient The absurd OCA buff (which was absurd because select few meta weapons got buffed rather than buffing everything across the board, garbage weapons weren't touched and LTL actually got nerfed, heh..) took exactly 336 days, starting from the "Weapon Balance" patch on September 16, 2020 all the way till "Med Spray" patch on August 18th, 2021. Med Spray itself took 378 days from the "MISSION IMPOSSIBLE" patch on August 5, 2020 till the Med Spray patch. We're no longer talking "months", we're talking in magnitude of years. Naming people isn't allowed but it was already proven that some influential SPCTs 'balance' the game to their liking than what is actually good for the game. Btw, this wasn't the first time OCA-meta was a thing. It flopped before and they decided to repeat history 'just because they can'. This proves it even more. I was hopeful till the disaster that was the Weapon Balance patch. From now onwards, I'll believe improvements when they actually happen. No reason to hype or give credit to people unless they actually show they learned what is best & show they deserve it.
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#BeeWingsFor299G1C #RevertFAR
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Oh, I see I see, I wasn't looking properly. There is a sub-menu for weapons so the option isn't immediately viewable. It isn't a straight button purchase like vehicles/mods. Thanks again, you saved a lot of time and trouble
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There should be a way like this yes, since according to APBDB, DMR-AV unlockers are implemented in the game all the way back to when Nekrova's server was present but I couldn't find this option in the Joker Store. Anne and Wilde aren't showing it, Ophelia and Darrell don't sell weapons. I hate to trouble you but if that image is fresh, please provide guidance, thanks in advance.
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The price is the same because the expectation is NOT to pay for the mods. DMR-users pay for +66.666% damage PER SHOT on vehicles. Yes, LO did a fantastic job in suppressing the Pay2Win aspects in APB (This time around, it can't be sugar-coated it with Pay2SkipGrind, because there is no grind for a permanent/comfortably-sustainable DMR-AV currently in the game). Equalizing Premium Cooldowns and adding weapons to the Joker Store were a blessing to this game... Spoiler Alert: Joker Distributions' Weapons Contact, Anne, does NOT exchange DMR-AV for Joker Tickets nor you can lease one from a Rank-Progression Contact, not even at R255. The only ways to get DMR-AV is to either buy it straight from ARMAS or continue exchanging 450/500 JTs at Wilde in the Joker Store for PR1 and PR2 respectively, which is far from being reasonable, simply because that is ~35% of all weekly JTs earned assuming the player does all the things going down a drain consistently (rather even much closer to 100% in Jericho due to no one bothering doing Baylan FightClub. People barely even exist to run Asylum with half capacity like once a week. Missed it? Tough luck, say goodbye to roughly all your JTs that you made from playing Missions just to rent a Sniper that can better dent Car Gameplay). Thank God there are other really effective tools to deal with vehicles, still doesn't justify it being like this due to the potential DMR holds. There are still traces of things yet to be done and this is a shining example of one of them: Making DMR-SD as effective as DMR-AV when it comes to neutralizing vehicles. It would be nice and objectively better if the G1C payment is to enjoy the more immersive sound the DMR-AV provides & not actually affect gameplay, especially in an important aspect that is neutralizing vehicles.