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Everything posted by LilyRain
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Again with the "you don't play Asylum" and scenarios that only happen to those who are yet to learn the most basic fundamentals of this game... I played enough Asylum to do things like this: Now, why wasn't an O-PGLer MVP or teamkilled me enough to prevent me from being MVP myself, with literally the WEAKEST setup in the game against the crowded Asylum? Real people show real examples and results, my friend.. And you dare talk low of APBDB, the website that is literally managed by LO & SPCT-member "Speed" to deliver actual game stats that you won't find reliably anywhere else? That already tells enough.. Perhaps it is time for you to start learning how the game and this place works to better contribute towards APB's future, rather than 'omg, please remove O-PGL from Asylum because we had a 4v2 game and O-PGLer got mad and teamkilled us'.... Grow up, would you? ------------------------------------------------------------------------------ Just another rage-driven pls remove/nerf thread, add it to the pile.
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Speak for yourself Speak for yourself Nonsense.. players push over the O-PGL grenade that was shot to the floor and attack the O-PGL User before it even explodes... again, it needs 5 full seconds to explode, which is longer than attacking someone who's cooking their grenade. Not sure where you're bringing all that false, hypothetical talk from. 3 keywords: O-PGL, distance, spam I am sorry, but these 3 simply don't mix.... But O-PGL is a grenade launcher, what are you even on about? The meaningful radius is the max damage radius, which happens to be the smallest of all grenades, right at 200cm.... Concussions have wider radius AND detonate faster.. I highly recommend making use of APBDB to further familiarize yourself to give meaningful suggestions. Spewing false information, scenarios that don't even happen and obscene-language that doesn't belong in this forum to seek nerfs out of pure-PvP-rage will never serve you any good nor to the game. Better luck with your future posts, I hope to see more quality in them.
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A test-environment like that would be very nice to have indeed. The best thing we currently have is a built-in calculator on APBDB: https://apbdb.com/build/Weapon_LMG_SHAW556_Slot3_Armas/?mods=FnMod_Weapon_MicroRockets Of course, you already know that Micro Rockets on Shaw won't do anything (you said it as an example) so there are no effects to SHAW's stats in the link. Knowing how the game is currently and how to calculate things from such links (e.g effective initial accuracy, current bloom after X many shots, etc...) is the definitive way to arrive at conclusions that you can trust without a playtest. Not that playtests are bad, quite the opposite. It is just that playtests require time to setup. Long-story made a bit shorter, playtests without a reasonable direction and remotely fair numbers on paper are simply a time-sink, because many tests on the same thing must happen in order to reach a new good state (trial and error). These happened even on Live Servers in dedicated Districts A and B. Changes were either too much, too little or on a stat that was completely meaningless on said weapon. There was no end-vision nor direction at all + minimal to no compensation on adjacent stats on the same & other weapons around it (like when LO nerfed the equip time on the SNR Snubnose from 0.1 to 0.5s, they buffed its damage to compensate on a later patch, not the same one....).
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The wind-up mechanic was introduced and got added to some devastating-weapons in order to make their devastation less prompt (a cheap fix but it is what they went with) - OSMAW can one-shot just like O-PGL, but its max damage radius is higher and the rocket's travel speed is 47.5m/s (206.5% as fast as the fastest car in the game). The windup mechanic prevents it from being abused as much as it was years ago. It was truly a FEARSOME primary weapon (and those days were also more fun). - Nfas True-Ogre... without the windup, it would kill in 0.4 seconds, making it the King of CQC. - The EOL series: You have the Deep Impact, Kickback and The Hammer, they have fuse timers of 2.5s, 2s and 1.5s respectively (substantially faster than your average grenade fuse-timer of 4 seconds). These weapons having a wind-up time kinda makes things even [their only problem is having a super-strict magazine capacity, exception being the Deep Impact. Deep Impact can't kill without reloading or using a secondary/grenade]. I personally think having too many wind-up timers aren't healthy for the game, but if you're going in that route, the 5-seconds fuse-timer on the O-PGL must go down or you'd just be committing the same mistake LO did. That mistake being changing 1 variable in a game where weapons have an entire page of stats to change and expecting that to be sufficient.
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2 meter effective max damage range is already way behind Concussion grenades. Low Yields and percussions do exactly 2m after they got their range nerfed. 1 meter max explosion range after a 5 second warning will simply kill the weapon. If you're going with this then the fuse-timer on the O-PGL must be decreased to compensate. O-PGL has a Fire Interval of 1.750 seconds (1.628 with cooling jacket 3), a difference of 0.122s on a substantially high time makes it spammy? Please elaborate. Say that towards things like the recently rebuffed-OCA. SHAW, ALIG and HVR movements vary way beyond just movement speeds. they're not exactly the same. While the sprint speed of O-PGL isn't isn't as slow as SHAW/ALIG, it compensates through having a sprint delay, the same delay HVR has. Interestingly enough, HoHoHo-PGL DOESN'T have the sprint-delay O-PGL has... HoHoHo-PGL was buffed a while ago for xmas and for that very reason LO didn't allow it to be used in Mission Districts. Are you REALLY sure you want O-PGL to not have the sprint-delay or even function as HoHoHo-PGL? Because you'd be doing the opposite of what you are trying to do... you would've ended up buffing O-PGL. Having 26% less sprint speed at that point won't matter, especially in Asylum where the user can just resupply it and shoot next to a Vending Machine.
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- Blitzkrieg 4 gives a score of 2,150, how do you not get MVP after such an insanely massive boost in score..? - Yeah, tracking for 0.585 seconds only. (without any cooling jacket even). If you can't do that then you can't track with anything in APB as other weapons require substantially more tracking time. - Meanwhile, O-PGL grenades require 5 full seconds to detonate. - Mindfulness goes both ways and extend to much more than just O-PGL (everyone carries 2 grenades on average you know). Rather than calling idiot this lmao ignorant idiot that, perhaps be the smart one and refrain from escorting O-PGLers down every single hallway of Asylum?
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You'd then give up reliability (accuracy). Nano WITH marksmanning is still less accurate than FBW
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Speaking of MVP in Asylum, wait till someone crouches with AMG-556 'Euryale', and shoots to obtain Blitzkrieg 4... MVP guaranteed on the spot, can just auto-pilot till the match ends. Being MVP in Asylum isn't sufficient to make such a change, but I'd vouch for removing that Joker Vending Machine right outside that Kitchen room
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Do people use macros to carry bags fast?
LilyRain replied to isaac-the-dad's topic in General Discussion Archive
It is still open, my dear~ -
You would cheat in a game that you love? Don't let your frustration cloud your judgement
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Random Loadout Generator [2.0]
LilyRain replied to BIank's topic in Fan Sites & Communities & Promotions
I can work with that, lol Pretty polished page, that's a job well done -
Unless there is an end-vision of how APB should play as a game, Weapon Balancing will always be aimless with no definitive right/wrong answers as changing one thing also affects things that weren't even touched. - Hey, meta weapons are too powerful, nerf them down to fall in line with other weapons in the game. - Nah nah my boii, don't be like that. Meta weapons are at a good place. Buff the underperforming weapons instead. - Ayyyy, some weapons right here are my ancient religious relics! Don't touch their 'identity' that was a thing since they were meant to be Pay2Advantage from Joker Boxes.. don't touch their niche and no other weapon should even be a rice-grain closer to them. I don't care if the game dies because of this, just don't touch my religious artifacts. Find another way (if you can). - I have no plans to improve as a player so let my RNG-aspect stay. - I like Mickey Mouse and Disney so I want APB to be 10% realistic max, more nonsensical-shiz. - Why are we half-Supermen with Clotting Agent 3? Some punishment is in order for running around in the open like that, APB is too darn tanky... NO, Phok U!! APB must stay like this as dying out in the open is no fun (???) ----------------------------------------------------------------------------------------------- There will always be variance and inconsistency in balancing as a whole since there is no clear defined goal.. We will continue to have weapons that melt (OCA, gg), weapons that work mediocrely everywhere and meme-weapons that work once in a blue-moon.. (which obviously didn't work and will never work) The closest thing we got to that definition is the phrase "our established baseline" as seen here: 1 » Where exactly is this "baseline"? Is it safe to assume it being around the currently buffed-OCA? Or is it around the previous, signature ttk value of 0.7s? 2 » How thicc is this baseline? Meaning what must the variance/gap in weapons be like? Are we looking at ~0.1 ttk difference between every 2 adjacent weapons? Perhaps 0.05s like a more proper shooter? Should the gaps become smaller to emphasize more on player-performance? Or must it remain large so we continue to have a Rock-Paper-Scissors game? (As of now, it seems to be the latter but this can change) 3 » Do you want APB to be less tanky, more tanky or remain the same in general? (I firmly believe APB is just a BIT too tanky to appeal to people outside the current population as a lot of people go what the ♣♦♠♥ when 85ing someone is not enough. Even famous APB players and Streamers are often too famous for this & it happens too frequently even though they know weapon-stats by heart). 4 » Do you want less bloom and more recoil for more interactivity, or do you want to do half the work while watching the game play the other half for you? (as of now, it is the latter) 5 » Are Consumables going to be overhauled? Or will they continue to have this strong-potent arcadey presence that is powerful enough to be considered in any balancing attempt? (As of now, the latest medspray x2 healing buff suggests they'll be too potent but this can change [and I hope it does, it was just too far from adequate, sorry]) 6 » A lot of Players on this Earth are fond of sniping yet HVR's bloom-damage reliance is yet to be revisited (which will be a problem since APB 2.1 is currently set to market immediately upon launch as seen on the Roadmap Post by MattScott). HVR isn't some futuristic charge-laser rifle you know.. Would you revert HVR completely till further notice? Would you tone its damage down a bit? Time to make a move, this is taking too long for its own good (and no, this doesn't need the new engine). 7 » What about Rev-timers on Rocket-Launchers and things like the nfas-True Ogre? Do you think they are too long, fine as is or too short? Perhaps they shouldn't exist at all & the weapons need to be adjusted accordingly for more fluid gameplay? 8 » Should car-gameplay be tweaked at all? Perhaps 25% damage from leaving a car at max speed? Perhaps less/more tanky cars in general? Perhaps smaller/bigger explosion radius? Perhaps slower repair times? Should car mods be tweaked as well? etc. 9 » Should weapon equip times make more sense depending on weapon-size? Or should they stay as a sub-layer of cheap balancing? And more.. I'd like to see some official statement from LO as this "established baseline" is still a secret to this day.
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Approved because #LTLMasterRace Amen
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Very true Now that I think about it, having this mod on hard-damage guns would be something as the downside only nerfs health-damage due to APB's logic...
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Indeed. Those who got banned earned their bans one way or another.
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Even if LO got the cash to go back to EAC.. What effect might that have on the already semi-broken Community? 1 » We had BattlEye 2 » We had EAC 3 » Now we have BattlEye again after MattScott being optimistic to the community about it getting better & that it can serve APB better than before. 4 » After the assurances above, going back to EAC again? Yes, EAC is objectively better than BattlEye but sadly the masses don't care. 'if EAC is indeed better and you apparently have the cash, why did you revert to BattlEye?!' You'll pay hefty prices to get EAC back in order to unleash the 2nd form of the meme.
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It is nice to hear there is momentum flowing after the problematic year that is 2020. Unless LO is cornered with no other option, please do delay marketing as MattScott answered the same problem in the same paragraph: MattScott already expressed that 2.1 going Live on its own isn't enough. Please consider bumping up "New player experience" to 2nd priority BARE MINIMUM.
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It has been previously shown that most players dislike and won't bother spending their daily-average APB gametime around OCA-meta, yet the latest changes brought back the buffed OCA without adequate buffs accross the board to compensate.. This uncalled for experiment resulted yet again in a decline in players that is not limited to Jericho and nothing is being done to finish or temporarily/permanently undo this unfinished transition towards the new "established baseline" of weapon balance as stated in 11/25's patch. Hopefully not but if APB dies, we can all remember that APB's death was an intentional inside-job.
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Waterfront District Empty Since Weeks. Cant rank up.
LilyRain replied to pislik's topic in General Discussion Archive
LOL !! ---------------------------------------------------------- » » » I vote for buffing rewards from non-opposed missions « « « 1 » This will solve the thread's issue. 2 » There are players who keep asking about population-counts and camp https://will.io/apb/ till districts become populated (nobody would wait all day for people to login and get nothing during the wait)... having players farm non-opposed missions will entice those lurkers to login. It won't completely solve everything but we should see higher average-activity in the game. The ratio between rewards from opposed and non-opposed missions can always be fine-tuned at a later date once we see more players after 2.1 goes Live. Please have this pushed for consideration, @MattScott -
I hear cards like the GTX 1650 are on Turing Architecture, just like RTX cards. If you have a card from the Turing-family, you'll run into the out of memory issues that RTX cards get, even if your card says GTX and not RTX. Public APB 2.1 beta tests are gaining momentum. If all goes well, this issue will be resolved sometime soon in Q1 2021.
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With his majestic-beard, MattScott should cosplay as a realistic Santa Clause.
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"A lot" is an interesting response. Now how many of those run around with a Calabria, no character mods and possibly no frag-grenades? If that many new players existed, population numbers wouldn't be so low now, would they? Btw, the name stands for Somatic Tactical Assault Rifle... not starter-weapon made short. That is well written but you got convinced about an ideal that under the big picture, completely failed to achieve its desired purpose. That purpose being to "teach new players about weapon handling in APB (By having the ability to tap fire, burst, full auto and hip fire)". That is the case simply because: Tap firing » STAR isn't even close to being the best at tap-firing nor a newbie (who doesn't yet realize he/she is using water-guns) would even consider to tap-fire with a fully-automatic rifle. Little they knew real-accuracy is artificial and hit-scan-RNG based. STAR will never compete at tap-firing against an N-tec. Moreover, close-range Players would simply car-gameplay towards the STAR-Newbie and long-rangers will only be tickled and thoroughly massaged by the STAR (which doesn't even have Improved Rifling 1 to make the massage more relaxing) due to APB's logic that will never appeal to other Players than those currently existing. Bursting » STAR isn't the best at this either and will lose due to its relatively slower rate of fire/time_to_kill and accuracy recovery times. Full-auto » Yeah, not even close to being the best at that. Pointmen completely blow it out of the water... Fun fact: Cooling Jacket 3 equipped STAR has a time to kill of 0.7 seconds.. still by far slower than a stock OCA. It gets worse, new players can't install that.. The weapon doesn't accept any mods and the first variant requires 200 kills. Hip firing » Not with a run modifier of 5... not even close. The Raptor weapons have a run modifier of 2.9 and ultimately are ~50% more accurate at hip-firing and even that isn't practical.. STAR's hipfiring only works when the player is close enough to enemies with weapons specialized in close-range combat, it isn't great at all and when going face-2-face is simply asking to be killed. Bonus: On top of their superiority at hip-firing, the Raptor series can actually achieve the advertised time_to_kill of 0.75 up to respectable ranges (~40m with Hunting Sight). I mentioned this as both weapons have the same ttk and are assault rifles. The STAR can't do that without sacrificing extra time through bursting/hipfiring. --------------------------------------------------------------------------------------------------------------- 1 » The STAR doesn't excel at anything and therefore, doesn't "compete" at anything. It is an all-rounder weapon with no niche whatsoever. At ANY given range, there exist weapons that surpass it and sadly enough, the gap is huge at the ranges that matter most in a match (courtesy of OCA). 2 » Correction: The END-GAME* STAR is versatile* (not "very versatile"), since it can be modded to actually SOMEWHAT compete at a certain aspect if the Player knows what they are doing. Sadly New Players won't know about modding for a good while because they don't start with any mods.. the first STAR they get doesn't accept mods anyways so New-Players won't get to see the effects of mods on an all-rounder weapon would do to carry that knowledge to other weapons later on. A Newbie requires 200 kills at this all-around-disadvantage to unlock the first N-TEC 5 Nol or STAR 556 R&D I. About time.. since the player would've unlocked a Hunting Sight 1 after 50 kills and already gave up on how to plug it in a weapon (assuming they didn't already quit the good-looking game that has over-nonsensical aggressive balance). Heck, the most accepted idea so far was to give STAR the stats of the FAR Charger since that is basically a slightly buffed STAR and is at much better versatility with better chances.. Even that didn't happen, because 'let us reward players with the FAR for playing at XMAS, obtainable one time per year!'.... Indeed. All these problems are due to the fact that APB's income model partially had its hand delved into game play. 'Pay to skip the grind' affects game-play for Newcomers. Little Orbit succeeded in removing Premium cool-downs for mods but the work is far from finished. New Player experience is horrible without paying at ARMAS or spending weeks in Fight Club. All those are issues indeed, but that doesn't mean STAR is at a good place that competes in the current weapon state of balance nor it is the perfect weapon for new players. It is in fact the perfect weapon alongside existing limitations and restrictions to tell newbies to play a different game.... This really needs to change, especially with the new engine on the horizon.