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LilyRain

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Everything posted by LilyRain

  1. It does. With the injector, you can get 1-shot by snipers, killed by 3 n-tec shots, etc.. For added speed, It ultimately makes the User easier to kill. The injector is simply a higher-grade, temporary fragile mod. These two aren't widely approached nor used, because they aren't exploitable. The resupply box however, is by far superior. Comparing it to the standard orange field supplier for instance, not only it cools down in 45 seconds compared to 240, but it allows complete movement. Functioning like a mobile vending machine, it permits say grenade-spamming at will. There is just no comparing the two. Having the same basic goal or resupplying, they should be somewhat similar in limitations or balanced in a way. They aren't even close.. The fact that you are saying this is equal in cost to the injector is intriguing.
  2. I can sadly say the same thing towards your reading comprehension. You just missed the entire point of what I have said, even though it was re-stated prior to your reply.. Epinephrine is a consumable, it indeed can not be directly compared to a mod. Fortunately, it comes with a cost unlike other consumables that makes them more exploitable like the supply box. Analogously, there are mods that could be adjusted for the better, including improved rifling. Point is that there are too many things to adjust in the game. Attempting to focus on and perfect something to your 'supposed' liking after a reverted change (which doesn't even harm due to it not being meta) is simply counter productive and uncalled for at the current time.
  3. I specifically mentioned that the car is about to ram the player. A concussion takes 4 seconds to cook and will signal the driver to undergo evasive maneuvers. Plus, other grenades have their uses. Assuming everyone plays with concussions all the time isn't the way to go. Satchel Charge however works perfectly and much faster in disguise. Play unaware as you run away, secretly looking 180° backwards, playing prey to hunt the hunter. Can be used in parallel with any type of grenade and is designed to be a monster against vehicles (opinions vary). True, but that is not a HUD-limitation on the User nor is aggressive by any means. Trading 1 Friendly's position beyond 50m to Jam an entire team where it counts is far from being a hindrance (opinions vary). True, but this is a team game. Across an entire team, this can be dealt with. Not to mention the minimum 35m distance to enemy restriction is too lenient (opinions vary). Surfers wouldn't let this happen unless they are exposing/asking to be shot. They can just jump off to the nearest Civilian vehicle or cover. It isn't exactly a downside. They can also snipe/shoot back (opinions vary). -------------------------------------------------------------- What you are saying is absolutely true in given circumstances but you are missing the point. Discussions like these are debatable because they are purely situational. The same goes for improved rifling. If we are to continue bugging Devs over mod-adjustments that have workarounds as you suggested, we'll simply end up slowing progression towards milestones.
  4. Focusing so much on making improved rifling terrible at close-range is not healthy. Meta CQC weapons will be dominant at close range regardless. Nerfing ir at close range will indirectly make these weapons more forgiving against non-CQC weapons, reducing variety in weapon choices and boring people away from the game even more. Although I do personally agree with the argument that every mod should have a downside (including perfecting ir), changing one thing at a time will never ever work. The entire system needs to be revamped at once for an effective refresh/step-forward. Even though many would disagree, the best move at the moment is to do nothing and leave improved rifling alone. ---------------------------------------- If you are a mod-downside warrior, consider adding headache on Dev-minds to: Finish G1's work towards adding downsides to the somewhat game-breaking, ridiculous yellow-consumable mods. Epinephrine injector has downsides, but ALL the rest do not... The "Mobile Cover" shield literally makes APB a mini version of Fortnite, because spawning a shield out of nowhere is somehow good to the game (having it ready for deployment doesn't slow you down like Kevlar does for example, you can just pull it out of the blue).... Or magically Satchel Charging a vehicle that is about to ram you is fair to the Driver (I used this strategy myself. I love it but it is cheap)… or the potentially infinite grenade-spam from the "Resupply Box".... Orange mods: Spotter, the 'if I see you, temporary wall-hack' has absolutely no downsides whatsoever (just another mod that makes life easier for end-gamers, simply because G1 had no better ideas to give for R255 characters)... Radar Jammer is the same, it doesn't add HUD-limitation(s) after jamming Opponents for example.. Blowtorch rate of repair was argued to be 3 times faster than a repair-specialized Ga5 station (wow..), which CAN make the truck hold mission impossible, especially to non end-game players (and make gameplay unrealistic overall). Heck it can be used when leaning outside a passenger-window AND cools down in half a minute! *faints* (even the much less-impactful nitrous mod cools down in 2 minutes.. 1 min for premium players) Blue mods: Players do complain a lot about spawn points (even Veterans).. Although Car Spawner makes cars visible to Opponents, it can still make a lot of difference every now and then. Perhaps give it a spawning-duration in which the mod dies after some time till the car is respawned? No, it is just there passively so long the car is not smoking.... Valzipram tablets has 0% downsides... Car Surfer has 0% downsides (unless you wish to be exposed to accurate snipers)... High-burn fuel has doesn't impede a car's acceleration/top-speed for instance, but can still make Players use Espacios as shields, hug them and have baby-smooth-skin after the explosion.... The list is just too long. I encourage you to spare the Devs some internal, lengthy discussions that plans for lesser mod-changes that will only make metas (or certain gameplay styles) more dominant. Please do let the Devs focus on major things such as the long-awaited Engine upgrade for instance and whatever they are secretly working on for the future. Balancing mods can follow up later
  5. How about a hybrid solution? The Raptor Condor's red-silencer-mod comes into effect when 8 bullets are fired with no breaks in between. Doing so breaks the silencer and exposes the shooter on radar. The same mechanism can be implemented onto improved rifling in the form of overheat. Improved rifling will initially have no downside, but firing continuously enough to fill the bar can introduce the reduction in rate of fire (or accuracy or any other suitable downside). # of shots-to-overheat should be weapon-specific.
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