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LilyRain

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Everything posted by LilyRain

  1. The game's atmosphere and the way to join districts are better. No need to load multiple times above the clouds. But... APB was substantially better at losing players by consistently doing the opposite of players wanted over a full-decade. Prime examples include: - Disgusting Joker Mystery Box stunts by G1 prior to LO. - Wasting 2 years of development on a battle royale mode (RIOT) that the majority of the community didn't want. It had a reasonable grasp at the mode then finally outright killed it by making it again a copy&paste of all the existing issues in action districts (imagine buying your actual loadout and to also keep it after dying. That's no longer akin to battle royale, literally the worst execution of all existing battle royales today given APB's potential was present). - Janking the meta and loadout strategies through multiple nerfs and reverts that doesn't even change anything. - Slowing the game down through nerfs based on pure-distaste. - Partially reverting failed nerfs while keeping the jank (e.g HVR's damage magically depending on crosshair-size, effectively making it a sci-fi charge rifle) - Destroying and outright neglecting quite the number of throw-tier weapons. - Allowing configs to exist and players to outright remove smoke to immediately see through explosions even after the Engine Update is now out (which was the declared deadline prior). And the list goes on.. -------------------------- Don't get me wrong but while APB has nice things over GTA Online, the playerbases speak better. APB has killer problems that were not addressed for years and as previous attempts have shown, they will stay intact for another decade.
  2. That's a very small price to pay/grind compared to advancing levels in Weapon Roles. Some people would appreciate it.
  3. How much is the bounty on Matt?
  4. How unfortunate but EAC has a long history of doing things wrong (e.g: Colby .45 only requires 5 shots to kill, each having 0.2 seconds in between. It is very possible to get few perfect executions per a session of gameplay but EAC might not like it). As a person who doesn't like playing on multiple characters, I did rarely play with my friends against you on my low-ranking Eu character. It isn't just me watching your streams, I know first-hand, factually, that you don't really cheat. Haters that aren't good enough will hate but soon the reality will appear. Hang in there till then.
  5. LilyRain

    LTL Problems

    This seems to be directed at Baylan Shipping. Baylan Activities are designed to encourage changing weapons as one goes about them (more noticeable in the Gold Activities). When it comes to LTL, the activities only require stuns. This is fine as is. More importantly, if you are a die-hard LTL-enjoyer (welcome to perfection), LTL-loadouts that support killing very much exist. It is very possible to kill after a stun if the current activity demands a kill but there is no escaping the core-design: Having to swap some things from the loadout as activities demand. There is no way around Baylan. You must pick one path from these: 1- Swap as you play (gets activities done the fastest). 2- Press F5 to change activities (Not recommended: induces waiting for an applicable activity). 3- Go to social then return to Baylan (Skips the wait on point 2 but it is risky... If FightClub is full, you'll lose your spot)
  6. Thanks, that would be interesting if it was the case. Thanks for confirmation OP's list of changes. And I agree with your disagreement. You are showing that Fang with HS3 has drawbacks compared to IR3-Fang (which is true, HS3 is the lesser of both evils). Fang will surely not be the same at hip-firing, even worse because a mini-OBIR isn't really meant to be hipfired. I was arguing in favor for pure-RFP. RFP is ultimately losing Marksman Modifier because of HS3-Fang's existence. Players WHO OWN FANG (those who don't might as well not even bother) will have to make a choice on a non-meta-secondary between having slightly better hipfire or better accuracy down range, because it is a secondary and thus doesn't exactly allow attaching/removing modifications. It is just evident that while IR3-Fang shouldn't have existed, HS3-Fang shouldn't either despite being less bad overall. I Agree with the general sentiment but there is still high conservatism that trumps the expected benefits. If the Devs truly only have 5 hours a week, why make multiple iterations (the first being a revert with IR3→HS3 then nerfing the marksman modifier) when you can get a really good rough estimate the first time? Why would it be a problem if for example RFP was 5-7% as good as Colby .45 (whether better or worse, it is still about the same)? Like if RFP becomes substantially faster than Colby .45 or some guy thinks it is somehow worth trying to make RFP as fast as OCA/PMG then sure, that's insane (won't be as insane as that OCA ttk buff months ago, if that was fine to attempt, why this much hesitation on buffing needy weapons?). But neither of these are happening. In fact, the coming RFP is for a fact going to be weaker than the state it is being reverted to. It would be better to spend the 5 Dev-hour-time buffing some other needy weapons/vehicles or outright spending them on future game-features. Please be a BIT more brave when making changes. So far APB isn't really changing. Actually stats define everything. If OBIR didn't have its massive range (which is a stat) it would instantly become a mid-tier if not low-tier weapon. Being able to capitalize on cover is a property most if not all weapons can make use of because APB is a 3rd-person game, it doesn't count as a point for OBIR. In fact, that is why weapons like JG/CSG if close enough (or can get in a car/epinephrine to get close) are quite formidable. They can capitalize on cover but they don't really need cover. JG is CJ2-OCA speed while CSG is pure OCA speed, while not even having to track the target for the entire duration.
  7. But how? The marksmanship modifier is getting nerfed while the fire interval, burst interval, per shot modifier, shot modifier cap, recovery delay, recovery per second and run/walk modifiers remain untouched. How does that make RFP more accurate? Is some information ommitted/forgotten to be listed? But that's exactly the core concern. Making accuracy and bloom ultimately better adds a lot of usability and enjoyment. It just happens that such a thing is the core function of Hunting Sight, making Fang again substantially better to use compared to regular RFP. There is just no escaping the drawbacks of a prime Tier 3 Mod on this weapon. Either Fang is great and regular-RFP sucks, both suck (current Live iteration) or both broken above-meta weapons (won't happen with this much conservatism on changes). Why is LO specifically against placing a Tier 1 Mod or even a Fang-shaped Tagger on RFP-'Fang'? What are they hoping for, for people to fall into the trap of buying a sub-meta weapon? I know, 'don't tell us what to do' but the situation calls for it. LO should focus its income on their future-revampment of Premium as well as more cosmetics, etc. They should stop rigging the game to oversell weapons. A good game never involves gameplay into monetization. G1 did that, many other games failed at it, LO should move over from it. This doesn't even need testing. A 30 meters weapon that needs 1 full-second to kill at perfect execution doesn't have what it takes to be meta even if it is made Little-Orbital-Satellite-levels of beam accuracy. There are weapons that kill faster with reliable accuracy while also featuring substantially more range.
  8. Thank you for going through the hassle of recording some footage for this endeavor, much appreciated. I was hoping balancing efforts would attempt to make APB better in more ways than just to make it more functional (or revert it to functional again in RFP's case). RFP being reverted is unquestionably better than the current butchered 1.5 seconds ttk version 'just because Fang was pocket OBIR & it simply pisses me off, please nerf, thx'. But my concerns arise from Fang REMAINING vastly superior to RFP (which sucks for APB) and the fact that the current efforts clearly attempt at sanctioning its superiority. The predicament lies at the higher-edge-range as RFP is going to be a ~30 meters weapon, with a slightly less harsh damage falloff, supplemented with the reverted damage output (higher). Therefore, comparing RFP and RFP Fang when marksmanning at 13 meters unfortunately shows nothing, this range is quite easy for RFP and many other weapons. Please grab a fellow SPCT and have them be sacrificed, Dark Souls style. Compare the two weapons first at full-rate-of-fire at 25m, 30m, 35m, etc. Repeat without marksman, then compare both benchmarks to Colby .45 under the same conditions.
  9. Thanks for pushing out another balance-patch rather quickly but this one in particular isn't exactly an improvement: RFP's problem is that the 'Fang' variant was vastly superior to standard RFP. You have decided to go with the lesser-evil that is HS3 compared to IR3. However, not dealing with the actual problem (Tier 3 mod) will make it seem like you are squeezing the situation to further favor Fang with HS3 (when in reality you are trying to prevent HS3 Fang from becoming a literal laser). You have SUBSTANTIALLY DECREASED the benefit of marksmanship modifier, which naturally makes HS3-Fang less problematic but it also makes regular RFP suffer because of it. Fang now having better accuracy and increased health damage will help it retain some power over the further increased minimum damage range... This part appears to be deliberately in favor of HS3. It isn't like hipfiring RFP within 30 meters will compete with Colby .45 and yes, it is fair to bring Colby .45 to the discussion because that weapon was touched literally previously to this so it should've been considered/remembered here, more so to how closely related half of the stats on it to RFP: both weapons have the exact same accuracy of 20cm at 10m radius, the same shot modifier cap of 1.5, roughly the same per shot modifier but .45 actually recovers faster. Problem is that the walk modifier on RFP is HIGHER than .45.... literally the only point in favor of RFP is the fact that it has the potential to kill more than 1 target without reloading. Why not just... KILL the Tier 3 Mod and replace it with Hunting Sight ONE, then make the overall changes less harsh?
  10. By "enough" I meant the literal bare-minimum to differentiate Enforcers from Criminals. I didn't mean great or epic, which where your post comes in & I very much agree with. LTL is indeed underpowered more than necessary (those guys legit nerfed LTL and buffed OCA's ttk on the same patch) & so is the arrest-timer on Criminals. Some easy-tweaks can be made to make the overall experience better for both factions alike. Making arrested criminals respawn faster & LTL a bit stronger but still slower than other weapons in their respective categories, would solve most issues instantly. LTL-based missions? Or at least a bonus for winning particular missions with LTL? Sign me up. Damn, that's a neat idea actually. ---------------------------------------- You speak the truth. A lot of people are pushing for APB to become Team-Blue vs Team-Red, which is kinda bad on all fronts. What do they expect, for APB to compete with 5v5 shooters on the market? LO indeed wants to take in players from other communities but their efforts were in the wrong place. They tried going the BattleRoyale route with RIOT and battlepasses, totally falling on their faces.. Their best shot is to enhance what APB actually has, then push towards making APB more GTA-like (except good luck making PvE content atm. Can still have huge PvP-based heists or Enforcer-vs-Criminal warzones). The sheer amount of playerbase GTA has is outright insane it would be almost impossible to not capitalize on that. Even a small-fraction of GTA's playerbase is enough to quadruple APB's.
  11. Crims can steal and ramraid, cops can return stolen goods and arrest. They DID make enough distinction.
  12. Interesting superpower. Would be very effective in feeling better about things. But I know someone who used to go by the nickname R♥t♠rdium, an expert in all matters regarding the brain. I highly recommend seeking his analysis. I assure you that you won't be disappointed with what he will conclude.
  13. This is why LO doesn't listen to you. You have proven consistently that you don't check the facts (or blatantly lie).
  14. 2 weeks? Sounds like plenty of Eggcitement! Thanks for the eggceptional service~
  15. That's a lot of eggsagerations in there. When will this event eggspire btw?
  16. I know some people whom were really good Golds at 12-17 fps without cheats, on Laptops. High fps on APB doesn't do much, there is no precise aim requirements. Only a hitbox + hitscan bullets. No headshots, no arm shots, no body nor leg-shots, nothing. I have done wonders myself at 60fps and garbage latency. This is APB, if you can either press F or hold left-mouse-button on certain weapons, you can be Gold. -------------------------- Yes, throwing a Trainee onto a full-fledged match is questionable but using those who can't differentiate between green and red names isn't a healthy metric. Those people are just existing without care. Unlikely even a good tutorial would help them. They'll proceed to exist as R255 Bronzes, might as well let them play from the start.
  17. I am not. He wouldn't be complaining if he got Gold-teammates. It is either those or there is no match at all. Matchmaking did the best possible, nothing wrong with it.
  18. How about "HEXERIN, MAN UP AND FIX YOUR SKILLS. IT'S PATHETIC THAT YOU'RE R255 YET BE SILVER IN THIS GAME THIS LONG"? Like seriously, don't talk down on your Bronze and Trainee teammates when you're not so special yourself.
  19. Rather, Med Spray and Epinephrine should become equippables that requires left-click to work (just like Blowtorch). This will effectively place active weapons out of use till they are re-equipped, making the consumables not comically broken when used in an active fight. Also for Epinephrine: +50% Sprint Speed → +20%. +20% Run Speed → +7%.
  20. Except again, in the second clip, Socks didn't utilize the weapon's mod. That wasn't "RNG", that was simply 'smash left mouse button to win' on a weapon that isn't designed that way. Plus, not even jg would 2 shot at that distance so its "overdamage" wouldn't make the situation better. Time to kill in that situation is the same for both. Socks again kept himself at 14 meters, didn't MOVE IN and kept shooting by the stairs just because he wanted to go up after the kill. If this continues I'd assume he's faking clips to make the weapon look bad. Some shotguns most certainly do reward better aim. CSG (and its reskin the Tas-20) surely do as they combine better damage over distance with HALF the spread of JG. Fun fact: If Socks was using CSG in the first clip, the target would've still been alive as Sock's aim was way off. CSG is simply more accurate meaning less damage from 'side pellettes'. What is even more important is the current design philosophy behind APB when it comes to weapons. Within every class (close, mid, far), weapons are distributed to excel in certain roles while still retaining power in the same class. Thumper and JG are tuned to be deadlier in CQC as well as faster, your only objective is to get close in a game that also happens to have made Epinephrine THE MOST BROKEN yellow consumable of them ALL. Thumper has a very fast killing potential that can only rivaled by things such as LMGs. Plus, its effective range was given Improved Rifling 3 by default due to its mod being red. If you make Thumper's pellets as good as CSG's it would become the new king of shotguns with absolutely no competitor. This isn't going to happen unless APB's philosophy gets removed or a major weapon balance change happens.
  21. It already is. It is a manual nfas with added accuracy as well as further accuracy with a built-in mod. There are way too many shotguns in the game to make a unique one. Perhaps do you have an original idea to propose for Thumper or any future shotgun? Plus, your first clip shows 5 shots where not a single one was aimed on target. Not.. a... single.. one. Watch it yourself at x0.25 speed. You got a 1.2s ttk in a situation where any other weapon that doesn't feature splash damage wouldn't have got you that. If you call rewarding shitty-aim "shit" then a core point in this entire thread is fulfilled. You're already getting rewarded for bad aim, APB for a fact doesn't need shotgun ray-scaling back.
  22. No problem, quality is more than enough There is a recurring, fundamental gameplay mistake in all of these clips that stem from improper distance gauging. You are playing the weapon like a carbine, not like an nfas as well as prioritizing defense when offense is the play & vice versa, you also only ever use Thumper's ability at like 25+ meters on the 4th clip (0:25→0:41). That range is too far it is even outside PMG's effective range (PMG would take 1.05s to kill there assuming no shots miss). Actually getting +75 assist on that was majestic. First clip (0:00 → 0.02): You were approaching the target but instead of converging in further (or at least maintain distance), you WENT BACK. You have an innate tendency of falling back outside effective range and that is a core problem (you are subconsciously trying to maintain 15+ meters as if you are rubberbanding). Shotguns aren't meant to retreat, they either push forward or hold corners. Additionally, if you play the clip at x0.25 speed, you have fired 6 times but the last shot was made after the target was dead, so we're looking at 5 shots. ONLY 1 of them was aimed right. The first shot was completely too far left, the second was way over the target's head, the third was also too far left, the 4th was actually good but you already retreated at that point, the fifth was below a jumping target and also too far right. Second clip (0:03 → 0:13): Same problems but in a different location. You started an engagement to a far target and stayed by your door for possible cover, problem is that there was no objective behind you to defend as you're not playing a mission. The right play for a here was to wait. That's right, wait as the target was relatively coming in your direction which would've allowed you to either meet them point blank or to capitalize on their behind if they went to the upper-stairs or adjacent room. Regardless, target retreated to the hallway, you decided to chase BUT your chase was ineffective. Rather than running towards the hallway, you ran straight out while looking at the target, you innately again maintained distance. You went in just a tad bit closer while missing shots, finally made it to the wall by the right. Rather than dropping shots while peeking out and back in as you had cover-advantage, you RETREATED AGAIN while completely exposing yourself as well as missing another shot before landing one prior to dying. Third clip (0:14 - 0:16): Much better engagement location but you didn't move in still, actually tapped 'S' a bit, missed one of the shots and completely did not use Thumper's mod. It would've made the difference there. Fourth clip (0:25→0:41): Simply too far. had cover and didn't use a low-yield grenade at all despite them having the ability to explode a bit faster. Again, not even SMGs are at their prime there. Last clip (0:41 → end): Prioritized defense when offense was the play. You witnessed the Target dropping down with a pistol and instead of moving in as you HAVE the ttk advantage, you decided to prioritize grabbing the objective circle, followed by staying back incase you 'needed' cover (and you actually did take cover behind the wall to the left). You have finally moved in for the kill as your teammate distracted the target. You're just playing it wrong. ---------------------------------------------------------------------------------- But what you want to have the Balancers do is clear, it is something a part of the community vouched for myself included and it seems the Balancers didn't want it. That would be to make things just a bit less arcadey and just a tad bit more realistic. Nobody wants full-realism but they used that excuse to make the game the COMPLETE opposite, too damn role-centric. This would make every weapon dangerous in more than 1 category (CQC weapons would do well in both CQC and a bit of lower-mid-range, mid-range can extend a bit further or get less harsh damage drop over distance. additional possible changes would be to reduce wind up timers on nfas true ogre and osmaw, or completely get rid of wind timers if the game proves to be too fast for them. Perfect concussion grenades would 1-shot again unless flak jacket is equipped but of course Clotting Agent 3 was too beloved for them it was out of the question, etc.). Sadly, they chose against it and wanted the nonsense of "weapon identities", further making weapons role-centric. The game has way too many weapons for its own good thanks to Joker Mystery Boxes. Little Orbit succeeded in making ARMAS weapons more accessible and killing off Joker Boxes but they are yet to even dare to make the move of .... effectively deleting some redundant weapons by making them reskins of other dominant ones in their respective categories. LO didn't even buff unique ones yet (Thumper doesn't qualify, it is a different take at nfas). If such a thing happens, APB would become a more logical game, making the way you are playing now fine (if you stop missing). Till then (which is highly, almost certainly unlikely), you must play the game the way it is currently designed by paying closer attention to your actual distance to opponents. This is APB, a game of choice and distances so improve your distance gauging.
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