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LilyRain

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Posts posted by LilyRain


  1. 7 hours ago, Jorlak said:

    But in the process making arresting people practically useless to do, not only that the base CCG is the only LTL weapon worth to use, you're literally leveling the cop rank for nothing till you get the OPGL LTL


    Which is a ridiculous grind. I chose Enforcer to be a cop, I just feel like a criminal organization with sirens on it's car.

    Exactly. Since LTL doesn't come with open-slot weapons, it only becomes better when the grind is already over and even then it is still leagues behind actual weapons.

     

    They seem to want to make APB team red vs team blue rather than Criminals vs Cops, kills some decent potential tbh.

     

    2 hours ago, Jorlak said:

    And a PIG takes 1 seconds to stun someone
    unknown.png

     

    Sadly, it is actually worse. PIG would stun in 1 second if it had more shots before reloading but it only comes with 1.

     

    Since PIG requires 1.25 seconds to reload, that's its actual time to stun if used without help from any other source. PIG on its own is a death-sentence in a 1v1 fight.

    • Thanks 1

  2. On 6/17/2022 at 4:09 PM, Jorlak said:

    But why would it matter?

    Quick switching the shotgun to PIG holds no higher advantage over just regular weapons?

    Because they wanted cj3 OCA to be the prime thing to use in CQC rather than have things fairly up to players. Making APB more of a chess-game when it doesn't need more of it.

     

    Funny enough, on the very same patch, they have buffed OCA's ttk to a default 0.67 rather than 0.7s, meaning cj3 OCA was even more quick. Thankfully that was reverted.

     

    APB's gameplay-potential will stay stagnant till those in charge of balancing get some angel-blessings or be replaced.


  3. 9 hours ago, Noob_Guardian said:

    unless my macro is broken on my keyboard....

     

    Below- my test failed - somewhat

      Hide contents

    Mouse down
    delay 1ms
    mouse up
    delay 30ms
    mouse down
    delay 1ms
    mouse up
    delay 30ms
    repeat

    is the only way i managed to get perfect accuracy... Anything when setting it lower, caused bloom to occur. This then sets it to .31s between shots.  I wonder if my keyboard macro is off, or if that's actually what i'm getting.

    If i set it to repeat any more than this, by using a full 6 sequences, it would cause me to fire too fast, and if I set it as a single loop, i had to have it set to like 1/50, or it would bloom. So my macro is likely may be broken xD If i knew how to record, and get the MS from a video. I could probably get it accurate, as it's currently set where -any more- and it blooms, and -less- and it doesnt.

     

    I did a -clock lap- on my phone timing with the sound while using my macro, and the average i got was .22-.25s which equates to about a 1.1ttk with perfect accuracy, which aligns much closer to your calc, if we add in human error. I dunno but it appears my macro is unreliable af xD. Not that I use it for anything other than copy/paste and work stuff. But it's good to know.

    I wouldn't call it a failed test, quite the contrary, very successful. Not only an error/reaction_time of 0.1s is quite impressive but additionally, if you follow through all weapons with the same approach, you're going to reach the same ranking or 'tier-list' conclusion if you're trying to find out how fast weapons perform at their best accuracy like OP asked for. To enhance it further, you'd be slowing down your experiment into what people refer to as frame data but you don't really need to go all the way. A job well done, honestly.

    • Thanks 1

  4. 9 hours ago, Noob_Guardian said:

    Lily, the NTEC stat i believe is incorrect. It should be like, 1.26 or 1.28s, as I had used a macro in game to adjust firerate until it was perfectly accurate without any "shots fired with minor bloom". Unless your test was more recent than mine....

     

    Sadly this information also is great for those who like using macros to set weapon firerates. Which ironically, people have done before.

    I double checked, 1s is correct. Doing the math with hard-data from APBDB is always more accurate than randomly setting macro-intervals to 'what feels is right'.

     

    Unless we are about to reach a discovery that exposes APBDB to not have been thoroughly updated.

    • Like 1

  5. 3 hours ago, yourrandomnobody74 said:

    The fact people still think that it's better to have lower TTK with bloom (which artificially lengthens ttk to ~1.1s, as you've mentioned) than just having high TTK with values set to ~1.1s without bloom baffles me to no end.

    It'll be the same TTK, it would just feel consistent instead of being a RNG based mess? smh...

    Hopefully someone will make a private server APB with proper balancing since LO doesn't seem to care anymore.

    I don't like bloom either and I wish it gets toned down a bit. APB has one of the highest bloom-mechanics in a shooter ever.

    But TTK is much more complicated. The TTKs I've mentioned reflect shooting with the best possible weapon accuracy. In a real fight though, that much accuracy is usually never needed depending on distance to enemy. Modifications such as Hunting Sight 3 on Assault Rifles will further make weapons more accurate, ultimately giving extra room for bloom. Most well-controlled N-TEC 5s will kill in an average of ~0.84s.

    • Thanks 1

  6. 6 hours ago, ColorBauss said:

    I've long been interested in what I like to call "minimum accurate kill time", which means how fast a gun can kill while maintaining maximum accuracy. For example, how long does an ntec take to kill when:

    - All 6 shots hit

    - Shots are fired at the maximum fire rate that allows the bloom to reset completely

    - And obviously no health regening in between shots

     

    If there's any mathematically inclined people here, I'd like to know these stats on some weapons. Specifically on assault rifles like ntec, far, cobr-a, and rifles like obeya cr. These stats can most likely be figured out by looking at the stats at apbdb, but I just never bothered to do it.

    N-TEC 5 requires exactly 1 second to kill if it fires as soon as it fully recovers after every shot.
    FAR: Requires 1.175s.
    COBR-A: Requires 1.37237s.
    Obeya CR762: Requires 1.17533s.

    • Like 1

  7. 2 hours ago, MACKxBOLAN said:

    U Mean Unnerfed n Rebuffed. NEVER. 

    Selali wouldn't allow it, cuz That may lead to someone like Me, Taking Out some of U goldies.

     n We just can't have that now can We?

       besides noone works at LO anymore

    LO attempted nerfing/buffing meta weapons. Weak-weapons weren't even looked at.


  8. 43 minutes ago, Spillra said:

    but everything has been nerfed beyond the point of being playable.

     

    The balance between weapons is fine, sure. But the fact that everything has been nerfed with a  the mind set "lets just add bloom" more or less.

    With the TTK increasing and the accuracy decreasing has just left most weapons feeling slow and clumsy.

     

    Can we at least try to move the gun play towards how it was. Maybe not QS:ing hvrs but at least bring it back towards the more arcade shooter feeling it had back then?

     

    38 minutes ago, cowhorseman said:

    it's not fun when you have to use between 5-15 shots to kill one person, and that one person is spamming medsprays too or using kev it just makes the game even slower. i'm here for quick in and out matchs taht are fun and action packed. not some 3rd person call of duty in the city

    Straight facts. Too bad the game is handled by people who have some sort of phobia when it comes to dying in a PvP game, so they make things overall slower than they should be just to see the respawn map a bit later.

    • Thanks 1

  9. This isn't a problem of visible threat but more so a problem of mindsets.

     

    The Toxics who epicly care about Threat have that mindset carved deep within them. You're not going to change how they see you or have them magically quit the crusade of tbagging for no reason by simply removing threat. It simply doesn't work like that.


  10. 13 minutes ago, FartyBumBumGuff said:

    I was thinking using the epinny things with kevlar so it isn't so slow but only 5 seconds of not being slow per minute would still leave me slow most of the time, satchel charge sounds fun for laying traps, I have brick for the car so could send my car at the enemy and detonate it.

    Yes, that's the right way to think about it! Epinephrine+Kevlar is situational and even then, when Epinehprine is activated you'll hear heart-beats. Problem is your enemies can also hear those heart-beats, so they will be prepared for someone running fast to appear somewhere.

     

    Kevlar users are usually more often dangerous when car-playing (either using cars for tactical positioning and movement or surfing on them with an anti-vehicle weapon such as ALIG or OSMAW), or when holding key locations without multiple-entrances to be flanked (Like that 2nd-floor police station in WaterFront). Otherwise, it is better to grab a decently-dangerous and reliable weapon and just to not use Kevlar. This isn't a problem with Kevlar or the Player, it is simply how the game is. APB is a game of choices and distances. Kevlar will excel in some scenarios and not all because it too is part of a player's loadout. Just like weapons, character mods can also be swapped when needed to suit the current situation.

     

    Oh, good old days! That strategy works nicely if the car is equipped with Explosives 3 mod (especially if it is a big car like Espacio/Pioneer). If you like that playstyle, consider saving up 10,000 Joker Tickets for a 4x4 FireBomb, one of the most explosively-fun things in the game.

     

     

     

     

    • Like 1

  11. 6 hours ago, Thornecroft said:

    And here I am thinking Satchel is the best. Nothing beats blowing up a car full of people dead-set on running you over. Half-sarcastic, it's fun but Epinephrine is definitely the best.

    LOL, that sure brings back a memory where I pretended to be AFK. A driver was about to ram me but I held a Satchel, then released it in such a timing that the driver rammed it mid-air causing it to explode. I didn't proc it like that again but it fulfilled a portion in my APB-soul.

     

    It can be to those experienced with it, Satchel holds a lot of potential!

    Fun fact: It is possible to double-jump from a released-satchel against walls. In some areas, it helps the player to get over things or even a building's roof.

    • Like 1

  12. 38 minutes ago, FartyBumBumGuff said:

    The ones I understand sound like good ideas, the others probably are too. I have never used epinephrine, if you used it with fragile would you be able to run at silly speed? I think making the star do a bit more damage would help new players, it might give them a chance to shoot someone before they die.

    The answer is yes! but it isn't game-breaking silly:

     

    unknown.png

     

    I'm subtracting 1 meter from my distance to my car, because its side to its center is 1 meter.

    Fragile stacks with Epinephrine since both are multiplicative effects. So normally, the current Epinephrine lasts long enough to make one sprint for 40 meters. Fragile, adding 14% will give you an additional ~6 meters. 6 meters are nice to have but its benefit is situational because also, both fragile and epinephrine eat from the player's health.

    All of this happens within 5 seconds because that's how long Epinephrine lasts. If it lasted longer, the difference will also get bigger.

    40 meters within 5 seconds are also pretty considerable, Epinephrine is currently the #1 consumable, followed by Med Spray because Med Spray isn't effective when coupled with Clotting Agent.

    • Thanks 1

  13. #RevertFAR
    #FixRFP
    #RemoveBoltTimers
    #RevertHVRbloom-Damage-Mechanic
    #BuffPIG (750 Stamina Damage → 870)
    #MakeArrestedCriminalsRespawnFaster
    #BuffLTL
    #NerfEpinephrine (+50% Sprint Speed → +30%)
    #RevertJGttk
    #NerfAMGmobilityOrBuffSHAW's&ALIG's
    #SlightlyBuffSTAR4NewPlayerExperience
    #ReworkHighBurnFuel (15% less vehicle health → 75% less explosion damage)
    #AddConditionToMobileSpawnPoint (Invalid if within 40m of objective)

    #RemoveWindUpTimers

    #ReduceGrenadeResupplyDelay (3s → 2s)

    #MakeBoomBoxActuallyExplode

    #NerfPercussionGrenades (400 Health Damage → 300)

    #Add /forfeitmission (forces $100 APB rewards, 200 standing and -1 point of threat)
    #FixVIPmissions (Literally copy the code from Asylum in order to have 1 VIP on each team, then reduce the lives limit in that code from 20 down to 5).
    #GibProgressReportOnAPB1.3

    • Like 3
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