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Posts posted by AgentWatson
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7 minutes ago, Kewlin said:I'm aware of all of the other buffs, but honestly they're mostly pointless TBH, 'cause they're still not really competitors. Sure, there are lots of guns that are viable, and as I said before APB will still be playable, but IMO, even as someone who used and loved the COBR-A and Misery before these patches, I think APB is in a worse state than before these patches. Basically, as I see it, the guns that got buffed still aren't really all that good, many of the best guns in the game (the HVR and OCA being exceptions) got buffed, and a large percentage of the other guns got nerfed. . . and that doesn't really sounds like a good thing to me.
And can we please, for the love of all that's good, stop throwing dumb baseless accusations at me? It just makes all of you look like idiots.
Just a friendly reminder to everyone, in case anyone forgot, that LO_Beastie said these changes were going to concentrate on buffing weapons rather than nerfing them, but instead we got one of the most used mods in APB nerfed.
Yes one of the most used red mods in the game got nerfed and so what..? Good. If it falls out of meta I'm glad. I'm not going to be losing sleep tonight because some people just can't get over the changes to IR, in my opinion it's probably deserved if they've grown so accustomed to it. I'm not a fan of the way IR is right now, in fact I'd of kept it the way it was originally with the 21% firerate nerf and original range benefits if I had it my way. It's not some baseless assumption either, you literally created this thread 20 minutes after the server came back up, so I know for a fact you haven't given the balance pass an actual decent try.
You stick to this thread voicing out your grievances and I think it's sad that people in this thread are simply pandering to your neuroticism like you actually made this thread in good faith, your entire first post and some other posts you've made in this thread are insults directed at LO. Please stop acting like anything you have to say on the matter is made in good faith, because you could've said any number of things to voice your criticisms and instead you went straight to insults, which is why I'm willing to discount most of what you've said. It wasn't even this thread it was also the posts you made in the balance pass threads too. -
3 minutes ago, Spherii said:Definitely a start.
Maybe it's time to nerf N-TEC's effective range, the weapon should not be doing better than a rifle at 50M. I propose damage fall-off at 50M to begin with.
Then, with IR you can go up to 59M at the cost of lower fire rate.
The JG is a powerhouse, a proposed change is that they get reduced movement when firing.
Alternatively, something like removing their capability of jump shooting effectively might be very nice too. This is more common wiith the CSG, though.
I like to play shotgun too, and I'm pretty sure people aren't just playing shotgun because they changed it. It's also because it's too effective right now.
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20 minutes ago, Kewlin said:
No, because the N-TEC, CR762, and CSG are going to be far stronger than before TBH, and most other guns are going to have more difficulty competing past 50m now.
I don't see why you're developing an aneurysm in your brain over the balance patch, my theory is that you got on got killed a bunch of times and that was confirmation of your biases that N-TEC is too strong. I find this balance to be much more enjoyable than it was before the balance pass. -
I don't think so, LO still has their own TOS and I think that'll still strictly be against the TOS.
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I have figuratively thousands of pre-modded weapons still laying around in my mailbox that have never been touched.
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1 minute ago, Tobii said:3 minutes ago, Killer Rabbit said:Here's the thing about that... The vast majority of the playerbase is really bad at this game.
I'd rather LO listened to the top 1% of players who know and understand the game.
I'm not talking about silvers or people within the majority of the people lower than the 1% I'm genuinely talking about actual new players. -
3 minutes ago, Hexerin said:
Half of these are reporting racist/pornographic symbology. None have been responded to or dealt with. -
I mean the changes have been up on the liver server for a little over an hour and people are already complaining. I'm going to give it time, I'm playing the same game that you guys are and I'm willing to accept changes will take some adaptation. Doesn't mean I'm not finding issues with the current balance and I personally thought and perhaps wish they had extended the OTW longer as well. I think I'll give it a week or more before I actually come to some decent conclusion on what I think.
Honestly I'm wondering as I went to live server why Mobile Radar Tower didn't just get completely removed or demolished. -
4 minutes ago, virginiavirgin said:I believed the shotguns were already perfect i had really nice results with them but honestly these weapon nerfs are too much.
I'm not saying the new model is perfect by any stretch personally I'd of lowered CSG range to 11m or 12m overall I think the changes here are really positive. -
6 minutes ago, MACKxBOLAN said:I thought the patch was coming on the 9th 0200 gmt, they having trouble all day so they musta started early.
Now I'm all wired up with no place to go -
1 minute ago, Kewlin said:
A larger per-shot modifier only makes it more RNG if you decide to take a risk and shoot it before it recovers its bloom. . . so essentially that's like saying the N-TEC is totally RNG because it has tons of bloom if you shoot it full-auto.
Also, guess what? The mod is going live in its current state:
Because LO is literally insane apparently? This could very well become the most controversial patch in APB's history. LO needs to slow the Hell down. -
15 minutes ago, Hexerin said:Looks like they're content with the currently broken state Improved Rifling is in. That's unfortunate. -
It's Wednesday, pretty sure it's maintenance.
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Just now, CookiePuss said:2 minutes ago, AgentWatson said:CA3 -
11 minutes ago, FluttershyI said:Weapons like carbine, temptress, obir and obeya will suffer a lot since they become slower. For Ntec tap firing is makes no difference since tap firing/spraying is easy, so that's exactly the problem I mean. N-tec shouldn't get better and it's already used too much. After this change I would never use my CSG PR1 again, same for LCR since it's already too slow and all these semi-auto's. IMO the IR changes will make it that almost nobody would want IR on those kind of weapons anymore, you could just not bother with the mod anymore and play closer ranges or take a real sniper.
Edit: It's not for nothing that we use CJ3 on weapons to get that small percentage in TTK (+7%) including the downsides of the modification. TTK is far more important than that little bit of extra range. Equiping IR would now actually make it like you would have de-equiped more than 2x a CJ3 modification (-15% ROF). And what do you gain? Yeah, 12m on OTW but people complain that's too much (wich I agree on totally). But -15% ROF? No way, that makes no sense to me...
In my experience playing on the OTW since it has come out carbine, huntress( haven't been using temptress) those guns benefit from the mod because the mod works like a bloom regulator. It adds artificial limits to the guns ROF so that the player doesn't go over a certain threshold. You're gaining TTK at longer ranges but losing that in CQC, that isn't a downside, because you're extending the viability and versatility of the weapon far past to where it should be viable and only losing a negligible amount of damage potential in the trade off.
LCR I believe is still getting looked into, it's not in a good place, I'll concede that but the developer seems active about adjusting the gun to account for the new balancing issues. -
1 hour ago, FluttershyI said:Why does IR need a downside? CJ has a downside but still works well on most weapons aswell. It's not like IR is the only mod to go with. The changes to IR will screw over some of my pre-modded weapons and the overal balance completely
QuoteAny preliminary stats for the Showstopper? I'm especially interested about pellet damage, pellet count, fire interval and 10m spread.
Also about Rifling:
I don't think the decision to slow down the weapon's fire rate is the correct way to solve the issue of Rifling being a no-downsides mod for certain weapons. Not only do slow-firing semi automatic weapons such as the Obeya take the largest hit to their TTK, but players will have to adjust to a new clicking rhythm. Meanwhile automatic weapons with lots of recovery between shots such as the already very powerful N-Tec get even better with this upgrade.
My suggestion would be to apply a mild "reverse heavy barrel" effect combined with the existing bloom cap increase, while giving 3m/6m/9m extra range for each respective level of IR. The multipier that would be applied to per-shot bloom for each IR level would be 1.03/1.06/1.1. In comparison, Heavy Barrel applies a multiplier of 0.9/0.8/0.7 to per-shot bloom depending on level. This double (but mild) downside makes sure that IR has both positive and negative effects on the vast majority of weapons.
As for shotguns, they should be designed so that they don't recover 100% of their center pellet bloom between shots if IR is used, so IR would make shotguns less accurate when they are fired at or near maximum firerate. The Fang will have less accuracy for the second and third shots in each burst, making it less likely to 3 burst.
Secondly the issue with bloom is is that you're further making things harder for people on console to adjust. People respectively stick to easier guns that don't have uncontrollable patterns on console like the ATAC which is why it's so popular on console and as the two platforms become more harmonized it's important to remove downsides like that on PC because no one likes putting things on their weapon that increase features that they cannot account for.
I've highlighted a point you've made that could easily be problematic because you're making a nebulous point here without really defining what it is you mean by less accurate or by how much you want these guns to be less accurate by. I bring this up as the main point of contention because it almost sounds like you're fine with attaching really weird gimmicks to some guns to cause further confusion simply because you don't like what they've done to IR.
Hate reiterating of points already made but you can't adjust entire game balance on some weapons to account for one mod. -
3 minutes ago, Kewlin said:Honestly, part of me would almost rather have IR removed than have its changes go live, lol.
12m is way too much of a buff for a downside that doesn't apply to every gun, and it's downside is way too huge for the longer range rifles that kinda' relied on it. I personally suggest you try making it increase the per-shot modifier instead of changing RoF or max bloom, because the range increase is good on nearly every gun, and increased per-shot modifier will affect nearly every gun as well. something like: +3, 5, 7m range, +10, 20, 30% bloom per shot.
I highly doubt the mod as it is in its current state is going to go live. -
18 minutes ago, Frosi said:I never said that IR not affecting some guns is an issue and I doubt that there is a lot of people thinking that it is, hell, one of the most used mods in the game has no downside at all. (3PS3) Not to mention that there are other mods that don't have an effect on certain guns such as Cooling Jacket not having a bonus or downside to burst weapons or not having a downside on snipers such as the Scout / HVR.
And yes I am talking about the Fang primarily because its the only gun that will perform drastically better if you put IR3 on it. It is the most broken secondary in the game right now and was also mentioned as a reason for the IR change. Also, removing IR3 from the Fang is both simply lazy balancing nor will it fix the gun. It'll still have 40 meters effective range with pinpoint accuracy in both Marksman and Hipfire while also providing THE SAME ttk as an FBW.
There aren't many guns that use IR that are in need of a nerf, in fact, I think there are more weapons in need of a buff after the IR change if it ever goes through to the live servers.
All in all, balancing the weapons itself is less complex than adjusting a mod in such a drastic way.
Personally I don't find the fact that the FANG has a higher TTK than the FBW to be a good reason to nerf it. The Colby 45 has a higher TTK than the FBW, you could argue it requires more skill but I don't think that one point is good enough to consider nerfing guns. You can call removing IR3 lazy if you want, if it makes a difference and decreases the overall effectiveness of the gun and puts it into a balance state I find that to be an adequate change.
As for CJ3, perhaps it'll get looked at. This is perhaps one of few of the balance passes. I think you're completely distracted about issues with other mods when I don't think anyone is arguing that CJ3 is in a balanced state either, there are plenty of mods in the game currently which are unbalanced. Even if we're not thinking about weapon mods I can think of plenty of character mods that will perhaps need to be looked at. -
5 hours ago, Frosi said:Just keep Improved Rifling the way it is on Live and balance the weapons that overperform with it. The Fang will not be nerfed because you literally gave it 5 more meters effective range so it is now sitting at 52 meters. Nerf the weapons, not the mod.
I feel like the Improved Rifling change is more of a forced thing aimed to fix issues but without realizing what the issues of some guns are. The reason for this change is that some weapons aren't affected by the downsides of IR, however, those that aren't affected are often considered the most balanced weapons in the game. People will complain that the OSCAR is overpowered while they fail to get a single kill with it. The Oscar rewards good aim with versatility. The OBIR is an insanely consistent support weapon that can also stand its ground by itself, however, this is mainly due to reverse quick switching with an FBW which really is the only thing that could be called overpowered about the OBIR. If you want to nerf the OBIR then add the delay most snipers have that blocks you from switching to your secondary before you're able to fire your next shot.
The Fang needs a flat out nerf, it's range is too damn high and with this IR change, you made it even harder to balance because you'd have to lower the range by so much that it would leave the non IR version of the RFP useless in comparison. My ideal idea of an RFP nerf would have been a 0,2 to 0,3 increase in ttk (From 1.0 to 1,2/1,3) and 10 meters less range. The reason for this is that the gun can deal 400 damage in one full burst while providing incredible accuracy and fairly decent close range viability.
Beastie has stated that the reasons around focusing on positive changes as opposed to negative changes is the negative connotation and stigma related to nerfing weapons in the first place. No one wants to have owned a weapon that is completely nerfed, that's going to spiral out of control and piss off a lot of people. I think the change he has made here is quite significant but it's required because it draws a harsh comparison between weapon mods that may make people alternatively try other mods on their weapon and not simply always go with IR3 for 80% of all scenarios.
The "issues" are pretty apparent. People are fighting and winning battles at ranges their selected gun isn't meant to excel at. This is the reason for the HVR change, changes to shotgun, IR3. It's to push weapons into a playstyle they were intended for. These changes are still undergoing adjustments and perhaps you'll get more of something you'll prefer, but personally once this test is over I wanna see more people using a variety of mods on their weapon, not just one.
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9 minutes ago, Realise said:he is joking btw
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2 hours ago, LO_Beastie said:
Rifling
Adjusting Rifling mod, reducing downside and improving upside. This is now +4, 8. 12 m range (rank 1, 2 3 respectively), and -5, -10, -15 % firerate / burst fire interval. There was a bug where the burst fire interval was only applying on ranks 1 and 2, so we've fixed that as well.
I've also added a set of weapon mods with no rating requirement that will be sent to players on OTW. This is one each of the rank 1 and 2 mods that would unlock through the roles, plus a few each of the rank 3 mods.
The other changes however you've made with regards to general weapon balance may be spot on and are in accordance with what a lot of the community has suggested. -
1 minute ago, TrashCan said:
there we are the kempington fanboys are here as i suspected -
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27 minutes ago, MrsHappyPenguin said:For improved rifling, the firing rate should be -3%, -5%. -7%. Than again, what's the point of this change? It's such a minimal change in range that having any noticeable downside would make this mod useless. It's already useless on LMGs and other weapons that reach maximum bloom after a shot or two.
Your suggestion is more of that "Not doing enough" with the change only being -3% -5% -7% change respectively you wouldn't see enough of a change that it would inhibit people from moving away from IR3 and it would again just be a straight upgrade. As Beastie obviously outlined the mod as it is was balanced strictly around shotguns and he's determining whether to keep it solely for shotguns or make more adjustments and concessions when it's equipped on other weapons
Improved Rifling Feedback
in General Discussion Archive
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