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AxeTurboAgresor

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Posts posted by AxeTurboAgresor


  1. I like voip a lot, and I use it a lot to talk, taunt, or just scream at ppl, so I was kinda sad to find out that nobody can hear my beautiful voice. It may add so much fun to the game so I disagree that it should be completely removed, but we are all waiting for eu for so long already, I d rather play without voip to get our very awaited eu sooner.


  2. Gun is fine by itself, but red mods are crutial for this thing to work on another level. This weapon suffers since all red mods are useless now. 
    CJ - makes this weapon inaccurate af.
    IR - sad story we all know.
    HB - lol
     


  3. Absolutely LOVE IT. This is what I imagine, when I say Open conflict. I dont care that its just some test districts, this is how it should look like. PVP on all the time, missions enable. God I love doing missions in such a chaos.
    Keep it this way and I ll give you all my money.

    • Like 3

  4. If anything, Cisco is 1M to buy, 100$ to spawn, but it accelerates as bad as a dumb truck, but with health of a kid with a butterfly syndrome, and its getting pushed around like mobile toilet, no respect. Either end its suffering and erase this poor thing from its existance, or buff it.


  5. 9 hours ago, TheHidden-Tember said:
    If you have no idea how to change kevlar other than a straight buff then it means other mods should be nerfed.
    There is no need for nerf, if modification are ok. I dont feel like CA is beein OP.

    SO I came back from work and this is my second view:
    CA, Fragile = ok
    Flak jacket - transfers xx% (80 or so) explosive damage into stamina damage. 
    Kevlar: I play witk kevlar 3 a lot and I can say: honestly, there is not much wrong with kevlar. Speed, and regeneration is the real reason of why ppl dont use it too much. If consumable mods was changed into permament, it would be enough of buff for kevlar. Give me cd of 30s for Epinephrine Injector and Med spray. Thats all it rly needs.
    The only thing: Kevlar 1 and 2.. its downsides are too harsh:
    1 - -5% sprint speed, -5% run speed
    2 - -10% sprint speed, -5% run speed

     
    • Like 1

  6. I like the consistency of new shotguns, but its low ttk puts shotties on too good spot, and they basicaly overshadows smgs now. I d like shotguns consistency and even range to stay the same, but its TTK needs to be raised to draw shotguns back to its defensive roots instead of being unbeatable universal cqc weapon. Corner jumping, and taking advantage of covers between reloads is how pump shotties should be used. 

    Problem of shredder lays in its hipfire accuracy. With RS3 I had no reason to aim in marksman mode at all. Decrease its hipfire accuracy. Problem solved. Its sure consistent but its rly not that op in short-mid range. It often costs one or more clips to kill an enemy staying 30-40m away. All it costs is not to sh*t your pants while somebody is shooting at you with shredder. Just fire back.

    Sry but I dont find myself struggling to kill JG / CSG user, but the weapon indeed needs to be put back to its place.
     


  7. WHO THE HELL CARES WHERE THIS WEAPON CAME FROM. Does not matter if it came from unfinished G1 project. If LO keeps their tempo up, why whould anybody care??
    This weapon is inspired by real weapon, and hell yeah shotgun handguns must look donkey funny. Just look at google images "handgun shotgun". Its full of funny arse looking boomsticks.
    Imagine sawed shotgun in APB.. it would be impossible to balance soemthing like this. Maybe if it did 80% stamina damage also.
     


  8. 8 hours ago, Hexerin said:

    It really doesn't need more ammo, and again would also curve its balance in a way that could cause more problems down the road. Along similar lines above, increasing base damage would also increase consistency, which would serve similar purpose to an increased ammo pool.

    This is something that is indeed arguable

    BUT..
    8 hours ago, Hexerin said:

    This is unneeded, and curves its balance in a way that could cause more problems down the road. Frenzy has no overdamage, so increasing its base damage (166 being the ideal) would be the better course for accomplishing the same thing as a base range increase.

    ...THESE are some big words from someone whose suggestion affects more things than just a range, in which S1-FA suffers at.

  9. Frenzy has great accuracy, and bloom recovery. 
    0,69s ttk is ok. 7 stk is also ok, BUT... 
    ...due to its lower damage, its "exponentionaly" worse at long range fights cuz it applies very very low damage. I suggest to increase its effective range by 8m to compensate its damage drop off.
    ...due to 7 stk, it needs more bullets to kill. It consumes a lot of ammo. Suggestion no 2: increase its clip capacity to 38, and increase its ammo in storage.
    This changes would put Frenzy on the same level as N-tec.


  10. IR changes was such a controversal thing, that Iam shocked that they actualy added it to the game. Half of ppl hating it (including me), another half of ppl call this progress therefore it should be good. There are other ways to make weapons less viable in close range. You ruined it with new IR and u broke a lot of weapons.


  11. All ok exept for IR downsides. You are basicaly making automatic marksman rifles out of any weapon. Take back those upsides to its original values, and do not touch rate of fire. Focus on max bloom mainly, and bloom per shot or recoil. This also gives more sence, cuz its like you get bigger punch as weapon shoots further.
    This downsides would make it harder to full auto, therefore less effective in close range. Also naturaly increasing TTK instead of forcing it.

    IR with rate of fire change would ruin a lot of weapons using it as we know them. Keep it for shotguns only.

    • Thanks 3
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