Jump to content

Lord Cashpoint

Members
  • Content Count

    5009
  • Joined

  • Last visited

Posts posted by Lord Cashpoint


  1. 39 minutes ago, Siamsol said:
    Nooooo.

    The main drawback of Clotting Agent is increased time to full heal. Base full heal is 8 seconds to initiate, 4 seconds to heal, 12 total. CA2 makes the delay 4 seconds, and increases the heal time to 10 seconds. 14 seconds total. Yes, CA2 says +50% heal time, but it doesn't actually work off of a modifier, it adds a flat 6 seconds, likely based off of the default 12 seconds for the entire process, not just the healing time. So changing default health regen to CA2 means it takes 2 seconds longer to heal from, say, an HVR shot.
     

    The default regeneration has two main downsides to it which makes it inferior to Clotting Agent 3:

    1) The regeneration is only quicker as long as you don't get hit at all during the healing time. Even if a nade scratches you for 1 damage with default regeneration, that still means you have to wait another 8 seconds to start healing again.

    2) Default regeneration is only faster when you have taken a very large amount of damage. Clotting Agent 3 will get you back to full health quicker in most situations.

    The green mod situation isn't really balanced at all as it stands - but default regeneration is so much more painful to play with, that nerfing Clotting Agent would only serve to make the game worse.
    • Like 2

  2. Clotting Agent 3 is the superior green mod for a number of reasons. One of the greatest downsides of the other green mods is that it prevents you from using Clotting Agent 3.

    Honestly they should make the default regeneration the same as Clotting Agent 2, make Clotting Agent 3 just "Clotting Agent", remove Clotting Agent 1 and make the current default regeneration its own green mod for whoever wants to use it.

    • Like 23
    • Thanks 1

  3. Apart from the N-SSW (and maybe Obeya), are there really any other weapons that benefit from Heavy Barrel?

    Maybe instead of bloom per shot, it should reduce maximum bloom. Would give it a greater benefit, and make it more suitable for LMGs and other weapons which rely on firing at maximum bloom to kill (Such as ATAC).


  4. This problem with test realms not having many players is one that goes beyond just APB - Overwatch has its own version of OTW called the Public Test Realm (PTR) and even a game of its size can often struggle to populate that.

    From what I could gather about the reasons for this was that mainly people burnt out on testing, there being a period where several heroes received multiple changes, and it was always being tweaked and adjusted for weeks on end. Eventually people stopped caring, as the version you are testing may end up being completely irrelevant to the grand scheme of balance. Additionally, a specific hero (Bastion) received a tremendous buff in one PTR patch, and everyone told Blizzard it was a poor idea. Blizzard when ahead and added it to the live game, and lo and behold they ended up having to dial it back weeks later. This is often why people don't bother with testing - they don't feel as if their feedback matters, so why bother to test?

    I feel like there are similar elements to APB's OTW. Given the game's limited population, it was always going to be difficult to have two versions of the game running simultaneously. Additionally whilst I appreciate Little Orbit being thorough, having five separate stages for the previous rounds of changes only for them having to announce three days after the patch that shotguns needed changing makes the whole experience seem a little pointless.

    • Like 1

  5. 1 hour ago, Nitronik said:

    Looking at them on paper -

    I'm gonna throw out N-TEC test B due to the accuracy changes. Weapons in APB are inaccurate enough as it is, missing shots because muh rng is annoying as hell.
    Jump modifier change should really stick though.

    N-TEC test A has a perfect TTK of 0.73, unless my math is off - which honestly isn't all that terrible. Still better than the STAR as well - and given how accurate the NTEC can be with HS3 I don't mind this change too much, but maybe look into reverting the weird bloom curve?
     


    Yeah I would rather take a longer TTK over less accuracy for the N-tec - Especially if we're going to be bringing back the old OCA ttk (Not sure that it was overshadowed by EVERY SMG, Little Orbit seems to forget the M-1922 exists, the OCA was still probably one of the best SMGs before the buff). We don't really need another Assault Rifle which has a low TTK but meh long range accuracy, we already have ATAC and Raptor.

    Also please don't just nerf the N-tec without thinking about the Ursus.

    Coming back to this: I honestly am very set against the range changes to ARs - These changes won't suddenly makes LMGs useful, and Rifles don't really have an issue competing with ARs at long range to begin with.
    • Like 1

  6. 3 hours ago, Killer Rabbit said:

    Maybe it's my old age, but can someone explain why, if shotguns are so good at close range, you all just don't grab a shotgun yourselves?

    I mean if you're genuinely curious to why the shotgun changes are a problem I can explain.

    The most obvious problem is that it inherently kills off any variety you might have seen in the game before the change. No longer can you expect to be able to use any other vaguely close range weapon that isn't an OCA or shotgun because otherwise you WILL lose. Suddenly everyone needs to equip a shotgun if they want to remain competitive. Of course this makes the game less interesting to play; you will always end up fighting the same weapons over and over again, and if we were to go by your logic, you would always be using shotguns yourselves. Asylum is somewhat a good example of this currently, it's nothing but shotguns.

    The second issue is one that applied to the pre-fixed Yukon, and still does to the OCA currently. APB as it currently stands often forces you to get close to other players. This can be because of multiple reasons such as an objective being inside a building, or because an enemy has driven up to you in a vehicle. This is why APB allows players with longer range primaries to carry secondaries to defend themselves, and also allows a degree of flexibility with certain weapons such as Assault Rifles to perform in close quarters. Obviously close range weapons should be the best choice at close range however when you have shotguns which behave like this it means that no matter how skilled you might be with say an ATAC, you won't be able to beat the shotgun. The shotgun user simply has to put in so much less effort into killing you than vice versa, it can feel incredibly frustrating. Again, as I said in the first point, if we are to take the "can't beat them, join them" mentality to heart, everyone would start running around with shotguns.

    I understand where LO were going with these shotgun changes, but what's happened is that we're almost back to 2012 in how they perform; simply pointing in the general direction of an enemy will severely wound them.


     

  7. On 8/6/2018 at 3:23 AM, Outofmyway said:

    good luck my friend! 

     

    On 8/6/2018 at 10:01 AM, InkieTheSauzeGod said:

    Yo Cashpoint; Good luck with the recruitment.

    Stay Hydrated fam 😂



    Thank you guys!

  8. PndByfN.png


    pyre is an English-speaking Criminal clan founded in 2018 by three veterans of APB. We have over 16,000 hours of in-game experience between us, and have all belonged to some of APB's most successful clans at some point. Coming from this background and using our knowledge and experience, we've decided to set up our own organisation in APB. Our primary objective is to to create a competitive APB community which players are proud to belong to, and not one which is simply an extended friend list. We realise that we are not a large group currently, but every clan starts out somewhere, and we're hoping to make a success out of it. If you're interested in joining us, please make sure you comply by our requirements:

    Requirements:

    To join pyre you must:

    • Have a solid grasp on the English language, both spoken and written
    • Be at least 18 years of age
    • Possess a working microphone and be prepared to use TeamSpeak3
    • Hold and be able to maintain a Gold threat level
    • Not have characters with offensive names or symbols
    • Have a positive attitude


    If you think you've got what it takes, simply visit our website and head to the recruitment section. We look forward to meeting you!

    All the best, Lord Cashpoint.

  9. 56 minutes ago, LO_Beastie said:

     


    Mountie SF9 'Yukon'
    Finally, when adding the new rifling effect for testing, I came across the Yukon bug (fire rate increase of the mod affecting hip fire), so I've fixed that while I was in there. I mentioned previously that this patch is primarily for improving weapons, but considering it's an error that was easily fixable, it made sense to fix that at the same time. This does mean it has an effective full-auto fire rate nerf from 0.045 (which is what it bursts at) to 0.078 (the actual fire rate of the base weapon). 

    I think I know which tears will be used for the next Christmas event.
    • Like 6

  10. 2 minutes ago, Sniperturtle said:
    Wouldn't make much sense when you consider that a rank 30 teammate in your team would face the exact same difficulty completing the objective. Some just seem to take a lot longer than regular, by design. 

    Not a lot of APB's mission design makes sense. A max rank character can pledge to the lowest tier contacts and receive easier missions than someone who is only halfway through the progression tree.

  11. Anubis wasn't exactly flavour of the month before the HVR nerf.

     

    Apart from the Nano, most legendary weapons don't see too much balancing done to them specifically - often the weapon they are based on gets changed and they follow suit (This is largely because many legendary weapons simply aren't that powerful).

    • Like 1
×
×
  • Create New...