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Everything posted by mojical

  1. When comparing the ACT and RSA, has the lack of HS3 availability on the RSA been taken into account? I think this is one of the reasons why RSA is seldom used currently. I don't think High Magnification Scope can be considered an equivalent as it is way too clunky, especially for a secondary. In my opinion a new JT/Armas RSA variant with HS3 would be welcome, because I believe the ACT GM will still be dominating in the long range secondary role. Changing the Hunter could also be an option but messing with weapons players have paid money for tends to be a slippery slope.
  2. This is exactly the way I see it, there is just too little competition for the PMG now that the OCA has been left without any (significant) advantages over it. Some prefer the OCA's firerate since it helps mitigate the effects of RNG and prevent "bad streaks", but looking at the cold hard numbers the PMG will simply hit more on average due to its better base accuracy. Also, for some reason the PMG can have a crouch bonus and equip Cooling Jacket at the same time, which the OCA cannot as crouching only improves accuracy on the Whisper. If the OCA was actually changed according to these values instead of receiving an unexplained (and aside from APB DB, undocumented) last minute nerf, it would have helped both F2P options stay competitive. This would not benefit the likes of the Norseman and Tommygun but it is certainly better than to have the category dominated by PMGs and Manics. Surely it's a tiny difference, but I do remember the OCA feeling best balance wise after RP's initial 0.68s buff. The 0.64s buff afterwards, on the other hand, was complete overkill and is what caused LO to nerf it again bringing it back to square one. All things considered though, the OCA is still above average as far as SMGs go, it's just stuck in a strange no man's land compared to the PMG/Manic, and the likes of the Norseman/Curse/Tommygun.
  3. Most likely not as this tweak is meant to help APB put some assets in RAM that would otherwise go into a HDD/SSD. APB has no choice as to use the HDD/SSD because it is limited to <4GB RAM due to being a 32 bit application. Most other games are either 64 bits already or don't have issues with the 4GB limit to begin with, if they are older games. For those asking whether this will eliminate every stutter, garbage collection stutters are (as has been said already) not affected by this, but unfortunately GC is only one of the multiple causes of stutters. I have collected some GC times to prove this. On all 4 runs, I logged into the same character, went to social and idled a bit in front of the clothes shop to cause the maximum possible disk load: Spinner/ HDD without ramdisk Line 6645: 13:43:38 - DevGarbage: 71.101600 ms for realtime GC Line 6914: 13:43:59 - DevGarbage: 57.993300 ms for realtime GC Line 9494: 13:45:02 - DevGarbage: 71.593300 ms for realtime GC Line 11535: 13:45:07 - DevGarbage: 61.530200 ms for realtime GC Line 11970: 13:45:07 - DevGarbage: 60.692800 ms for realtime GC Line 19820: 13:47:07 - DevGarbage: 68.735400 ms for realtime GC HDD plus ramdisk Line 6645: 14:15:57 - DevGarbage: 70.825400 ms for realtime GC Line 6914: 14:16:14 - DevGarbage: 58.260500 ms for realtime GC Line 9429: 14:17:16 - DevGarbage: 71.052600 ms for realtime GC Line 11313: 14:17:20 - DevGarbage: 60.997500 ms for realtime GC Line 11748: 14:17:20 - DevGarbage: 59.838800 ms for realtime GC Line 17087: 14:19:20 - DevGarbage: 64.772400 ms for realtime GC NVMe drive without ramdisk Line 6645: 13:54:22 - DevGarbage: 72.887600 ms for realtime GC Line 6905: 13:54:30 - DevGarbage: 59.166000 ms for realtime GC Line 9476: 13:55:38 - DevGarbage: 72.855800 ms for realtime GC Line 11541: 13:55:43 - DevGarbage: 61.931400 ms for realtime GC Line 11988: 13:55:43 - DevGarbage: 60.429500 ms for realtime GC Line 19900: 13:57:43 - DevGarbage: 67.482200 ms for realtime GC NVMe plus ramdisk Line 6645: 14:02:13 - DevGarbage: 70.539800 ms for realtime GC Line 6904: 14:02:19 - DevGarbage: 58.487600 ms for realtime GC Line 9232: 14:03:09 - DevGarbage: 70.705000 ms for realtime GC Line 11278: 14:03:11 - DevGarbage: 60.021700 ms for realtime GC Line 11713: 14:03:11 - DevGarbage: 59.999700 ms for realtime GC Line 18967: 14:05:12 - DevGarbage: 67.676100 ms for realtime GC Relevant specs: i9 9900k @ 4.9Ghz, 2x8GB DDR4 3800-CL16, Samsung 970 EVO Plus 500GB NVMe drive, a "desperately slow" 5400rpm Seagate 2TB HDD and Windows LTSC 2019 (version 1809). These values reflect that GC is done in RAM, so all configurations perform mostly the same within a small margin of error. Notably, GC times are not worsened by using the RAM disk despite the higher amount of reads/writes to RAM. As for HDD/SSD access, the game just crams everything into the AssetCache folder ("everything" being mostly other players' models and cars) until either: - The game is closed and contents of AssetCache are cleared. - Disk space runs out, causing the game to crash. That means that there is no GC being done periodically, unlike with main RAM, as the game simply assumes that storage space won't run out. GC times aside, even though I did not measure framerates, the "HDD without ramdisk" setup created some very noticeable irregular stutters whenever characters loaded in, plus it also took longer for characters to load. Using a RAM disk greatly improved framerate stability even when the game's install remained on the spinning HDD. The performance difference between a high-end SSD and a RAM drive is minimal to nonexistent, but using a RAM disk will also reduce wear on SSDs and prolong their usable life. So therefore I strongly recommend this tweak to anyone using a spinning HDD or a pre-2014 SSD who has enough RAM at their disposal. The RAM drive can be set as dynamically allocated so memory is freed up again once the game closes. Of course, this will not be necessary when the new engine arrives as it will be able to use as much RAM as it needs, being a 64 bit executable.
  4. If you can't counter the weapon by equipping it yourself (as a criminal) then it is fundamentally unfair, regardless of whether it's just "a little" overpowered or "extremely" overpowered. No other secondary comes close to having the same damage per shot so it's easy to see why this is an issue with the PIG in particular. Thus criminals should have access to a reskinned version, perhaps based on concealed illegal stun weapons, as it makes little sense to introduce a secondary with 90%+ health damage. In my opinion fact that it stuns rather than kills keeps it somewhat balanced aside from the fact that only one faction can equip it.
  5. I agree and in fact I believe ramp/dropoff range is still too low on the CSG, as Rifling variants will outperform standard ones by quite a lot at 15m, and since all CSGs come pre-modded it will feel a bit like a cash grab for those who already have a non-Rifling CSG. Of course with the JG there are similar issues, but these can be solved as the JG is available with open slots for free, so just sticking IR3 in it will "fix" the issue. The numbers were probably designed with IR3 in mind. I would leave ramp start at 20m (at that point spread will be the limiting factor anyway) because the extra 5m won't really help Rifling variants due to spread, but it will help non-IR ones close the gap. After all IR3 has no downsides on the CSG, and most of the other shotguns. Other than that small detail the changes look great, looking forward to test the CSG in Asylum soon.
  6. Does this mean that there will be no changes to live/prototype weapon stats or will they be outlined in a separate post?
  7. I agree about this, the PIG is probably the most annoying gun to play against overall, and it really doesn't help that it is locked to one faction. Even if all other LTLs may need a small buff, the PIG really needs either a damage decrease or a wind up timer like the Ogre. At the very least the dreaded Perc combo should be prevented. As for the Scout I think many of its issues stem from the fact that a 3-slot version is unobtainable and it's always a choice between the 3 mods that would go well on it. If a 3-slot Scout or Pathfinder existed I have no doubt that it would be more than viable.
  8. Not only that, but it reduced the number of situations where one team could find itself without any options whatsoever to come back and win the mission, especially on Item Hold. It is not good game design if the mission keeps going on with one team already guaranteed to win. Therefore overtime was one of the better changes APB received over its lifetime in my opinion. I also like the removal of P5/N5 since, besides unfair, it was way too situational for the "it helps new/struggling players" argument to make any sense. I have had missions which I have both won and lost due to the bounty system in the past (fortunately very few) and the negatives always outweighed the positives. Also, it made factions unbalanced as Criminals were able to prevent bounties by paying off, whereas Enforcers had to always be subjected to them. All in all, I consider this one of the best things LO has done for this game despite a rough start with weapon balancing, and it makes me look forward to more changes of this style in the future.
  9. Test districts were populated after the patch so it was possible to get a decent picture of how the changes work in practice. The JG, Showstopper and Shredder seemed alright. Thumper looks like it is also in a good spot but I do not currently have one. However the NFAS, Strife and CSG are rather weak compared to the above. While NFAS is a monster on live, this is mostly due to per ray scaling, so the huge damage nerf compared to 2017 stats was not really necessary. I would give it the Thumper's 444 damage value, which would still leave it below the (certainly not meta) pre-LO NFAS. On current prototype stats what would have been easy kills with live stats sometimes require the whole magazine. However, 396 damage does seem appropriate for the Ogre provided nothing else changes on it. Strife is also very underwhelming, if a damage buff is not an option I could see its spread lowered to 85cm, as otherwise it is hard to justify picking it over other shotguns. And also, while not relevant to the balancing itself, I would fix the typo in the description ("piece" instead of "peice"). CSG is the most frustrating one, as I looked forward to it becoming less underpowered compared to other shotguns as it is now. The removal of center pellet inaccuracy allows for jump shooting, but this feels gimmicky on a weapon with good mobility to begin with, and the rest of its stats are a downgrade from 2017. I don't see a solution besides increasing its damage to a maximum of 630 or even 651 by slightly upping per pellet damage, to further compensate its firerate reduction compared to pre-LO.
  10. I agree with most of the changes from the 2nd table, with two exceptions: - The DOW's damage should perhaps be lowered slightly as it already has lower spread than the NFAS, which is enough of a tradeoff for not being automatic in my opinion, it does not need to do substantially higher damage than its automatic counterpart. - The JG's firerate seems too good. Even with its spread the high amount of overdamage goes a long way to render the CSG's accuracy advantages moot, so there is no point in the JG having a substantially better TTK. Something like 0.72-0.73 would make more sense. Keep in mind that reducing its "range" as in dropoff start will accomplish next to nothing, thanks to IR3 (see below). As for IR3 it won't make a big difference on CSG if the dropoff starts at 20m as the table says, since practically all shotguns very quickly become ineffective at that distance due to pellet spread. In case of the JG it will be a factor, but since players are free to mod it as they wish unlike the CSG, I believe it will be much less of an issue. Finally, I expected prototype Asylum to replace standard Asylum rather than exist beside it, so sadly the districts have been empty most of the time. I realize taking away "standard" Asylum districts might upset a small number of players, but such drastic measures might be necessary to gather enough data.
  11. I fully agree with the idea that carbine has RNG issues, and more recovery could certainly help since it often has to compete with weapons that do not suffer from bloom at all (or almost at all) such as PMG or OSCAR. I don't see the point of reducing its movement penalties but more accuracy in general is just what it needs right now. However, I disagree with the idea suggestion making the NFAS 4 shots to kill, before pellet spread was introduced it was much harder to use despite its higher maximum damage, and it was far from meta. I also can't really suggest anything since it's not clear yet how the NFAS will behave once current shotgun changes hit live. The biggest issue with its current iteration is the 0.84 per ray scaling (in combination with 381 max damage) which is far too low for a weapon which can shoot such a large amount of pellets in a short time. Perhaps other changes to the very least used weapons would also come in handy, such as the Harbinger getting bumped up to 300-320 damage due to Clotting Agent prevalence.
  12. Nice to see the changes will be tested on Asylum @Sakebee, looking forward to that. On another note, would it be possible to slightly readjust the ACES SMG to be slightly less annoying to play? I'm talking about bringing its damage up to par with the ACES Rifle so it becomes a 14STK weapon. This could be done while lowering its firerate so it pretty much keeps its current TTK. Both weapons use the same platform and ammo and the Rifle has other distinct advantages such as range, so it would make sense that they do the same damage. This weapon is very seldom seen ingame and a small buff like this would help it. Here are the stat changes I would make: ACES SMG Damage: 70 -> 75 (14 STK) Fire interval: 0.045 -> 0.048
  13. I agree with the 8GB "minimum" suggestion. 16GB+ should be used if you want to move APB's cache and logs to a RAM drive for (slightly) better performance and less SSD wear. As for the swap/paging file I recommend that you leave the settings on their default position, of course a swapfile is no substitute for RAM but having it can make so that programs at least slow down rather than crash, should they run out of memory. I have never seen any gains from turning it off for APB.
  14. Can you clarify whether file modifications such as no grenade smoke, no muzzle flash etc. are allowed? I felt like this was missing from the rules, since some players use these on stream even though they theoretically are against TOS. Personally I would allow only Advanced Launcher and equivalents, but this is up to the organizers. If everyone's gameplay is recorded it should be relatively easy to spot and enforce this.
  15. Is there a chance the DOW Stock could be added to ARMAS or the Joker store? A 5 day lease could be obtained from RIOT daily activities for a limited time until RIOT was disabled. I prefer its model to the more common "Thumper" variant and the red mod is not necessary for me, so it is a weapon I would really like to have permanently.
  16. Would it be an option to use prototype stats on Asylum, once it returns after this patch? That would be an easy way to see how the new (old?) shotguns compare against other close-range weapons, since mission matchmaking doesn't get in the way in FC. I don't really see the appeal of prototype mission districts, as even if they were full, nowadays it is far too easy to get matched against newer players who would just render the changes irrelevant.
  17. Even though dropoff begins at 35 meters for the Joker Carbine it is still able to kill in 6 shots at 40 meters, because it barely loses damage for those first meters. Other semi-automatics show similar results, for instance an Obeya CR762 with no mods will easily outrange a Misery with IR3 despite theoretically starting its dropoff earlier. I do believe the VBR's range should be increased to 40m though, since it lacks overdamage to compensate for the reduction for 35m, and thus is very rarely chosen ingame.
  18. It will be interesting to see how the Showstopper behaves with these changes, since it didn't exist pre-LO. It does look like a step down from primary shotguns now, as it should be. Also, have the OCA stats been applied correctly this time or is the Whisper still evading the nerf?
  19. The SHAW would appreciate increased hard damage to be worth picking over the easier to play AMG, perhaps to 23 (still lower DPS than SWARM) up from 15. Many newer players assume that it is good against vehicles due to being a LMG, however it is barely better in terms of anti vehicle DPS than an OCA. The SWARM is already quite effective against both vehicles and enemies on foot so I don't see the reason why the SHAW shouldn't be competent at both.
  20. Indeed, before per ray scaling was introduced almost noone used the NFAS except the occasional newbie, even though its theoretical damage output was much higher at just a few points short of a 2 shot. Most of the other (circled) stats were the same when the weapon had almost zero usage. That value of 0.81 is excessive though, and in my opinion no shotgun should have below 0.9. This of course, if the system does not get scrapped completely... However I wouldn't say the NFAS is the worst offender in terms of overpowered weapons right now. The Showstopper for instance is essentially a better NFAS except for being a tenth of a second slower to kill... and it's a secondary.
  21. There is a potential issue with the OCA changes @MattScott has pointed out on the OP of this thread. The OCA's fire interval should have been increased to 0.098 seconds, however, none of the OCA variants have obtained this fire rate according to APBDB. Standard (such as the Stiletto) and non-Whisper silenced models have been downgraded further to 0.100, giving them a 0.7s TTK: PDW "Stiletto" stats The Whisper and its reskin (Kris), on the other hand, have not been touched and retain the pre-patch 0.64s TTK, making them superior to the other variants: PDW "Kris" stats I have tried to measure the fire rate by recording myself emptying the magazine of a Kris, then doing the same with a Stiletto. It takes noticeably longer (when slowing down the video) to empty the Stiletto, which backs up the APBDB stats. However, this is not the most precise of methods and it would be nice if someone else could test to see if there is an actual fire rate difference in game.
  22. I don't believe a TTK improvement is the only thing that could make the STAR more viable as an N-TEC alternative. Here is what I would do: - Reduce the reload time to 2.40s from 2.80s (the STAR having a ridiculously long reload time has already been brought up in this thread). This would make it match the N-TEC. - Increase marksmanship strafing speed from 175cm/s to 275cm/s. Even the LCR, for all its faults, got this right. It makes absolutely zero sense that the long range version of the same weapon has more mobility (and less accuracy, but that's a problem of the LCR, not the regular STAR) than the close-medium range version. - Improve the marksmanship modifier from 0.63 to 0.4 for the STAR LCR variant. This should be self explanatory to anyone who has tried to use the LCR in its intended range. The point is to not make it a clone of the N-TEC, but to offer an alternative that has different strengths and weaknesses and can be appealing to both new and veteran players, like the N-TEC already is.
  23. On the topic of changing secondaries' preset mods, have you considered changing the RSA "Hunter"'s modification from High Magnification Scope to Hunting Sight 2/3? While it has phenomenal accuracy with the new stats, the modification makes very little sense as the model has no scope, and also is very clunky on a secondary to begin with. I very much doubt this would be overpowered given that the ACT does have the ability to use HS3 and plenty of advantages compared to the RSA. Adding a JT-buyable version could also help dispel any "P2W" concerns. As for the rest of the changes I fully agree with what has been pushed to Live so far. I hope the N-Tec is dealt with soon (it's not much of a problem in my opinion) so the focus can move to shotguns again.
  24. I fully agree and it's nice to see the Talon isn't being disadvantaged for no reason anymore. RFP Test A (aka reducing effective range) is not a good idea in my opinion, as it makes the Fang's advantage over the regular RFP much more noticeable. It would have to be accompanied by a downgrade of the Fang's Improved Rifling, as has been suggested many times before, but even so I believe B is a superior choice as the game already has plenty of 30m-capped secondaries. On the other hand it seems like a bad idea to release the OCA nerf before something is done about shotguns, as even with the OCA being very powerful currently it still struggles against JG and NFAS at distances where a shotgun shouldn't have an advantage anymore.
  25. As the title says, it would make sense to increase this rather underused weapon's effective range so it can keep up with the much less accurate PMG and Whisper. I believe 35m or even 40m would make sense. At the moment it feels like all that accuracy goes to waste without Improved Rifling, and this weapon already pays the price for being accurate in form of higher TTK and bloom compared to the more popular SMGs.
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