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About mojical

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  1. System mail issue happens too, will have to see if there are some more missing dependencies that could be causing it. Weirdly enough the title shows up correctly for a second then changes to "system mail", but the items can be redeemed correctly. It's just difficult to know which mail is which. I'm glad it worked fine on Nvidia as well. How was your performance in terms of FPS?
  2. I thought so as well, but given the Deck's popularity I can see both anticheats switching to an opt-out model or asking game developers about it instead of said devs having to take the initiative. Hopefully LO transitioning to EAC won't break compatibility. I'm holding off on making a more detailed tutorial or video until 1.30 reaches Live due to this. Nobara is a great distro choice for gaming on AMD cards, even if the method I described is universal and can be achieved with Flatpaks.
  3. Surprisingly, it took very little effort to make this new build run on Linux via Proton/Wine, unlike Live which crashes immediately at the district select screen at best. That alone is a huge step up in my opinion and a great incentive to start playing again, because I have pretty much ditched Windows completely other than a tiny partition to run a few well known benchmarks and overclocking tools. This also means the Steam Deck and devices with a similar software stack should be able to run the game now, though it is obvious this game is best enjoyed with a keyboard and mouse. The (simplified) steps I took for this were to install the game using Bottles and the default Soda runner, install the dotnet48 dependency in the same prefix, then have a separate entry for APB.exe and APBLauncher as the launcher can not start the game on Linux yet. Once 1.30 is out on Steam the process will be much more simple. Performance is comparable to Frosi's results on Windows and there are no issues with the anticheat, both BE and EAC support Linux by now. Here is a frametime plot complete with test specs and settings: https://flightlessmango.com/games/1338/logs/3621 I saw this being requested by someone else in the AMA so I hope others (especially with Nvidia hardware) give this a try and check if it works on their setup as well.
  4. I've tested the game on a 12700K CPU and didn't run into any issues whatsoever, no need to disable E-Cores. In fact, these E-Cores help get Windows background services off the main cores which is always welcome when playing a CPU intensive game. I use a tool called Process Lasso to manually assign E or P-cores to processes but automatic scheduling works just as well with APB, it gets sent to the correct P-Cores by default on Windows 11. What has very noticeably improved are initial load times and alt-tab times. Ingame performance is also great with stable FPS but the engine's shortcomings are still present, such as garbage collection, stuttering with higher detail settings... I have a feeling there won't be a CPU that can mask these completely until the game itself is fixed.
  5. It's not just about bad PCs vs. good PCs, for example RTX card users face constant "out of memory" crashes due to a long standing bug if their graphics settings are set too high. This is something that can be mitigated with configs by improving graphics as much as possible while keeping the game stable. Similarly, garbage collection is far from ideal on Live so the ability for players to tweak it is more than welcome. Also, most of the time configs do the opposite of lowering graphics - they improve the stock Minimal preset which is arguably the only one that runs properly without stutters and random slowdowns. The point of using a config is to avoid unnecessary and costly 2010 "eye candy" and focus on APB's great customization potential. No one should be judged for playing settings that are convenient and unobtrusive to them, regardless of how good their hardware is. I've made that mistake in the past and realized how stupid it was over time. It's a real shame that this thread is still rife with posts that equate configs with cheats, but in a way I also envy those who are easily satisfied by 30fps with 3 second stutters every couple of minutes.
  6. Nice idea, I tried to comment on every weapon (except grenades, don't think anything needs to be done there): https://docs.google.com/spreadsheets/d/1vTz7LxjALaLC25i89gwO0zuXulqG-G_NYHvxuO0b-QY/edit?usp=sharing I feel like one of APB's issues in terms of weapon balance is how haphazardly overdamage (damage over the minimum necessary for a gun to achieve its TTK) is distributed accross weapons. For instance, the ISSR-A desperately needs some more damage while the .45 and Obeya would still be more than good enough doing a bit less damage per shot. It seems to me that adding overdamage to the Harbinger helped it more than any of the other changes due to CA3 being everywhere.
  7. When tracer mechanics are reintroduced with the engine upgrade, silencers will gain a purpose (hiding tracers that can give away positions), albeit situational. I do agree that it is pointless to assign them a downside in the current game, them occupying a slot/color is already enough of a penalty. As for the changes, I like most of them, especially the Scoped N-Tec and Tommygun. I'm not a big fan of the Misery's changes since it feels like a nerf to me, the weapon has issues more severe than its recoil, such as its effective range and extremely slow marksmanship movement speed, and its jumpshooting gimmick has now been taken away. I'm not sure about the OCA changes since SMGs are difficult to justify over shotguns without a range advantage. I do agree with the general idea (of OCAs needing a nerf) but perhaps 17.5 is going too far, especially for the Whisper which will be heavily penalized by this. Its extra accuracy will be near useless with such a low range and the inability to equip Improved Rifling 3.
  8. I really can't believe the response to what was said in my thread about the Scoped N-Tec was to nerf it further. At least the Harbinger changes make quite a bit of sense. It will be interesting to see how it compares to RSA/ACT now.
  9. This is exactly the opposite of what I meant to say in my post. To clarify, Battleye does NOT currently work with Proton/Wine. For DEP no special patches are required anymore AFAIK.
  10. DEP can be fixed, Battleye can not. When EAC was a thing it was possible to run the game but there were some post-login functions that caused a crash, and the launcher is broken unless original .NET Framework DLLs are loaded manually. If you absolutely must single boot Linux and run APB, plugging your GPU into a VFIO virtual machine is your only option and it's incredibly complicated to set up properly. I've had the exact same results with Proton, both the official and GloriousEggroll variants. What I haven't tested yet is the new engine, although the BE issue can only be solved if Little Orbit officially supports Proton.
  11. This is a very good idea in my opinion. Both Kevlar and Flak arguably suffer more from not being stackable with CA3 than from their own downsides, even though consumables partly alleviate this. However, I wouldn't reduce CA3 to a single level, but turn CA1 into "CA2.33", CA2 into "2.66" and CA3 being the exact same as it is now, to allow for more flexibility in between current CA2 and CA3. If D is the base (unmodded) delay before regen and T is the time it takes to regenerate, we would have according to the mods' stats: Current CA2: 0.5D, 1.5T (-50% delay, +50% time) Current CA3: 0.2D, 2T (-80% delay, +100% time) Here's what new stats for CA mods could look like: Proposed base: 0.5D, 1.5T (like CA2) Proposed CA1: 0.4D, 1.65T (-20% delay, +10% time) Proposed CA2: 0.3D, 1.80T (-40% delay, + 20% time) Proposed CA3: 0.2D, 2T (-60% delay, + 33.3% time) (just like current CA3)
  12. I feel like this is a special case because unlike all other variants where changes described as a buff were still a buff, in this particular case it has the exact opposite effect. This and OCA/RSA fire rate changes aside, I think the latest balance patch was spot on. However, it is unfortunate that I don't get to read how the design team justifies to downgrade the Scoped N-Tec, because it all doesn't make any sense to me as an actual user of said gun. It wasn't overused/overpowered at all with a 1.6 vs 2.4 advantage so why would it be with a 1.6 vs 2.0 one? Reducing weapon variety is a sensible idea, but if you are to normalize away a variant's advantages then you might as well do the same with its disadvantages. Else the game will be littered with dysfunctional variants of free weapons which are harder to obtain or cost real money. Besides, if the weapon was overpowered enough to warrant this change, this would have been noticed at most days after the patch, not weeks. ARMAS states that there is less recoil and from my experience using the weapon this makes a lot of sense. The heightened zoom increases perceived recoil which is likely why it was designed this way to begin with. Flavor wise this can be attributed to an improved stock as seen on the pre-skins model, much like its maximum bloom advantage over the regular variant that it has now lost. I will try to test it more in-depth when I have time to make sure that I'm not talking nonsense, but in any case if I am, then ARMAS is wrong as well... I completely agree with this. In fact, the only way to obtain a 3 slotted version of the Scoped N-Tec is to buy the VAS Sceptre reskin, which in my opinion looks even worse than the remade skinnable model. At the very least, ARMAS versions could have 3 point sling added, because arguably HS3/IR3/3PS3 is the only viable mod setup on this gun and there is no downside to that particular mod.
  13. As much as I agree that the Scoped N-Tec is underpowered overall compared to the standard version, it does have upsides, they just do not show on APB DB. Upward recoil is slightly reduced as is damage dropoff due to using a different curve. This however only translates to 2-3m extra 6 shot range in practice and doesn't compensate for worse FOV and the practical loss of Hunting Sight benefits when strafing. I feel like the Scoped was at its very best during the Improved Rifling (fire rate affecting) changes, so somewhat increased range in return for slightly decreased fire rate would be a very welcome change in my opinion.
  14. Little Orbit explicitly stated that they did not change the scoped N-Tec. It's in the January 29th patch notes, which is when the N-Tec was nerfed to 2.4: https://www.gamersfirst.com/apb/patch-notes#collapse37
  15. The Scoped N-Tec has had its shot modifier cap changed from 1.6 to 2.0 in the latest patch. For the N-Tec this change was a buff (it started at 2.4) but for the Scoped variant, which was at 1.6 previously, it is a nerf. I am not sure if this is an oversight (since nothing about this weapon in particular is said in the blog post) or if this is intentional. Given the already very low usage of this weapon I think the former is more likely.
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