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Everything posted by mojical
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Range of RFP "Talon" vs. other RFPs - bugged or not?
mojical replied to mojical's topic in General Discussion Archive
So is APB:DB just wrong like lately with the Whisper? It states 30m dropoff/50m minimum as opposted to 40/65 for the F2P model. And let's not even talk about the Armas stats... It does feel like the Talon's not as consistent at range, but partial hits are a possibility too. -
According to APB DB, the RFP Talon seems to have a dropoff start range of 30m, whilst the regular RFP and the Fang have a base dropoff range of 40m (IR3 not factored in). This issue was raised in some threads about weapon balancing back when the prototype districts were rolled out, but AFAIK there was never official confirmation on this. The Talon's mod doesn't give it any advantages over the regular model, nor does its description hint at a range decrease due to the silencer, so it shouldn't have lower range than the regular RFP models. My theory is that the Talon and Fang/RFP use different base weapons internally rather than being reskins, and the Talon got ignored when the RFP was silently buffed by G1 at around the time the Yukon was released. The buff was fairly recent since it wasn't in the original APB DB (apbdb.com). For comparison, here are the stats of the regular RFP: https://db.apbvault.net/items/Weapon_Pistol_RFP9 Here's the Talon: https://db.apbvault.net/items/Weapon_Pistol_RFP9-SD_PR1_Armas And here's the Fang: https://db.apbvault.net/items/Weapon_Pistol_RFP9-Sight_PR1_Armas
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Indeed, something isn't right with Rifling. I tried the Scoped N-Tec (PR2) and it hardly does any damage at 50m and above. Even worse, on some weapons it completely ruins the damage even at point blank range.
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This affects only the newest patch (October 30). Summary: The N-SSW and its reskin, when equipped with Improved Rifling, will do extremely low amounts of damage even at close range. Steps to reproduce: 1. Obtain a N-SSW or VAS SW2 and equip it with the Improved Rifling mod (tested with Improved Rifling 3) 2. Shoot an enemy without Kevlar at close range and either obtain 6 hitmarkers or an assist. Results: The enemy survives 6 hits, and if an assist is obtained, the damage per hitmarker amounts to about 5% instead of the 19% that the N-SSW should deal per shot. This does not happen without IR3 equipped. Expected results: Enemies should be taken down after those 6 hits, and the score given for an assist should either be (19 * number of hitmarkers) or 85, whichever is lower, provided the weapon is used at distances shorter than its dropoff range. Video: Note the amount of hitmarkers and assist received.
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It seems the event districts are constantly crashing. I keep getting the "disconnected" message every 15 minutes and when I log back in the instance is just gone.
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Reworked ARMAS... can we see a teaser of it?
mojical replied to Hexerin's topic in General Discussion Archive
Innova did that with the FAR Spearhead if I'm not mistaken, they gave a permanent one away in a "login and win" style event. I wouldn't go as far as to gift weapons that are currently for sale on Armas, but the remaining referral ones (Temptress and 2 slot CAP) would make for nice rewards since they haven't been put up for sale yet, and they were basically given away for free with the old referral system. -
Random guy plays and reviews APB
mojical replied to CookiePuss's topic in General Discussion Archive
I think the problem isn't the review in itself, but more the particular aspects of the game that he is highlighting over everything else. Most other reviews of APB (mostly the console version) also seem to go in expecting an entirely different game in the vein of GTA Online and/or an MMO. I always thought this game had issues due to selling itself as that in promotional material (especially the "living, breathing city" parts) when in reality this game is an arcade third person shooter in an urban open-world setting with some excellent and unique customization options. I have to admit that despite that advertising being slightly deceptive and fostering misinformation, it was what originally got me into the game. At the point when APB came out in 2010 I had about 1000 hours clocked in at several different SAMP "cops and robbers" servers (such as CrazyBob's and SACNR) and me and a few other players from those servers were really hyped at the idea of having a standalone game based on the concept. That's why we jumped in as soon as the beta started, and while the game was not exactly what we had anticipated, it was still fun and also my first taste of anything resembling a decent multiplayer shooter. If I made a review of GTA Online and focused on the PvP shooting mechanics and player content creation/customization options, I also would reach a similar conclusion to this review. Both games have their niche and target playerbase. APB's is much smaller, but if it wouldn't exist the game would have closed down years ago. And also, the console version as it is now is little more than a cash grab. A game built around PvP shooting and customization is a natural fit for the PC, without even going into how much better the game performs and looks on PC with good hardware. -
(yet another) Change Baylan Shipping back to 16v16
mojical replied to Snubnose's topic in General Discussion Archive
I agree with this suggestion, never quite understood the decision to increase the population. Not because of myself, but because of newer players who might get frustrated by the constant crossfire and grenade spam on some spots such as the mailbox at the northwestern end. Also, less players would mean longer rounds with the current mission system, which is a good thing. -
While I have the suspicion that the poster of this was confusing recoil and bloom (recoil is crosshair movement due to shooting, not crosshair aperture) I actually like this solution. Keep the minimally effective maximum bloom increase from the original IR3, and add recoil that the player will have to compensate as a downside to using the mod. Also, 7% is extremely low for IR3, the original 7m is sensible and pretty much proven. This is arguably more fair than any solution which involves adding RNG or reducing the weapon's killing power. So my suggestion would be to add a muzzle brake downside effect, increasing vertical recoil by 25% on IR3. I believe there's no need to increase horizontal recoil, since it's more luck based than vertical, and most guns that have high horizontal recoil work very poorly with Improved Rifling anyway. Even the Fang would be less of an issue, since the recoil would require compensating before firing each burst to not shoot above the target. Now, and this is more wishful thinking than anything, better recoil handling on 4:3 and other uncommon aspect ratios wouldn't be a bad idea either. It certainly feels like playing on such resolutions rather than 16:9 makes recoil control way too easy, regardless of whether the image is scaled or not.
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It's true that as far as 6 shots are concerned, the difference isn't very big. The Scoped does have other perks though, The reduced recoil and increased zoom are helpful for 16:9 players, and for the most part I just whip out my secondary (such as a .45) in CQC which allows for better mobility than any N-Tec will give. Not to mention that at certain range intervals above those 55m the Scoped will need one less bullet. I've just adapted to the walk modifier thing which in turn has taught me to use cover more effectively when playing the Scoped N-Tec. Of course it's not going to be the ubiquitous meta weapon that the regular N-Tec has been for so long though, unless that proposed OTW change of setting "standard" ARs back to 45m dropoff start range comes to fruition. What's also interesting is that the Carbine does have a 6 STK range of 40m (Heavy Barrel aside) which is a lot higher than the 35m where the drop off starts. I have the suspicion that carbines also use the "Rifles" curve on Beastie's post, even though back when curves were introduced, they were said to work differently. They have very little drop off which was compensated by them starting to lose damage at what's basically SMG range. Now after IR3's downside is reverted, we'll have 49m carbines and potentially even longer range OSCARs which might actually lower N-Tec usage quite a bit.
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Both the PMG and OCA behave the same when it comes down to Cooling Jacket. With no CJ at all or CJ1, there is no bloom at all (it has enough time to recover it all between shots), whereas CJ2 has only a minimal amount of bloom for both, and CJ3's starts to get noticeable. However, being SMGs it could be argued that the lower TTK is worth it, so players usually go with CJ2/CJ3 regardless. The problem with simply comparing TTK is that it's much harder to hit 8 shots than 5 shots over a timeframe of 0.6x seconds. If cover is also involved, requiring less shots to kill is a large advantage. TTK aside, there are other reasons why some players may choose the OCA over the PMG, such as the PMG being considered a "noob gun", boring to play, its aesthetics, etc. Personally if I had the choice between fighting an opponent who is using a PMG versus one that is using an OCA, I would always consider the OCA user easier to beat. Although that might be because of my own playstyle and thus not applicable to everyone. I'm not trying to defend the OCA though, the TTK decrease was certainly excessive. However, I think that the PMG and OCA are balanced relative to each other as it stands now, even though PC usage might favor the OCA. This means that they are both above other weapons that perform similar functions, such as ARMAS SMGs or carbines.
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Medium and long range fights are inherently easier to escape from. An experienced OCA player, if being shot by an N-Tec from 60 meters away, will seek cover or a vehicle rather than try to engage the enemy. On the other hand, if the OCA sneaks up on an N-Tec from 10 meters range, the N-Tec player is forced to commit to the fight at a disadvantage. The one thing that bothers me about the N-Tec is how large its magazine size is, which makes it incredibly easy to spam even when inaccurate. This is the one part of the changes that I somewhat agree with, although 28/30 instead of 32 will make basically no difference. 24 or even 20 would make a lot more sense to not only set it apart further from the STAR as the accuracy/range focused alternative, it would also pressure the player to make their shots count rather than spraying. This would be much like the .45, where its versatility comes at a cost of kills per magazine. Ultimately though, it makes no sense to nerf either of those weapons and overlook the PMG once more, where the above argument applies even more, since it has no effective bloom between shots besides the high kills per magazine.
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Summary: After obtaining a free trial of the SWARM "Killer Bee", the 35% trial discount only applies to the 30 day lease, not the account lifetime weapon. Steps to reproduce: 1. Trial one of the SWARM weapons (tested with the Killer Bee and Yellow Jacket) 2. Check the price on the account lifetime weapon of the same type. Results: The 35% discount applies to the 30 day lease, but not to the account lifetime version which still costs 3999 G1C (or 3199 with premium). Expected results: The weapon should cost 2599 G1C (a 35% discount fromt the original price) after a trial, as is the case with every other weapon.
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Game works worse than 5 months ago
mojical replied to BrutalCopp's topic in General Discussion Archive
There's a Reddit post that covers very similar RAM to yours then, anything above 3000 on Hynix should be considered a success for 1st gen Ryzen. 3200 is probably an utopia for your setup. https://www.reddit.com/r/Amd/comments/6pksas/ryzen_ddr4_3200_c16_hynix_3066_success/ -
I agree with the ease-of-use argument most have put there, but I would say that going with no red mods at all (or HB1 for a tiny improvement in tap/burst) is the best route. Even HS3 compromises hipfire and FOV in marksmanship mode, although the base FOV is good enough to not be in issue in most situations. Mobility Sling is the only mod which you really can't argue against on the ATAC. As far as marksmanship mode CQC weapons go though, I much prefer the Manic to the ATAC since it's far more useful in the current shotgun-dominated meta. It requires some extra recoil control (which is an advantage IMO, it's too powerful to be easy to use) and is a bit more limited in range. However it has a much improved TTK over regular ATAC and much higher sustained accuracy than CJ3 ATAC, which is essentially a poor man's Manic. Even with the Manic putting up some stiff competition against the ATAC, the ATAC is better off than many other similar guns, such as the VAS C2, Condor, and especially the Tommygun. Also, its marksmanship strafing speed is really good for an assault rifle. So I don't think the ATAC needs a buff, or a nerf for that matter. On the topic of the Watchman itself, it's yet another example of why pre-modded weapons are useless. It really should be 2 open slots plus the silencer, since it's a waste of a pretty good skin right now.
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Game works worse than 5 months ago
mojical replied to BrutalCopp's topic in General Discussion Archive
I think early BIOSes had massive issues with memory stability on Ryzen, so upgrading the BIOS to the latest version should help as well. Also, is your Trident Z kit 3200 CL16 or 3200 CL14? The memory chips in those are usually made by different manufacturers, with the CL14 (Samsung) being the "ideal" one for Ryzen. The only way to really be sure is to run Thaiphoon Burner and click "Read", then "Report", and see whether it's Samsung or Hynix. -
Game works worse than 5 months ago
mojical replied to BrutalCopp's topic in General Discussion Archive
It actually hurts to read that, having some of the best RAM for Ryzen (if not THE best) and running it at such a low speed. The "infinity fabric" that connects the cores with each other and the cache runs as fast (or slow) as the RAM, so 2133Mhz is going to cause a huge bottleneck for the Ryzen. Take the time to overclock that RAM, get it to 3200Mhz stable (ideally CL14 or lower, but a Trident Z should do it easily), and once you're done with that try to reach 3.8Ghz+ with the CPU. Yes, it's possible with the stock cooler. Also, it makes no sense that you bought a high end RAM kit (to then run it at low speed) and didn't get an SSD. Even a small 120/250GB unit will do wonders, both for the OS and smaller games such as APB. Though this should have less of an impact on the game than the above CPU and RAM speeds. If you don't know where to start with OCing the RAM, I suggest you look here: https://www.overclock.net/forum/13-amd-general/1640919-ryzen-dram-calculator-1-1-0-beta-2-overclocking-dram-am4.html -
I'm quoting the post I made on a different thread since an in-game developer told me during the prototype testing it was better to post in-depth suggestions on separate threads. This is about possible changes to the PMG, which many players (myself included) feel is overpowered and too one-dimensional at the moment.
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The regular OCA can equip Cooling Jacket almost for free, so, I'd say no. Otherwise there would be little point to the Whisper as others have pointed out.
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First off, it looks like you're confusing bloom and recoil. - Bloom is the accuracy penalty that results from firing or moving too much, depending on your weapon. Bloom is what makes your crosshair bigger and its effect on accuracy is random and can't be compensated consistently. - Recoil is the crosshair's movement caused by the weapon firing (instead of by the player's mouse). For example, an N-Tec will move the crosshair upwards with each shot fired. This can be compensated by manually using the mouse to put the crosshair back on target, in this example by moving it downwards. The N-SSW/SW2 with Heavy Barrel 2 recovers more bloom than it generates in between shots, which means that even though the crosshair grows and shrinks, it effectively has zero bloom. So there would be no point at all in using HB3, even if it meant keeping the 6 shots to kill. This also shows why the weapon is not underpowered at all, since its range is still above and beyond that of any assault rifle. Only the Obeya can kill nearly as fast at 65 meters, and it's far less forgiving. The average vehicle DPS it has (which is still pretty good if you compare it with non-LMGs) makes sense since the weapon is an AR/LMG hybrid. As for the M-1922, the Hazardous has extremely poor modification choices. An open-slot M-1922 with Hunting Sight 3 (to gain a real accuracy benefit over OCAs and the like) and Magazine Pull 3 will be much more efficient for instance. Regardless of this, I do agree that the Tommygun wouln't mind a small buff. Perhaps some extra effective range (up to 40m) or a better marksmanship modifier could be implemented. Right now it kind of struggles against other weapons with a similar role, especially the Manic.
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Perhaps the reason is that shotguns are even more disgusting to play against nowadays, but that might change soon. The PMG is clearly overpowered, its additional accuracy over the OCA, kills per mag and lower shots to kill weigh a lot more than the OCA's measly 0.05s TTK advantage. And let's not even get started about other SMGs such as the ACES, Curse or M-1922. What I'd do is simply lowering bloom recovery to the point that holding down LMB leaves you with hipfire-STAR level accuracy at best, and require tap firing at an interval of about 0.250s to completely negate bloom. That would have a double benefit, first off it would make the weapon more balanced compared to other SMGs and especially carbines, but also give it a unique playstyle within the SMG category so it can differentiate itself from the also bloomless OCA. These stats would accomplish the above: Shot Modifier Cap: 0.50 -> 2.00 Recovery Per Second: 7.20 -> 3.60 (Effective bloom per shot: ca. 0.23 from 0.00) Effectively, this would mean that after 8 shots are fired, the PMG would reach its bloom cap and become inaccurate much like a hipfired assault rifle. Firing more slowly or in bursts can easily mitigate that bloom, making the weapon still more than viable. Also, Cooling Jacket would be situational and risky rather than a straight upgrade. As for grenades, I'd simply remove the ability to resupply them in anyway and make them usable on a small cooldown, unaffected by premium of course. The cooldown could be something like 30s for heavy grenades and 20-25s for low yields. This would remove grenade spam and benefit players who can stay alive. The only problem I see with this is that Espacios and Pioneers will be even more of a pain to destroy than they are now, but those will have to be addressed at some point regardless of how grenades work.
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If you have a 2000 series standalone CPU (not APU) don't bother with OCing. Try to get your memory running at the highest possible frequency with a low CAS latency. The stock turbo boost technology from these new CPUs will outperform any manual OC you can do for single threaded tasks.
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As with any APU, it will be bandwidth starved so the performance depends on the speed of whatever RAM you pair it with. https://www.techspot.com/review/1574-amd-ryzen-5-2400g-and-ryzen-3-2200g/page8.html Note that dual channel gives you a massive boost (never run a 2200G on a single ram stick), and 3000 and 3200 are the sweet spot for a build with this APU. Obviously, store bought PCs will just run the cheapest 2133Mhz single channel memory possible, so steer clear of those if you want an APU. The problem with this is of course, RAM prices. 8GB is a bit low for a system that needs to run its graphics card off system RAM, whereas 16 GB of 3000 or 3200Mhz memory will probably cost you more than the APU itself. At least CAS latency isn't really a priority with the APUs, so you can take the cheapest two stick, 3000Mhz kit you find. The upside is that an overclocked (4Ghz-ish) Ryzen with properly set up memory will perform brilliantly in APB.
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I think the higher accuracy (and 40m range) are due to the Whisper and Kris using different base stats, and not the mod. For example, the Silverado SD has the same mod, but doesn't have the Whisper's intrinsic benefits. Strangely enough however, it also equips Cooling Jacket and the red silencer at the same time. As for the change, it wouldn't make any sense to remove the crouch bonus from the Whisper and keep it on the PMG, especially if the entire OCA range is being nerfed as well. Though honestly the PMG needs much bigger nerfs than having its crouch accuracy decreased. The only excuse to keep it as it is right now is the state of shotguns, but aside from that the weapon has been blatantly overpowered for years.