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Can't we disable factions temporarily?
AgentWatson replied to RealSlimShady's topic in Social District (General Discussion)
Bronzes should be occluded on the radar that's not going to be a huge benefit but it'll give them slightly more survivability while keeping the game more interesting for silvers and golds. You could also reduce the negatives on character mods, like on Kevlar Implants reduce the downside for bronzes if their threat level goes up the stats return to normal. -
10/09 PATCH ANNOUNCEMENT
MACKxBOLAN replied to MageLO's topic in Social District (General Discussion)
none of em can compete with ntec. They ruined the far long time back, they nerfed it adding bloom and less swing. Saying it was ruining cq or too op. The Far I'm talking about. Seems the nerfed the cobra about the same time. Of course it's bar chart stats are the same as as ntec but not so much in game. The Cobra was a favorite, supposedly having slightly more punch/damage with slightly less range. According to the bar chart. Misery was a good gun but its just too slow. Ah one day someone will buy the company that understands how guns work. What they do to the body when hit. The idea of being Fair, Gun fights aren't Fair, You want to win or survive and that means You want a bigger badder gun than the other guy. -
The health interface is not informative
Noob_Guardian replied to Yapopal's topic in Social District (General Discussion)
I'd hate a healthbar in APB. It was a bad change to APEX. All it did in APEX (thats excluding the initial and possible ongoing issue of it negating mirage's invisibility) was basically scream "APE THIS GUY HERE". If they didn't add it, people would still play aggressively but now it just feels worse when you missed a single bullet and he got away, or you know you really should charge because if you don't hes going to heal up from 2 bullets to down, at least before you could estimate via damage numbers and make a decision, but now it's laid out in a way encourages you to push and finish enemies quickly where before you may have been more passive about it. The game is about survival, but they once again made it about getting more kills instead after they upped red zone damage so people -won't- run straight into red zone for kills. In APB I can see it being a negative change, especially if you sniped someone, and your teamates spamming chat HIT HIM ALMOST DEAD SHOOT HIM NOW DAN!@#!@#!%$ like ugh. -
I did receive some lights a couple days ago, but the car isn't War worthy enough for WF. beings its a 'light weight'. The car is easy to flip or damage by troll. If you're gonna play apb you have to first survive the mission trolls just to get to the mission is a challenge. Without a reason to play missions, having and painting up the car is useless. they have zero player base outside of hackers to 'show the car off to' Not to mention the 100 dollar spawn fee. I been driving my old no slot pick up, cuz they wont make a real pick up a full sized truck. Only 5 levels left to fight hackers for. no reason or need for the car as I will quit as soon as that cop is maxed
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Ive had quite afew times where my Jericho has tanked more then my Pioneer since the car rework. Nitro is timed and all cars have it (if equipped but 99.99% of us equip it by default) so thats negated, fast cars still get to destination first so the slower team is automatically at a disadvantage. You can equip steel plating and there you go you have more speed then a pio and the armor. There are plenty of cars out there that can seat 4 and have more speed then the pio. Car armor dont mean much nowadays since not as many ppl run as there used to be. Biggest reason for car armor is halloween and even then the faster cars do alot better at surviving cause they can run fast and menuver better. If car surfing was a thing during the event like back when the event was at its prime ok pio. But thats not the case anymore. As for cargo space you dont put all you eggs in one basket. The mission where you have to pick up 50 objects isnt that common so storage space isnt a top priority. And even so a cargo van or pickup yields some good cargo space and speed. Armor is on the lower side but if you can hightail it before the other team can get their cars youve gotten the obj done. Speed is the #1 thing in a car and after that you can pick and choose what you want more. With this new car being buffed it now rivals the 4x4 and can seat 4. The only thing faster is the non 4x4 vegas so the pio while once a top choice isnt so high on the order anymore.
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LO, you're sitting on easy money here. There are a good few car kits that are faction exclusive; The Bishadier Kissaki, V20 Pursuit Special, Packer Vengador, Charge Raptor, Espacio Bighorn, and the Pioneer Waragi (enfo) LAV are all ENFO exclusive, so as a crim I can't get them. Likewise as a crim I can get the Bishadier Mako Racing, V20 Nightrider, Packer Toreador, Charge Cheetah, Espacio Mammoth, And Pioneer Waragi (crim), but enforcers can't get these. Likewise there are a few clothing packs that have been labelled as cross faction, but aren't really. The heavy duty pack share some items (Denim Jacket, Military Jumper, Reinforced Combats, Tactical Boots), the there are still faction exclusive items within each factions variant; Enfos get Hammerhead Helmet, Machinegunner Vest Config, Nanofiber Vest. Crims get Sabertooth Helmet, Machinegunner Chest Rig Config, and Ceramic Plated Vest. Another example is the Guerra Libero/Guerra Vigilum sets - they share some items (Cargo Capri Shorts, Cropped Hooded Jacket, Slim Padded Jacket), but other items aren't shared, named the Spray Cans Leg Configs and Grenades Chest Rig Config (both crim only), and the Utility Pouches and Grenades Vest Config (both enfo only). There are some other different items in this pack but they can be obtained from other cross faction packs (Tactical Urban Warfare and Paramilitary). As a quick aside, on the cross-faction page on Armas there are the two Wargear bonus packs - I don't know if this is intentional, the criminal bonus pack has the stuff you get from the criminal Guerra Libero pack - so to say they're cross faction isn't really true. Same for the enfo equivalent. I don't know about other players but I would quite happily spend my money on some of these packs/items that right now I can't get. Sorry if this has been raised before, but I want some of this gear. I've put 10 odd years into my crim and don't fancy making an enfo just to access these kits, and essentially have to start again. Some of the vehicle kits would look really good with some crim and some enfo parts together, like the Waragis, the Raptor and Cheetah kits, and the Mammoth and Bighorn kits. LO please consider just doing away with the cross faction exclusivity and open all items up to everybody. You'd be pleasing a lot of players who want this gear they can't get, and probably making some easy money. Taint
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Ya, then they wonder why Mack calls conspiresy. Matt always shows up says some stuff, n disappears for months. You never see him in game. To witness what he has created. Too see the 'Scope' of the hacking and toxics. Since they took over, his demeanor and actions have consistently been favorable to hackers and toxics, and unfavorable to legit customers. I would venture to say that any revenue coming from said hackers and toxics, is Dirty money; as in money acquired thru dishonest means. There is a few that would have financial means and buy hax just to be able to Play and survive with the pool of hackers. That may in addition to the hax be able to afford armas items. The rest, the Career Hackers I don't see as honest working people. Since Matt desegregated the game has been ruined, and solely a hackers game. Every anti cheat has been determined as False Bans or Won't Work with engine. Contact was put in the Hacker Happy District where its all snipers. Anyone rolling up a new character already had too many levels and contacts in wf. And releasing thousands of hackers from the FF days based on false positive testing of the newest pos AC. So from my point of view, He let the hackers in to thwart progression of the few Legits. To make the grind longer. His story about the false positive test of eac and the claim that it false banned, is complete hog wash because the only people banned from NA were manual bans for behavior and 2 auto bans, one for a layering program in designer, and one legit for being legit and out of bounds. So All these vast boat loads of people come in I haven't seen since 2016 were not banned by EAC. So they let them in, when we already had loads of hax, and put in a contact to make people work thru hackers. Told us the GM's would be watching. They were around a couple hrs for two days. Then Mass Hackery and Chat Bashing goes on day in, day out. People troll flipping your car so ya can't play. Hard game to just walk away from but that's where I'm at.
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I think @VanilleKeks has a point, concerning NO real ramifications for using 3rd part tools. On one point, the solution would be to ban the offender to insure fair game play. APB has followed this Mantra for a some time.. Just like any other gaming company. The other argument is to segregate the offenders to match up with other offenders, assuming that all have reached the “Cheat Point” threshold. Citadel, may very well survive this approach, as their population’s high point, on any given day is around 350 players. Probably less time to wait for a “K” up mission to start. Jericho will have a problem, as their population on a good day is around 120. I hope Jericho's population decline is not because of players using 3rd party tools...... Smaller pool of players to create segregation pools based on “Cheat Points” A legit player, or even a segregated player will probably have to wait longer for a district match up in Jericho. Penalties: Penalties for using 3rd party tools to gain an advantage. A) Perma ban.. Lose character and Inventory. with a possible unban 2 or 3 years later. (the unban is not a guarantee) (Goal of the cheater is to test the efficacy of 3rd party tools, and to forward all ill-gotten gains to the primary account - Non-cheating account) (alt accounts are throw aways) Pros: Clean district for a very short window of time for competitive game play. (window of time has been around 3-10 days) Cons: Banned player starts new account with anon email of 20+ waiting to start up. (need to direct proceeds to Primary (non-cheating) account.) (money, weapons, etc) Report discrepancies to “Tool Maker” for updates. As Matt Scott has explained.. “Rinse & Repeat” B) Segregation: Players using 3rd party tools to gain advantage earn “Cheat Points” to create a segregation pool for match up. Might be effective depending on what server. Server with a larger player base might work. Question: If players using 3rd party tools to gain an advantage will only be segregated and not banned, or at the very least, lose some inventory, does that not “promote” the concept of…. “When in Rome”.. I mean, everyone could use 3rd party tools with no concerns of being banned. Would that not bring us back to competitive game play ? Albeit with the help of some 3rd party tools ? (this discussion should be interesting .. haha) C) Inventory Loss: Player achieves a certain threshold of “Cheat Points” Segregation and the following potential losses. Let’s use a Cheat Point score to 100. 1) 25-50 Segregation 2) 50-75 Segregation Loss of money & 2-3 inventory items (player receives email of Cheat Point notoriety) (they have 20+ email accounts, will they ever see the email ?) 3) 75-100 Segregation Loss of money & most of their inventory items Maintains a threshold of 75-100 for a period of time. Bank Wipe.. Also, let us keep track of who they are trading with. Co- Conspirators… or maybe the Primary account. Yeah, no punishment… I dunno, maybe we should all just jump in the pool.
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The sun was bright, not a single cloud in the sky. In the distance birds could be heard chirping, it was warm, comfortable, almost dreamlike… “Beautiful weather for an airstrike” Kaleida thought to herself as she surveyed the destroyed city landscape from the top of a crumbling apartment complex. She knew no planes would ever fly over this city again. It had been six months since the first nuclear blasts scorched the Earth, engulfing the countryside in flames and causing buildings to collapse within the city. Kaleida could still remember the blast, and the deafening silence afterwards. The civilian casualties would have been enormous had the city not already been evacuated years beforehand and turned into an uninhabitable warzone. The only inhabitants of the city now were soldiers and a few poor souls who didn’t make it out before the shooting started. Lost in thought, Kaleida almost didn’t hear the sound of footsteps climbing up the fire escape. She clumsily fumbled for her weapon- an old standard issue rifle, and shouldered it. Moving cautiously towards the fire escape she flicked her safety off and rounded the corner to find a feral cat. “Shoo you silly person!” Kaleida whispered, tossing a rock towards the animal to scare it. The cat hissed and backed away slowly, then jumped down the fire escape and darted out of sight. Kaleida sighed and went back to scanning the horizon... Kaleida flipped through her radio channels searching for signals. Nothing. Command had been silent for the last six months since the bombs fell. She had come to America as part of an invasion force back when this was supposed to be just another resource war that would only last a few months. She should have seen the signs that it was going to become something bigger. Signs like the special activities division officer assigned to her division. Signs like her commanding officers being briefed by men who highly outranked them; but it wasn’t her place to question that. She was a soldier, proud to serve her country, which is why she didn’t hesitate when her officer asked her to join an experimental program to hack into the Lifenet mainframe in order to allow her side to clone their own soldiers, a program that ended in limited success, as she was the only soldier in her unit who’s DNA was compatible with the Lifenet database. Command was supposed to send more compatible volunteers but they hadn’t arrived before the bombs fell… Kaleida munched on an apple. Had her army survived? Had her homeland survived? Her last orders had been to hold the city against all enemy forces until death, and she had done so with her battalion. When the bombs fell, her battalion had four hundred soldiers, now she was the last..all because of this damned collar. Hundreds of times she had died for her country, and hundreds of times she had woken up in a pod, scared, confused, alone, only to find her way back to her camp to the judging looks of her comrades. They eyed her with suspicion, even fear as she was regarded by many as a monstrosity. “A soldier who cannot die cannot have a soul”, one NCO had whispered a little too loudly. But they were all gone, and Kaleida was still there… She tugged at her collar, wishing that she could just take the damned thing off and walk out into the open where surely a sniper would spot her. Kaleida knew that she couldn’t do it; not while there was a chance that her army would come back to her. “Surely they must still be looking for me”, Kaleida thought to herself. But she knew the truth, her side had lost and she was all that was left. Suddenly in the distance she spotted what she had been waiting for, an enemy supply convoy, right on time. Kaleida scooped her helmet from the ground and secured the strap with a sad smile. Kaleida raised her rifle and prepared to charge the enemy, knowing that one day this hell would end, and she would finally go home.
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Matt, i have a question: I'm russian and i started to play on pioneer in summer 2011, so when innova was opened in 2013 i also had high lvl char so i didn't play there. + I learned english very nice for that years of playing with eng speaking m8s (IMHO). Last year i paid $ 90 to buy some items from armas (not weapons), and i know that if i'd play on innova i could buy the whole armas for dat price. So will you remove migrated chars all money + joker tickets (like you did it with me when i got unbanned, i don't mind i was so happy i was punished for nothing and all my tickets was ignored, people laughed at me on FFbans, ty for closing it), so i paid firstly to get the game a last chance to survive and i didn't mistake. You doing many things right (all except rebalancing weapons, except n-hvr, was my favourite gun, not only my, just ask people here - do they want to bring qs back). So my question is: You will left that russians all their armas stuff that they bought for funny price? If yes - can i ask about some compensation? a few guns from armas or something else? Big Thanks, Best wishes.
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Ideas for changing/expanding social district
BrandonBranderson replied to Kuvoski Strauss's topic in Game
Been a while since I've seen these ideas come up on the forum. I think adding gambling in social would be great. They could use up some of those unused areas in the galleria at the north end of the district to convert into a multi-story casino. Poker games could be held on the top floor, while the lower floors could be slot machines and roulette. I don't think anyone ever uses those small rooms on the sides of the galleria, so those could become part of the Casino. Maybe the west side of it could become the casino and the east side could be used for other activities like a shooting range or other stuff. Personally I don't think there should be a cap on how much you can gamble in a day because you're not using any real currency. If you were gambling away G1C or RTW Points (lol) then yeah it should have a cap on it, but Joker Tickets and APB$ are earned, so there's really no reason to cap players on gambling the resources that they earned from playing. Having that other end of the district actually have something worthwhile itself would make the district seem more alive too because you would see people running back and forth between the casino and the customization corner more often instead of everyone just crowding at the mall because there's nothing else to really do in Social. Maybe they could also make the Casino weapon skins and individual pieces of the high roller bundle prizes for certain milestones achieved by playing in the casino a lot. Usable benches and bar stools would be great too. They already have all the animations they need for that to work, they just need to be made usable. The stripper pole is 100% the most important part of this post though. APB won't be able to survive without it. On the east side of the galleria they could possibly add an entrance to a racetrack sort of area for playing around with vehicles and maybe use that area as a new prototype for a race mode. Then the top (currently inaccessible) floor of the galleria could take you to a spectator box to watch the races. The track itself should be behind the galleria and be fairly large. I'm aware that the back of the galleria would need to be modeled because just like in any game, anywhere that you can't see or get to just isn't modeled for performance sake. Races These could possibly be set up using the dynamic event system and reward the participants with cash or JT for taking part/winning, and extra rewards like normally Armas exclusive kits or high tier cars for milestone achievements. The way I can see this happening would be similar to joining minigames on Tower Unite but for there to be two rosters, one is for the practice track, where you press F on the roster and are immediately taken to a separate copy of the same track to practice with no real rulesets or place tracking. Basically just a track to goof around on. Pressing F on the other roster would put your name and vehicle up on a screen and the race will only begin once there are enough participants. Minimum of 4? When the race begins it pulls you away from whatever you're doing while you are waiting (to not keep the others in the race waiting) and puts you in the dynamic event which automatically puts you in your currently equipped car at the starting line. Then there's the usual countdown that you would expect and the race begins. While in the dynamic event you cannot leave the vehicle and pressing F resets you on the track at the previous checkpoint. After you complete the race you are teleported to the spectator box and can move freely. This would have to be timed so that players can't grief and make the race go on forever, but the time should be generous and take low tier cars into consideration. Once you are taken to the spectator box you get your prize immediately, so once again a player can't grief and delay you receiving your reward. -
Have Kevlar reduce incoming damage rather than increase health, the health pool remains the same (1000) but with the reduction in Incoming damage you can survive slightly more shots, the key here though is that when you do take damage and get into cover, you are actually less damaged than an equivalent none kevlar user (at the moment a 850 hit is a 850 hit kevlar or not) this means you have less down time whilst you regen. This subtle change to Kevlar's properties, makes it slightly more worthwhile without completely breaking it... 4 second delay, then just under 5 seconds to regen (595) rather than almost 7 (850) - (rough guess wont be 100% accurate) probably needs more work, but there is the basic idea.
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APB ideas Another set of game ideas I have for APB, more in the way of gamemodes. I am aware that they may not or will not happen because of X,Y, Z but they are just ideas and not expectations (I should know, been here since the closed beta). Everyone has imagined their own kind of APB, well here is mine. More ideas may come, some I have posted before, others are new. I know the ideas aren't foolproof but nothing is. I know things can be changed for better or worse. I realise that a lot of these will require new animations, assets, maps, physics and functions but this is how games develop, I can only hope APB does so in some form. Maybe another game will do them. This will be a wall of text. Turf Wars Action districts have multiple take over spots for non mission criminals and enforcers to fight over. A blank or held spot when in first contact with an enemy will start a timer. The defenders or attackers have to own the area by the time it runs out. If the attackers don't manage to take it over, the other side keeps it. After a few minutes the attackers can once again try to get it off them. If the attackers do manage to get the area, they "lock" the area and the previous owners can't fight for it after a few minutes more. The areas will be changing hands through out the game, the more areas a faction has the more NPC characters will walk the streets. Like say the criminals have a minority of the spots, around the district there will be few criminal NPC characters to shoot at non mission players, the more spots they gain the change in NPC's happens and less enforcer NPC's will walk around. Each owned area will also have a good chunk of the appropriate faction NPC type. NPC's can't initiate a take over nor will they really take part in it much. If a faction manages to take over all the areas (even if one is currently being contested) the whole district goes into "lockdown" and changes to represent which faction owns it. If criminals own the district then even more NPC criminals walk around and the NPC enforcers run around trying to fight them. Wreckage and anarchy from the criminals will ensue, more things on fire. If the enforcers have lockdown the streets are full of roadblocks, NPC enforcers arresting people and so on, sort of like marshal law. Whoever owns the lock down gets bonus money for ALL players of the current type for their missions and activities. If the criminals have the lockdown, they will get "protection money" and the enforcers will get "city funding" for the remainder of their lockdown. Once in lockdown no areas can be taken over for a while. Not sure how long lockdown should last, maybe a long time like 12 maybe 24 hours? Then when it is cleared the district goes neutral and the majority of NPC faction characters clear out of the map and the streets clear up over the course of a few minutes. The areas to take over could be the little neighbourhoods displayed on the mini map. the map now would have neighbourhood lines marking the boundaries of them, changing colour depending on who owns them at the time. Missions can also change in places too. The criminals get more chaotic crimes to commit, maybe more graffiti, more arson missions, assaulting police/public buildings for money, enforcers have to try and counter act these. Criminals can get little race missions, where they drive around for first place and get bonus objectives like drivebying and causing damage and so on, the enforcers could join in but they aren't racing, they are chasing to stop the race. Enforcers could have more car chases in general as different missions result in them. Criminals have to try and breakdown/past road blocks. Enforcers go on search missions for hiding criminals. Enforcer lockdown is very stealthy for the criminals with sneaky crimes as opposed the chaos of their lockdown. Likewise, a lot more enforcers are sneaky in the criminal lockdown. Enforcer lockdowns could have search helicopters to rat out criminals on missions and their mission changes to escape it and keep whatever they managed to reap before it found them. They don't go to a drop off point like in ram raiding, they rather have to run and hide...if they hide for a couple minutes successfully their mission is won that way and then they can drop off the stolen goods. Players could be in the search helicopters if they go into one of them. there should only be about one or two per lockdown. Helicopters could also be in the criminal lockdown trying to quell the chaos going around, getting missions of chases and shooting the criminals in a more frantic fashion. Helicopters can be damaged and taken down, they are then replaced shortly after. Attacking a helicopter doesn't hurt it if the attacker isn't on a mission, and only criminals on missions/committing crimes can provoke it into going after them. In the criminal lockdowns, criminals can get missions specifically to attack the helicopters, some of these could be as a form of backup to other criminals. Criminals and enforcers alike in their respective lockdowns can fight each other in certain instances. Like criminals can be called to steal from others out of greed or decide to join them. Enforcers could group up to arrest/kill some criminals or decide to steal the glory for themselves and kill off the other group of enforcers. Same side attacking can only happen in their respective lockdowns. Like criminals can only do it in theirs, and likewise for enforcers. Not sure if this should take their "gang" into account. Like if the criminals can't fight each other if they are both on a Bloodrose Mission, or maybe they can. Same for Enforcers. It could be a chance for the warring gangs to set their differences aside and a G-King will send a group to help a Bloodrose group, in both lockdowns. But their respective lockdowns is where betrayal could happen. As for people who don't like mass amounts of chaos, then there could be one or two districts where this doesn't happen. Turf wars may still happen, but no lockdowns. Ram Raiding Ideas Make it a little less bare bones. The concept it the same though. Criminals still smash shop fronts and enforcers still witness, but with some differences. The first difference, dirty money can't be witness....I don't know why this feature exists, it takes the detective work out of enforcing and gives them easy cash. So the new ramraiding shouldn't let the enforcers see ANY dirty money at all...none. To witness a ram raider they HAVE to catch them in the act, then they can chase them down and they both fight for the money for their drop offs. If it's work for the criminals, it should be work for the enforcers too. This is so the risk vs reward is just as uncertain for the enforcers as it already is for the criminals. The enforcers see a ram raid in action and can then only witness and they have zero idea how much dirty money they will be fighting for, just as the criminals have zero idea when an enforcer will pop up. The actual game could be a little more involved too, having to open and close the boot/back doors of your vehicle in order to place items inside. Item capacity is increased to at least 25 for cars and least 50 for vans, this is because if a chase ensues and the criminals forget to close the doors of their van or the boot of their cars the items will fall out one by one and be damaged on the road. These can be ignored or picked up for a little extra "evidence" for the enforcers, but this risks losing the criminals tail. They could also be picked up and put in the back of a van by other criminals who find them, for reduced cost due to the damage but also for half the capacity space. During a witness chase, the dirty money and items have to be brought to the drop off, although delivering the dirty money is required to win, the items are just a bonus and will be added to the mission pay off. As always when there is no chase, the items are dropped off at a contact for some dirty money. There should also be at least 3 other money launderers for the criminals...to reduce the camp happy enforcers a little bit. One in the middle of the map and one at either end. Not sure how the chase should end for criminals in order for them to win. Enforcers have to capture the dirty money and/or stolen goods and take them to the evidence locker. But maybe for criminals, there is no drop off, maybe for them they have to literally escape the enforcers and hide while a cooldown happens....if not seen they have escaped. They can continue to fill the van or drop off at a contact and then launder the money at the risk of being seen again. Perhaps criminals could have both options, it is up to them to choose to hide or launder the money there and then and also exchange their goods. Highway/Motorway Chases Another entirely new mode, where criminals and enforcers chase a moving lorry with goods falling off the back continually throughout the race, avoiding traffic. The game takes place on a long motorway stretch and is composed of two vehicles, a criminal one and an enforcer one. Criminals doing it for theft, enforcers collecting evidence, just to help out the lore a little. Both driving a special van for this mission only. The chase is very fast, each car driven has equal speed so if it is their personal car then this mode temporarily changes the top speed to match. Both the enforcer and criminal have to catch falling items off the back of the lorry and put them in their vehicle, storage capacity is unlimited for this game. They race each other to put as many items in the vehicle as possible before the lorry reaches it's destination or until the timer runs out. There is NO gun fighting here, at all, only car combat and both cars are invincible but they can crash into each other to slow each other down. Each vehicle has a driver and a player on the roof who catches the items and places them in a hatch on top of it. So two players on each side to make a total of 4 are playing. The game can be played in rounds with spectators watching each match waiting for their turn to play, after the set rounds are complete (the players decide how many they want to play) the good gathered over the course is added up and the side with the most picked up good wins and gets the most money and/or joker tickets or what have you. This could also be an opportunity for more scenery to play in. On motorways and country roads alike, ranging from the forest on the city outskirts, the desert on the city outskirts, or a long beach drive on the city outskirts. The beach/forest/desert has two varieties, one with a small narrow road and one on a wide motorway. The city maps are just set on wide motorways, there could be one or two of them going through swaths of urban scenery all while financial district looks at you from the horizon. Perhaps a map could incorporate the Golden Gate bridge like bridge too. Maybe even a map set within the tunnel system of the city. For added variety maybe a couple of maps chasing a train through city and countryside. Fighting/Cage Mode This would require a lot of new animation, simply what it says. Fight cages are a place your bets type game where it can be criminal vs criminal or enforcer vs enforcer or the usual two opposing forces. Special little enclosed maps take place in various back rooms and warehouses where they fight each other until knock out. Some take place in outside lots that have been copy pasted from the main map and enclosed, similar to fight club. The amount rounds to be played is once again decided by the players. Another one with player spectators, although this time they aren't in line to play right off. They have the choice of betting or playing a fight. They spectate as physical people running around the cage. Fighting/Brawl Mode Brawl mode is something else entirely, structured like a beatem up. A criminal has to make it to the end of the street/alley while fighting off hoards of enforcers, or an enforcer has to fight off hoards of criminals or a free for all where a lone or two players fight off a mix of factions. Players in the hoard have unlimited lives, they keep respawning and they have to stop the others from reaching the end. The players trying to reach the end, can replenish their health (their health bars are also a lot bigger) by the tradition of picking up food that comes out of bins. Weapons could also be used, picking up street items and such like that have a use before they break, special moves and can be thrown. If they reach the end, they win, if they don't, the hoard wins. Arcade Something for social, various arcade activities to win joker tickets and minimal money amounts. Ranging from pool, darts, basket ball, mini golf, volley ball, tennis, rip off arcade games. There could also be a dances offs played like a music game. Bets could be placed here and player made tournaments could be held. Dance off Like the dance offs in social, although this case they are open world and anyone can play if they want too. Outside of a mission a player puts down a radio and you can either watch (within range your character moves to the beat while spectating) or take place. Enforcers and criminals choose to play inclusively or play faction only. There could also be an option to cheer the person you want to win, just for moral although your character will do this automatically in some cases anyway. Various styles of street dance can be done, only music that comes with the game can be danced to, to make sure everyone is hearing the same thing and can play fairly. Shop/store hold ups Requiring new interiors for the shops and petrol stations found around the map. You walk in through the front door and hold up the cashier, shooting, holding off any potential NPC security. Can be done alone in in teams, criminals only. If the enforcers see this, they can give chase. Or if the alarms go off a timer starts as you gather the money, if you don't get out in time and haven't been witnessed yet, the enforcers will be called....get out now and get a head start or stay and have a shootout at the vicinity. Escaping means you do what you might do in ram raiding, run and hide from the heat if you can, or drop off your stolen dirty money. Enforcers have to get ahold of the money for their evidence locker, no charity in giving it back to the shop..... Racing Taking place in financial and waterfront and in new street races on new maps. The physics aren't race friendly but that won't stop players from taking part, as they race in their own time anyway. Different car classes with different vehicles can be raced, if you have a vehicle that belongs to a particular class, you have the option of racing it or choosing a car to race. If you don't have a car that is in the class race then you have to pick a car to borrow. Some races again could be in the tunnel network. Graffiti This is pure frivolous activity. Criminals can tag up any wall they wish, any building, even parked vehicles. They get notoriety for doing so. Enforcers can also spray on any wall they wish, enforcer propaganda gaining prestige. If a player come across enemy graffiti, they can spray over it for some money from their respective contacts (if not pledged, then a random contact will pay them). If caught spraying, a criminal or enforcer can witness you to interrupt you and you just kill each other then "mission" over. More fight club maps Pretty straight forward, more fight club maps. Helicopter chase Functions a little differently to lockdown helicopters. This is an entire game mode set in copy pastes of waterfront and financial. An enforcer helicopter is tracking a criminal vehicle, or maybe even a couple of them as the criminals race to complete various tasks, rob/ram raid certain shops, kill certain targets, vandalise certain places/vehicles all popping up in random places around the map. There is a time limit and the criminals must complete all tasks within that time to win. The enforcers in the helicopter have no weaponry, their job is to follow the criminals and guide the enforcers on the ground to the crimes in which they have to stop. Everyone has unlimited lives like in mission districts (however a toggable option to give criminals a set of lives can be chosen) and shootouts may happen if the enforcers are guided to the crime successfully, the criminals still have to complete the objective under fire and run away once it is done hopefully losing the enforcers and also hiding from the helicopter. To give them a chance, the criminals have no name tags at all so the helicopter has to actually look for them and has the potential to lose them for a bit. Same for the enforcers on the ground. The enforcers also have no name tags in this mode. At night the helicopter gets a search light and a timed night vision mode. The helicopter cannot be destroyed, although gun fire will slow it down, knock it off course. Assassination This is a simple destroy the vehicle mission, it could take place in mission districts or in it's own. Criminals have to chase down and destroy vehicles with witness in them while the enforcers protect them as best they can, and the enforcers have to destroy vehicles with high profile gangsters in them and the criminals have to protect them. The vehicle has a destination which will change each time it happens to keep variety. If it reaches the destination, the protectors win, if it doesn't, then the assassins win. There is no time limit and the vehicle has lots, lots of health. The vehicle is driven by a player who cannot get out, but passengers may get in to shoot out of it if they wish. Clan/faction/player Housing A feature that has been wanted for years since the beginning. A social spot for your criminals and enforcers to hang out that isn't the marina (I think the marina should stay, but have these as an option too). For criminals, a server that's a set of apartments, I imagine kind of a ghetto like thing or something luxury for those who want that. Either place you choose live in, it is your place to mess around and be social without the pressure of money or real competition, you can do lots of customisation here. A garage for your cars, a clothing shop on the street, a graphics shop on the street,a music shop on the street and a market place....place. Enforcers get the same but in a different setting, more suburban perhaps. They can both share the luxury apartments/mansions server though. You can customise your living space with decor and furniture, placing the furniture where you want. Radios for music, and T.V. to see what's going on in the game districts. The car garage has your vehicles on display at all times, only about 3 or 4 but you choose which ones to display. In the flats the underground garage has parking spots, 4 of these are designated to the players so they each get their own personal 4 spaces to display their cars. The server could house a hand full of towers each with underground parking and some with above ground parking. Criminals get their own separate room within a towerblock. Enforcers get their own whole house, with a driveway capable of holding two cars and an open garage that holds another two cars. Players can drive their cars around the map and drive them to a service garage to customise. To show off clothing and outfits, you can go in the clothing shop and put any outfit you wish onto a mannequin. There can of course be several copies of these servers to house all the players. When player is "out" (logged out or on missions) their flat/house is locked and cannot be entered, their vehicles however are still on display to show the house is still occupied. Places with no vehicles are empty and can be bought, players can only own once place at a time but may to choose to move if they wish. A connecting road that leads out of the map can be walked down or driven down to transport to another server where other players live. You can mess around, customise and play games for fun in these home servers. Actual shops to buy stuff While it is nice that you can buy stuff from contacts or buy clothes from the clothing customiser, it would also be cool if you could go to places to buy these things. Both mission districts and social ones could have car showrooms that display each type of car you can buy...you could even test drive them within a perimeter. Only the basic car is displayed, you choose the slots you have unlocked when you buy it at the cashier, mods can be bought at the customisation garage which also exists in both types of district. The special cars that contacts may have can be seen when the buy menu pops up so they can be selected there. There could be clothing shops to buy clothes, tattoo shops for those and hardware shops for equipment. All existing in both types of districts. Contacts could still be there to sell things, but not all the common stuff as that is now in the shops. Maybe they are used to get to the market place, both armas and the normal one. Or maybe just be the equivalent of joker stores in the mission districts.
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Imagine a district where everything is broken down, rusted cars pile up around intersections... and the pedestrians of San Paro at long last obtain a bittersweet undead revenge... and hordes of them are able to pull you out of your car... where your ammo runs out but the pedestrians keep coming... where there are seek and find, repair, deliver supplies missions just like we have now... but with teams that have to cooperate to survive the zombie hordes. Not that the game should change or anything, but that alternative districts, which maybe are open on weekends or something, just might be a blast!~ We could even have changing alternative districts with different scenarios. An alien takeover for example, or vampires that come out at nightfall. LO now has the freedom and creative license to do things we always dreamed if we had access to private servers and first class modding. Come on now, our same game with some really creative change-up to prevent it from ever being stale... at least sometimes like special events.
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I have been sitting on this post for at least 5 years and probably well over a thousand hours of game play. I remember specifically making an account to post on the forums way, way back in 2014, but for whatever reason, this post never saw the light of day. I know it is a veritable monster wall of text and I tried to organize it as cleanly and succinctly as possible. But, after all, it is the product of 5 years of off and on critical thought and discussion on the matter. For those who do not have the time or cannot be bothered with the details, a compact summary is available in the section labelled "Conclusion". Foreword The crux is as follows: despite a plethora of gun options, only a tiny fraction dominate the game in terms of usage (which seems to be indicative of power). While I wholly recognize there will never be an absolute perfect balance in this sense, some of these offenders not only dissuade people from using a great many different kinds of weapons, but also seem to directly contradict the game's own combat design. I believe some kind of re-balance and/or redesign is needed. Game Play & Gun Play Although at first this aspect of the game can be bit complicated, it really boils down very simply. Guns are meant to be chosen in reaction to 1.) an enemy's load out & 2.) to a very specific situation. For example, an OCA is great at stuffing a sniper (with the help of a vehicle) and excels in close quarters areas. This game play loop of reactions can certainly be navigated around to a certain degree with player skill. An exceptional sniper, for example, could still probably defeat a mediocre OCA user, even at the OCA's preferential range. However, if all things are equal, one would expect success for the sniper to be in the negative at worst and wildly inconsistent at best in the aforementioned encounter. Given that this "mini game" of rock-paper-scissors and reaction to environment/needs is so central to game play, it only makes sense that the game try to offer us various different options for each range and role to best suit our individual play styles. Shotguns and OCAs, for instance, fulfill the same role of being close-range killers while the OSMAW and Alig are vehicle-slayers. The issue is that in many of these roles are dominated by only one or two weapons that are used almost without fail despite there being many, many more options. In the close range niche, the OCA (and its associated re-skins) as well as the Colby Shotgun and NFAS (specifically the True Ogre) more or less dominate weapon picks. All things considered, this role is actually probably among the best balanced as people still do often pick PMGs. However, shotguns like the Strife, Agrotech series, and Tommy Guns are all left in limbo. Tommy Guns, arguably, also could fit into mid-range niches, leaving its precise design intention a bit ambiguous. Long range is also in the same decently-balanced realm. Generally, players will pick a heavy sniper or a Scout. Obeya and OBIRs are not bad, but generally lack of the flexibility of the Scout series in particular. This said, it still does leave a range of snipers wanting. While the Agrotech snipers can do good vehicle damage, I find they really need another team member to be coordinated with the sniper to really be useful (which begs the question, why not just run an ALIG or OSMAW/Volcano). Both the N-ISSR-B series and DMR-SD series are a mystery to me in terms of what niche they are supposed to fill. Finally, the Anubis, a legendary weapon of significant rarity is just utterly out performed. There are other weapons I can talk about, such as the SHAW and Euryale/Medusa basically dominating the LMG niche (barring the ALIG, which has it own sub-designation as a vehicle counter). Vehicle-destroying weapons seem varied enough to me, though as mentioned previously, some weapons appear to want to be an option in that niche, but simply are not. There will be a section a little later on truly vague weapons. For now, onto the meat and potatoes; the reason I felt this post was necessary at all. The Tyranny of the N-TEC I feel that this needs its own section because that is just how prominent it is. Earlier I mentioned that some weapons seem to deliberately contradict the aforementioned system of situational weapon niches and reactionary weapon swaps. This is the poster child of that supposition. The N-TEC (and its associated skins) is good at everything and downright absurdly great at what its really supposed to do -- which is mid-range combat. I have seen this weapon dominate at all ranges and completely eclipse basically every other weapon in its niche for years and years on end. While it certainly is not unbeatable, I do not think it is an overstatement to declare it the best weapon in the game. It is so solid in its hegemony that using a STAR, Vanguard, Misery, or even ATTAC (though those do sometimes crop up) seems like a willful downgrade. I would be comfortable placing bets that this weapon alone is the majority of players' "go-to" weapon and I generally expect to see 1-2 every time I get opposition. Although I unfortunately cannot prove these claims without a whole lot a data collected from a whole lot of screen shots as proof, I do not think any honest player would seriously argue how common the N-TEC is. To me, this overwhelming presence is indicative of a weapon that is too powerful and, by relation, kills gun diversity and the strategic design of the game. Not to mention, its free nature dissuades players from interacting with the ARMAS Marketplace (barring, perhaps, getting the Ursus N-TEC which is an even greater offender of everything mentioned prior). Specifically what is wrong with the N-TEC? I would say it is a jack-of-all-trades gone much too far. In a game that appears to value weapon niches (sometimes valuing them so much, in fact, the niches are too ambiguous to understand) the N-TEC is a viable if not the singular forerunner pick in almost every niche. To a lesser degree, but still a behemoth, the carbine (and its associated skins) does the exact same thing -- which is pretty much everything barring blowing up vehicles. Vague Weapons This is a section for weapons that just sit in very odd places. I mentioned a few of these before, but they still make me scratch my head. A weapon I like a lot, although using it is often an exercise in masochism, is the ISSR. It kills in 4 shots and does solid vehicle damage. Cool at first glance, but its rate of fire is far too slow to compete with basically anything at any range and more or less requires you to either ambush or cover-pop to survive any sustained gunfight. Moreover, its clip is too small to blow up almost any vehicle without needing to reload. This totally shoots the gun design in the foot because it tends to get vehicles down to their "burning" phase which cues the drivers to hop out -- meanwhile you are reloading while the opposition is abandoning ship. This is a fun weapon, but what, exactly, is it for? It seems to be an oddball, pale reflection of the jack-of-all-trades idea, but in this case does everything just up to the most crucial point, then peters out. The Agrotech and DMR-SD weapons are much the same. While the former can support better car-destroying weapons, the latter is just bizarre. It basically does the same thing as Obeya and OBIR, which are generally already secondary picks to the Scout and N-HVR. The N-ISSR series of sniper is very similar. Also everything from the Horseman line of weapons is weird except maybe the Curse which is not too bad (though basically boils down to being an OCA). The Strife was clearly meant to be the N-HVR of shotguns, but because you have to be right in someone's face to use it, you frequently die waiting to shoot one more time or while switching to a secondary. The Misery shoots slow and just gets mauled in any honest gunfight. And, frankly, I do not even remember the name of the sniper off hand. Probably Suffering because that is how it feels to use it. Acknowledging Skill Gaps & Gun Favoritism & Metagaming I absolutely recognize that skill goes a long way in defining weapons. Perhaps the most iconic demonstration of that in APB or otherwise, is close-quarters sniping; an instance in which overwhelming skill completely overrides a weapon's intended purpose. I also recognize that APB is a very, very strange beast. On average, there are very few "average" players. This means it can be difficult to gauge if designs are either fundamentally breaking down or, as with the sniper example, are simply being stretched to their absolute limits. While this skill gap poses another, separate problem, I still believe that if the game's internal logic for gun play is as I theorize -- a system of reactions to situations -- then that logic needs to be preserved in gun design. Not only should this system be clear (perhaps explicitly mentioned in the tutorial), but niches should be clear and understandable. Obviously, no one gun should rule over any one niche and certainly not over multiple niches. Without the formula for success being clearly defined, new players will only be further lost as they get picked off and, eventually, quit. This is a circumstance that would only serve to preserve the skill gap, not close it. Second, I realize some readers might think I am poo pooing their favorite weapon here. I am definitely poo pooing the N-TEC, but that aside, I use plenty of "off-brand" weapons. Its fine to have fun, but my point is that right now the "competitive" weapons make up a fairly insignificant slice of all that is available in the game. Additionally, some of the weapons I have mentioned are locked behind price tags. While trials are available, it often is not clear to particularly new players what a gun's niche is and whether or not it excels in it or even suits them as an individual over the course of these trials. I am not saying make everything free as APB is absolutely a business, but I am saying weapon niches need to be more clearly defined and, as much as possible, especially for ARMAS guns, people should feel the value of their purchase. The ISSR is a great example. I did a trial and then paid for the gun and still did not really know what I had until a good week of fiddling with it. In short, I am not trying to degrade how you play the game. Rather, I am simply advocating for clarifications, balances, and more viable player choice. Finally, metagaming is always going to happen. I mentioned in passing before that expecting every weapon in the game to be perfectly viable is ideal, but unrealistic. Players will always optimize for success in any game and therefore core weapons, strategies, and so on will arise. To presume otherwise would be naive. This said, I do not believe there is ever any harm in expanding a meta as much as possible. Our current "rock-paper-scissors" could be "rock-paper-scissors-shotgun" and even that could go on and on. Although I admit doing this in a game requires a delicate hand and attention to detail -- it is not as easy as just slapping on new stuff. Suggestions I know I have covered a broad sphere of topics in this post. Yet, I have not clearly suggested anything yet. I need to first say that I am not in the least a game developer, just a passionate player. I do not know or have all the right answers. However, my first suggestion would be making it explicitly clear what every weapon is supposed to do; in the tutorial, in the weapon descriptions, and certainly in ARMAS. Is it for killing people or destroying vehicles? What separates it from other weapons in its niche? Where should I use it? My second, and probably less reasonable suggestion, is a call for localized nerfs or near-universal buffs. I think at this point my ire for the N-TEC is starkly clear and it would be my first choice for re-balancing. Or, take a hard look at other assault rifles and try to make them more competitive. Though, naturally, these buffs would have to extend beyond just assault rifles. Make vague weapons less so (give the ISSR more shooting speed or a bigger clip; doing one or the other will really help define it as a weapon for killing people or ruining vehicles). There are so many ways to do this and all of them are very dependent on individual weapons. I would be happy to elaborate in the future, but this post is already a monster in size. Another option, although probably far too great an undertaking, would be to somehow integrate a new way to practically customize weapons. Conclusion Finally, I will just briefly reiterate my points. There seems to be an internal logic to combat that the game pushes: weapon swap in reaction to environments and opposing load outs/play styles (this logic can be somewhat overridden with skill, something APB is highly saturated with). Despite this system of reactions which relies on clear weapon niches, a very small portion of available weapons currently dominate their niches. Some, such as the N-TEC and Carbine, even are extremely viable in niches they are technically far removed from (particularly long and close ranges). My suggested solutions include better clarity in the ARMAS, on weapon descriptions, and in the tutorial as to this reactionary system and the niches of weapons. Further, my solutions include either specific, localized nerfs to weapons such as the N-TEC or broad buffs to currently less viable weapons. Additionally, vague weapons such as the ISSR or Strife could use tweaks to better make clear what their niche actually is. The specifics of these changes I opted not to suggest citing both my own inexperience as a game developer and that it would require another long post given each change would be on a case by case basis. Now I would like to thank any readers who have gotten to the end. I know it was probably a hassle, but I am passionate about the game and really want nothing other than for it to succeed. While much of my input is subjective, it is also based on extensive time across almost 7 years of APB. This is my honest take on one of the greatest issues with the game right now, comparable to the issue of the skill gap -- which, for the record, I believe to be the largest problem facing Little Orbit. If anyone from Little Orbit puts eyes on this post, I want to personally thank you for giving it the time. I recognize that what you all must have on the table right now is a tall order and by extension recognize that suggestions such as my own are probably logistical impossibilities at the moment. Regardless, I appreciate the time and effort. I am hopeful that Little Orbit can breath life into APB and claim a bit of the glory the game has always deserved.
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Need to lower one by one in settings to figure out what cause micro freezes. Got same when filtering more than x4. Adv launcher for deep settings. Smoke and fog mainly bugged may also muzzle. about micro freezes, it is not freezes but realy defensive effect against ddos, then in a car can see micro spikes it is in purposes to prevert server to crash, since ddos is actual problem this helps to survive and play. On top of that do not forget it still UE3.0, old n buggy.
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The stability of the servers and the game it's self is becoming noticeably worse as each day goes by, LO say's it'll be months to begin the process of updating and fixing this. I say, do you actually think you have months left? the server will not survive at the rate of decay I'm seeing, and every ddos and collapse accelerates that process, you might not even have two months left at this point. Hoping I'm wrong, but I know one thing for certain, I wasted my money buying premium this month.
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https://www.gamersfirst.com/apb/news/2018/10/10/getting-back-to-the-fun Hi everyone, We're now exactly five months into taking over the game. Lots of work has gone on behind the scenes with new forums, new website, new anti-cheat, improved DDoS protection, new Trading System, new Weapon Balance, and a slew of other smaller changes. The work on unifying the code in Unreal 3.5 is ongoing, but the holidays are here, and I want to re-focus on the most important part of APB that we haven't spent a lot of time on... Fun. APB is a game, and we haven't been great about offering players anything new in a while. So we're changing that. The team did some brainstorming, and we were able to take some bits and pieces of RIOT mode and work some overtime to turn them into some new events for this year's holiday season. That's right. From October through December, players will be able to engage in NEW modes and content to earn special rewards. There is a lot coming up, so for this update, I'm just going to focus on October and November. Halloween Costume Contest Next week we are going to announce the rules and rewards for our Halloween creative contest. This will be a fun way to get into the spooky spirit leading up to our first major new holiday event. Epidemic Event (PC) Happening in late October, a nefarious plot begins to poison San Paro's Residents and turn them Evil! Having discovered a dangerous contagion that will turn citizens into mindless zombies, an evil corporation has paid our players to spread it amongst the masses. Unbeknownst to them however, two other corporations have had the exact same plan, and are preparing to release their own pathogens. Players are assigned to one of three teams, each starting in one corner of the district. From here, they will work together to carry poison barrels throughout the district, protecting them until they can infect each block. This takes over the block for your team, and provides the team more barrels to carry and spread the toxins further. Be the first team to reach 100% infection rate in the district and capture the central block to win the event. Complete unique Daily Challenges during this event and level up your Epidemic role. Keep coming back to gain access to new spooky rewards and a second chance to win some that you may have missed in previous years. Headless Horseman (Xbox One & PS4) Starting on October 24th, the pumpkins and Headless Horseman will return to San Paro. The rules are simple: Collect X amount of pumpkins to become the HORSEMAN and start the event). The HORSEMAN must kill other players to convert them HORSEMAN'S army (SOLDIERS). SOLDIERS must kill other players to recruit them into the HORSEMAN'S army. SURVIVORS must avoid being killed, till time runs out (Timer Ends). NOTE: Survivors blip on the Horseman's army's radar when the bell tolls, signifying that the Horseman Event is coming to an end...keep fighting, running or hiding to survive. New Gun Games (PC) Starting in November, GMs will be entering action districts and starting one of several variations of the Gun Games event. Compete with other players to kill with each weapon in a number of uniquely themed weapon sets. Participating in the Gun Games will earn you Joker Tickets, and winning the event will win you the coveted Butcher Weapon Skin. Stay tuned, and we'll be releasing more details on all of these events as we get closer. Thanks, Matt In case someone missed it in the forums.
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What happened to Steam Urban Survival Pack?
neophobia replied to 2sickforapill's topic in GamersFirst Feedback
they had issues with redeeming etc so it was removed for now. use the searchbar next time please, the thread was the first result, no need to open duplicate threads. https://forums.gamersfirst.com/search/?q=urban survival -
Again, another useful guide lost in the old forum. Thanks to HowIChrgeLazer this time. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Dr. Stunlove or: How I Learned to Stop Worrying and Love the LTL The complete guide to helping you become better at using Less Than Lethal weapons. Current Version: 1.2.1 Current Community Contributions: 5 Next Subject To Be Added: In-depth weapon and upgrade analysis All updated/new sections are marked ala APB:R style with a "NEW!" tag. What People Think About The Guide "Sweet Guide Bro" -bearmans "Great thread! I approve." -OneTime "Mods/Admins should sticky this, this is a serious guide that needs to be read." -ExESGO "I hope more people see this wonderful guide." -APBlueShark "I have bookmark this guide, love it and read through it all." -CaptDumb "You Sir are a pint of guiness" -Sanctimonius "I read your Guide and tried the Stabba NL9 with the NFA-9 and Lethal Grenades - AND I fargING LOVE IT!" -Kalarion "Read the whole thing. Very nicely written!" -Larka "Started to use LTL after reading this guide. Fun as hell." -Sturmmann "The [guide] is an utterly meaningless waste of time. There was no reason to produce it, except to make money, and there is no reason to see it, except to spend money. It is a dead zone, a [guide] without interest, wit, imagination or even entertaining violence and special effects." -Roger Ebert Please post if you enjoyed the guide, if it helped you, or if you have feedback. Show your support! What is LTL? LTL (/ˈɛl/ /ˈtiː/ /ˈɛl/) - An acronym for the combat mechanic Less Than Lethal. Used solely by Enforcers, LTL is an alternative to suppress an opponent without killing them. If preformed successfully, an Enforcer can arrest a criminal, keeping them out of the game for longer. The arresting action can be preformed by getting to a criminal that is stunned and pressing the action key. Preface: 'Ho boy. This subject is going to be a hot one to touch. I know there are a lot of disagreements on less than lethal in the game and on the forums. Unfortunately, this guide may bump heads with certain ideals. I understand if you disagree, but please, let's keep this from turning into an LTL nerf/buff debate. This guide is aimed towards enforcers improving their LTL skills and perhaps even help criminals avoid those painful stuns. Regardless of which side you are on, learning how to live with LTL will improve your skill dramatically. Chapter 1: Free Your Mind Neo If there is only one thing you take from this guide, I want it to be this. LTL as a game mechanic is NOT and WILL NOT be as powerful as its lethal counterpart. The faster you come to terms with this fact, the faster the training can begin. This statement probably makes the majority of enforcers shed a tear and some criminals to yell at their screen, "LIES!" (in a nice, G rated paraphrasing that is). Why am I making such an out-right bold statement? Based on the current Cop Role level requirements in relation to other lethal roles, G1 intends on making it more difficult to use. As an enforcer I am 100% behind this. The old ways of LTL were ridiculously overpowered unless you happened to go up against an N-TEC DVAH with Savage, Spray And Pray, and Hunting Sight. Some Important Things To Know All enforcers have a pair of handcuffs. You do not need to purchase them. The handcuffs you can purchase modify your handcuff timer by make arresting FASTER (make sure to equip them). You can arrest a stunned criminal without having LTL weapons (but please, ask your team if it's okay) Chapter 2: When you can take the pebble from my hand... When it comes to using an LTL combination (your choices of lethal and non-lethal weapons as a loadout) you must understand that your combat tactics will have to change completely. I notice a lot of players that I encounter tend to be very aggressive in their ways. Brute-force is simply not the only way to go with LTL. It requires finesse and sometimes teamwork. To effectively use LTL, you must be able to assess situations, act quickly on them, and be alert of your surroundings. Following this passage are very basic framework tactics for each possible combination of weapon slots. These are not be-all-end-all solutions. You will learn to improve on these methods and pick and choose for each scenario. I am only providing this to help you pick a loadout that is right for you. If you don't know what LTL weapons are available to you, you can see the list and the requirements by going to a contact and sorting by crowd-control guns. Also, the TG-8 and PIG LTL weapons are underneath the secondary weapons category. Primary LTL, Secondary Lethal, Grenade Lethal Because you've traded your best DPS slot away for a stun gun, you have to learn to use ranges effectively. Understand what weapons your opponents carry. If they have long range weapons, strafe in and out of cover towards them or find a way to flank them. An NL9 can be used to support a person moving up with a CCG from 50m, a CCG can also be used around 30m and still be a contender in this situation. You can get to and arrest a criminal that is stunned about 50m away. If your opponent has short range weapons, work outside their effective range. The CCG, NL9, and DMR can do this very effectively. A well placed percussion grenade can also drain your opponent's stamina as well. I highly recommend this loadout as your very first LTL setup. This is the easiest to master and helps you learn the necessary tactics to survive firefights. Choose the CCG if you feel you can play smart in closer situations and can't live without an automatic weapon. Choose the NL9 or DMR if you are supporting or rather have longer range stunning capability. Bare in mind the DMR is purely support as it cannot stun on its own. Primary Lethal, Secondary LTL, Grenade Lethal Secondary LTLs are a bit harder to master. The best thing to do is remain calm and worry about landing your shots and avoiding ones heading for you. If you end up in a flanking situation you should be able to get two well placed taser shots in with the PIG. The TG-8 sidearm can be used to assist in situations of close quarters with a teammate using a CCG. Once again percussion grenades are recommended to be used in tandem with LTL. Giving up your sidearm to LTL also means you have no backup if you run dry on your primary clip. Don't forget that your secondary doesn't have stopping power. So if you rely on your pistol to help assist in killing, this loadout is probably not for you. Primary LTL, Secondary Lethal, Grenade LTL Once you get to Cop Rank 4, I recommend moving to this loadout. Stun grenades can be a pivotal asset when holding choke points. However, this loadout will gimp your ability to destroy vehicles. The tactics are about the same as for having only a primary LTL, with a few alterations. You need to have a good ability to properly prime and throw grenades. A well placed stun grenade can save you precious ammo in your CCG to take down more criminals in a shorter time span. Primary LTL, Secondary LTL, Grenade LTL/Lethal This is a loadout that you need to be very cautious about. You are giving yourself no alternative to clear an area. If you feel confident in your abilities, this can be (un)deadliest of them all. A single CCG shot plus a taser shot will stun a criminal. This saves ammo in your primary LTL but means you'll have to switch between weapons frequently. These down times will expose you a lot more than the other methods proposed above. Chapter 3: Lemme at him! Lemme at him! Whoa there Scrappy. Sure you've picked a loadout and you're ready to make a bad day for criminals, but hold on. You need to understand the advanced tactics of using LTL weapons. Due to the dynamics of the game, I can only tell you generic situations. It is up to you to tweak them based on your current combat situation. The Crouch and Lean Buttons Love You The crouch and lean buttons love you and you should love them back. Never neglect them or you will regret it. Crouching provides you cover and helps get more shots to land with the CCG down range. Leaning keeps you from being fully exposed and sometimes can help you get that criminal on the floor before they do the same to you. Out Numbered If there are criminals grouped together it's okay to stun/kill or outright attempt to kill them first. Reducing the number of people you have to fight against to pull off an arrest will make you that much more successful. Vehicles Are Your Friends and Your Enemies Nothing delights me more than getting to a point where vehicles litter the street while I use LTL. Vehicles are a versatile usage of cover that can allow me to traverse towards an enemy through a normally wide open space. It gives me time to throw stun grenades, peak out to finish off a criminal, or even use my secondary weapon to weed out the numbers. I can also jump into a vehicle and drive towards and criminal who is by their lonesome. The majority of time a criminal will unload on your car, wasting his ammo. This is a perfect time for you to strike back. Towards the end of your enemies clip, jump out of the car and make them wish they didn't make such a poor decision. Unfortunately, live by the sword, die by the sword also applies here. Criminals, listen up to this part, this is a life saver for you. Vehicles are a safe haven against LTL. If your enforcer friends are carrying loadouts which have no lethal primary or grenades, inside a vehicle is one of the best places to hide. If a criminal is on the verge of being stunned and dives into a car, the stacked LTL enforcer has now become significantly less effective. The only option here is to pistol the car with an RSA or ACT44 to force them back out of it. If you have lethal grenades, this is something you'll have to waste them on. You can choose to ignore the criminal in the vehicle and move on, but make sure you are always aware of that criminal's position. They can come back around to run you over when you least expect it. They can also drive around to distract you, allowing their team to flank. Choke Points and Wide Open Spaces Learning to use choke points and cover around corners will save your life. If you can get the jump on a criminal who isn't expecting it, chances are you'll win out in a firefight. Wide open spaces are the exact opposite. The majority of the time you WILL lose encounters in these areas. LTL SHOT FOR SHOT WILL NEVER BEAT AN EQUAL ENCOUNTER WITH A LETHAL WEAPON. EVER. If possible, manipulate your opponents to go where YOU want them to go. These means in takeout/lives missions, item held missions, and VIP missions, go to the nearest defendable area. You'll find in time once you get better with the LTL mechanic, you'll figure out which places are good to be and which ones you should avoid. Lethal? Wait. I Thought This Was About Non Lethal It is. However, depending on your group size you can actually increase your arrest average if you have one or two primary lethals running in your group. Why do you ask? The players on your team running lethal weapons can weed out extra enemy opposition and long range opposition. This gives you the opportunity to focus on one or two particular enemies to stun and arrest. Sharing Is Caring Sometimes its beneficial to give up an arrest to another teammate. This is especially true if you get a long range stun and your friend is closer than you are. Let them take the arrest and tell them that they owe you one later. This tactic can also help if your dealing with more than one enemy, depending on your proximity to them. Remember, faster arresting usually translates into more arresting, unless live enemies are very close to your stun. Thanks to CaptDumb for bringing up the Mixed Team and Sharing Arrest topics. Chapter 4: BAH GAWD! STUNNER! STUNNER! STUNNER! Congratulations, you stunned a criminal, it's simply time to go arrest them right? Wrong. This is one skill that is so important, I'm giving a section just for it. Knowing what to do with a stunned criminal will always keep you alive post-stun. You must ALWAYS be aware of your surroundings. If you stun a criminal, you need to know if you can close the gap on them and preform the arrest before: 1) They can get back to their feet & 2) Their teammates turn you into Swiss cheese. This means that sometimes you'll have to give up a stun. As heartbreaking as it is, you need to pull out your sidearm or grenades and just drop ole' yeller (spoiler alert by the way). Alternatively, if you are behind a stunned criminal with his team closing in on you, You can crouch and use the stunee as a meat shield. Usually their fellow criminal wastes ammo and kills the teammate and you have a chance to pull off another stun. It is a very risky choice, and can really go either way based on your opposition. If you've successfully preformed an arrest, make sure you have an escape plan in mind. Find a place to move so you're not detected by the enemy team or even accidentally run face first into them. This is easier said than done, but simply thinking about survival after that heart-pounding moment can get you additional arrests and keep you alive. Chapter 5: You Can't Break Those Cuffs So you've stunned, arrested, and have taken cover. The great thing about your arrested criminal is that they are the perfect bait. Most criminals will be team players and come back for the save. This is an opportune moment to get an additional arrest. If you begin firing on a criminal a moment or so before they get to their friend, you're pretty much guaranteed a stun before they break the cuffs. This is mainly due to the fact that the criminal in play is unaware that you are still in the area and is focused on breaking his friend free (which we can't let happen, or we'll be proving that COPS episode wrong D:) Provided you are late to the party, the first criminal may get back to his feet by the time you stun the one saving them. This is where you use your own discretion. If you have enough CCG bullets, try to put the first criminal back down then preform your arrests. You can also try to drop them both with a sidearm. One thing to note: Arresting a criminal who has been freed will not count as another arrest again until he's be taken out (by killing or another arrest without being freed). You can thank stat padders and exploiters for that one. Chapter 6: The Lonely Man (Sad Piano Time) One more important topic that deserves its own section. No matter how good you are at LTL, sometimes it's best to leave it alone. There will be encounters where it just isn't viable and that's okay! It doesn't make you any less of a player to have to switch back to lethal with your ammo box. In fact, making that tough decision to switch makes you a BETTER player. It means you know how to adapt to changing situations and that you know when your out of your depth. You'll also find that the cover mechanics you learned through LTL will help you survive longer while using lethal weapons, in turn increasing your average K:DR (kill-to-death ratio). How cool is that?! Chapter 7: Help Me, Help You This is meant to be an interactive guide. If you have questions or ideas about handling the LTL game, chime in. I'm out to help educate others and learn myself. ExESGO says, "LTL is the path to grenadier happiness." When you stun a criminal they become an immobile target. This is a perfect time to finish them off with a lethal grenade. Killing a stunned criminal (not an arrested one) with a grenade will count towards your Grenadier Role. After extensive research, OneTime finds The Bird >= The Word Stabba - CCG: It takes eight shots to stun another player within 20 meters, and nine shots between 30 and 40 meters. 10 Shots at 70 meters. 15 shots at 85 meters. (These last two tests were done with the CCG 'Zeus') Stabba - NL9: They have changed the NL9 back to the way it was pre-RTW-Nerf. Which means it doesn't have shotgun pellet spread anymore. It's back to darts. It takes three shots within 30 meters and four to five shots between 30 and 50 meters. Stabba - Pig One shot clip. Two shot stun. Stabba - TG-8 Six shots to stun within 40 meters. Horrible accuracy at 25+ meters. AleksCalhoun is all about the Pentiums baby Bad Performance/Stuttering > Worse aim > Worse experience > Horrible experience in CQB. The NL9 can be very lethal indeed as Kalarion found You can actually KILL your enemy with the Stabba NL9 if you don't have enough time to arrest the bad guy. 1 or 2 Shots after he's stunned are enough to kill him. This is actually PRETTY useful. That way you can use the NFA-9 as a Secondary Weapon when the Crims are coming too close, so you can finish them off with it. The Range of the Stabba NL9 is 50m. I don't use it as a Shotgun, because I die everytime I try to do that, I use it as a normal "Gun". I stun 30m -40m away with 3 Shots, and if an enemy is coming I just kill the person with it. HowIChrgeLazer: A frag grenade and two NL9 shots will usually drop somebody as well. Once again, please leave the balance debate out of this. This isn't the thread for it.
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More balance changes than these need to be made, but for the most part these are what really ruins APB's gameplay on a core level. Most of these changes are mainly adjustments to values. Fix the spawn system For defenders, bare minimum spawn should be 120m from the objective no matter what. For attackers, bare minimum spawn should be 100m. The maximum for either side should be 200. Remove the car spawner mod from the game or adjust the spawn rules so you cannot spawn within 120m of the objective. Both sides should have a cluster of spawn options on opposite sides of the objective. The spawn options should be 50m from each other and scattered around a 250m radius of the objective (while still following the rule of spawning on one side of the objective). If you die and before you respawn the objective is taken you should spawn at minimum 200m from the new point and within 300m of the old point. All of this would address the issues of people dying then respawning right next to the objective/other players and dying when an objective is taken then respawning at the new point before the other team can get to it. It also addresses how strong car spawners are since it allows you to create your own spawn point and since you're already in a car can get to a location much quicker than even a player who spawns new cars/a car spawner. Fix explosives/resupplying Explosives should be a very limited aspect of the game. Limit all grenades to 1 and remove the ability to resupply them outside of joker machines and respawning. Low yields would also go from 3>1, but low yields are already very useful since they can go further and have a lower timer to throw. Add a 2 minute global cooldown to resupplying/changing weapons. Balance cars Slightly buff the speed and acceleration of the Coywolf, Jericho, and Bishada to make them more viable. Make a slight nerf to speed and significant nerf to handling and acceleration of the Espacio and Pioneer. These cars are too strong due to how tanky they are while providing amazing cover in a game where you can't shoot through windows making it extremely common for people to just sit in these cars. Making them feel heavier and sluggish to use will help balance them so other cars are more viable. Nerf the 4x4's top speed or acceleration so it's not such a strong all around car. It's tanky since it can survive a concussion grenade while also being fast and powerful in ramming situations. Either nerf its speed or nerfs its ramming power, but I'd recommend speed so it fits a niche of being a strong sports car instead of dipping into the Bishada/Jericho niche.
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Back in the day the Havalynd 3k3 gang was a group of criminals that delivered drugs from Waterfront to Financial. One member of the gang was Corvi. Her Dad was the leader of the gang. Corvi was born in a little family in the Havalynd District of Financial. Growing up she was into creating Art of Candy's and making them look alive. Towards her Dad. He totally dislike that his daughter went into street art and creating figures out of pop stickles. While her mother was selling urban clothes of certain street art creators. She found maybe a little market for her daughter. While her dream was to create kids animations her Dad pulled her constantly into working as an drugs courier. But the dad never gave her any optimism or compliments for what she provided as a good job. While waiting for the Drugs to be loaded. Corvi was drawing in her notebook new characters for sustaining her drawing potential. In the meantime her mom was creating the clothes that would fit what Corvi wanted to pull off if she ever made it into Breakwater Animations. On a certain day in the shop of Corvi's mom a gentlemen entered the store. He was talking about the characters created on the clothing that Corvi's mom was selling in the shop. The gentlemen showed a card that he was from Breakwater animations. And he would like to create a show out of the art that was printed on the clothing. He was looking for a new animation show for the Halloween festivities. And the green with purple characters felt like a good fit for that show. He asked the mom to deliver his card to the creator of these characters. When Corvi came back from a job she had to do for her dad her mom gave her the information that a gentlemen came and wanted to talk to her about her characters on Halloween evening. Corvi's dad was furious and planned another job for her on the same day she needed to go to that interview. Unfocused on the job Corvi constantly thinks about her interview How she would like to see what will happen to her characters on the screen. while she is unfocused cops already saw what was going on and called backup. Sadly enough Corvi who was on the lookout for the cops saw Cop cars starting the drive to the facility. Calling her dad that he had to go or he would get caught by the cops. sadly enough Corvi's dad did not Respond. Still waiting from the top of the warehouse Corvi took an lmg and started shooting to the cops. To keep them at bay. But sadly enough the cops were already storming the warehouse. Corvi saw that her dad was already taken into custody. A friend of her dad who ran to the top of the warehouse told Corvi to run away as fast as possible. He would cover her in the meantime. Even with so much cops around Corvi actually manage to get rid of the cops easily. While doing that she got furious that her dad got captured. The only thing she wanted to hear from him was "good job". The time for the interview for her brand was actually close by so she directly went to the interview to make her brand possible so she could get her dad out of the prison. When she entered breakwater animations she saw that her characters were already being played on the TV. The gentlemen who contacted her mom said they were getting good watch numbers on the show. But Corvi just went wild from frustration. having seen her dad taking to prison and seeing that her animation was stolen from her. She pulled for her gun and shot the gentlemen trough the head. After the gun shot everyone went into a panic. while Corvi just gently carved a candy figure in the death body of the gentlemen. After that she left the scene undetected by any other person. Now she focuses only on what her dad thought her and wears the outfit her mom created for her with her brand on it. Still waiting for the one sentence she want her dad to say to her. But every time Breakwater animations streams the animation on television on Halloween evening. a murder will be done with a carved candy on the belly of the victim. Corvi - Citadel probebly not a super backstory but tried to twist a bit at the end of the story with the halloween favor. hope its good enough.
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Heavy Urban Response Team Welcomes you to join. pm me to join
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That would be nice if they actually Buffed anything, what was done was massive Nerfing. Ok so they reduced the recoil for the Tommy slightly, with that they nerfed the drop off and range of every sub gun with one exception, n Im not gonna say what gun still works so they dont nerf it. They Butchered the sub guns, they butchered the shot guns a while back. Sub guns arent suppose to have a huge bloom, even the old Grease gun was fairly accurate. They suppose to be precise, come in the hallway, a quick triple tap to the man to the left of the door, moving in two double taps to the man at the end of the hall, before judo rolling to the side for cover, comes out of the roll on his feet, pops up from cover n empties the mag on the late comer just running back in from spawn. The late comer survives n grabs the box n runs, only to be taken out by 1 240gr. 44 slug from Big Thunder. Excellent lil story, n its just that a Story, only found in books and in Macks little mind. What really happened was mack came in the hallway with a subgun that had the range of an AR, he drains the mag on the guy to the left of the door, who then pulls a Chuckle Emote, then flips me off just as the guy at the end of the hall bricks me to the eye. Late comer arrives, kicks mack n tbags n runs off to next point....Thats what really happens after they Butcher n stomp on all the guns. I want all the nerfs reversed, i am not happy about it at all.