Jump to content

Search the Community

Showing results for tags 'balancing'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • GamersFirst Community
    • Announcements
    • GamersFirst Feedback
    • Articles
  • APB Reloaded
    • OPEN BETA
    • Announcements & Server news
    • Social District (General Discussion)
    • Community Corner
    • Bugs and Tech Issues
    • Game & Forum Suggestions
    • OTW general
    • Off-Topic Section
  • Fallen Earth
    • News & Announcements
    • General Discussion
    • Community Creations
    • New Player FAQs and Guides
    • Bugs and Tech Issues
    • Events
    • Feedback and Suggestions
    • Off-Topic Section
  • Unsung Story
    • News & Announcements
    • General Discussion
    • ​​​​​​​Help and Questions
    • Feedback & Suggestions 
    • Introductions 
    • Offtopic
  • Ships That Fight Underground
    • News & Announcements
    • General Discussion
    • Guides, Tips and Strategy
    • Game & Forum Suggestions
    • Communities & Promotions
    • Creations and Fan Art
    • Bugs and Tech Issues
    • Off-Topic Section

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me

Found 5 results

  1. I have never posted on these forums until now but I felt it was important to address some of the weapons/class of weapons that I feel really need work on a competitive level. I have played competitively for years and have participated in several tournaments so what I post here and what Id like to see posted here are things that genuinely need improvement on a competitive level. This means weapons that when used correctly and to thier full capabilities still cannot compete with weapons that are outside of its class/role. Weapons outside of the designated role either out perform them completely or render them inefficient/useless when performing the same task/role. For example the anubis adeem. As it stands it has no use. Poor accuracy, less effective range compared to other sniper rifles, slow rate of fire compared to weapons like obir or an N-tec 5. These two weapons out perform anubis at its own task which shouldnt be happening. At the most anubis should atleast be able to compete evenly due to range and accuracy because it is a sniper rifle. So below I'll be stating why these few weapons from my personal experience need work and why. Anubis Adeen Rebalancing - From what Ive found on the weapon Time To Kill - 1.53 I feel it should be reduced to 1.43. This weapon has more incommon with a rifle then an actual sniper rifle. So bringing the fire rate closer to a rifle such as obir is a step in the right direction. Accuracy - This weapon needs a buff in accuracy. Its very noticeable how inaccurate the weapon is even at mid to semi long range. For a sniper rifle to be called a sniper rifle it needs to meet this requirement. Even when managing recoil itll miss during tests at mid range even though recoil is repeatedly kept in check when firing the weapon at max speed. It has a built in accuracy modification that when paired with heavy barrel 2 makes the weapon usuable to some degree. I still feel this weapon needs improvement in accuracy though. Damage - As it stands the gun sits at a 3 shot kill. Having heavy barrel 2 reduces that damage to the point that any kevlar opponents makes the weapon a 4 shot kill. Heavy barrel 2 cant be taken off without loss off accuracy per shot due to how inaccurate the weapon is to begin with per shot. I feel this weapon either needs a small buff in damage to keep it at 3 and keep its overall effectiveness or to counter act the required use of heavy barrel and give it the accuracy it needs per shot. Sniping takes alot of skill. I dont believe players who go out of thier way to master such weapons should be penalized for it. Snipings a difficult thing to do to begin with dont make it harder with virtually no reward. Harbinger - Time to kill - .90 I feel the harbinger is completely useless at this moment. Its not functioning like its suppose to at all. Its a sidearm thats an sniper rifle that currently just warns someone with the first shot fired at them. But I feel the time to kill is perfectly fine. So with that we move on to accuracy. Accuracy - Currently this weapons two biggest problems are the accuracy degration per shot and recoil. It already requires 4 shots to kill so these two draw backs need to be reduced to have any chance of making this weapon effective if you decide to go this route. A very small reduction in recoil and less reticle bloom per shot/accuracy degration per shot. This route i believe will have the weapon function as originally intended without making the weapon too strong. It will function alot like a 4 shot rifle. Which is what it is a primary side arm like the rest of the magnums. Magnums are apbs way of giving those who have short range primary weapons a fighting chance against those with long range capabilities. Weapon roles are just reverse. Damage - If you do not go the accuracy route then the next best thing would be increased damage per shot. The gun would still require the same amount of skill to wield with virtually no differences in function except now youd be rewarded for it. By turning the weapon into a 3 shot kill itd give your oppenent less of a chance to get away due to the fact that youd need less shots realigned. This however has a draw back. By reducing shots required to kill and maintaining the same fire rate would cause the weapon to kill at .675. Which is a little faster then average assault rifle Time to kill at .70. So youd need to slow the fire rate down to counter act the increased time to kill to keep it around .90. Recoil and accuracy degration could still counter act this however. Its very doubtful that someone could possible land all 3 shots at max speed at long range due to the accuracy degration itself even if you manage the recoil. I feel this weapon would end up functioning alot more like a combination of the Joker RFP-9 and colby RSA if you went this route. The playstyle would be a cross between the two which necessary isnt a bad thing. Ill post more later but for now this is a small bit of what Ive been thinking needs rebalancing and my reasons why.
  2. I feel some weapons in this game has no point since they are tooo weak and unbalanced.
  3. Armas Marketplace 1) Update Armas Marketplace prices for weapons (lower them significantly). DONE, still think some prices are high but it's much better in general now 2) Armas should only be selling re-skins, clothing and vehicles. So, make weapons like the Colby CSG-20 and other non re-skin weapons available through packs become available through contacts and/or the Joker Store. Progression 1) Revamp how weapon and modification progression works: Remove primary unslotted, 1 slotted and 2 slotted weapons from the game, only having 3 slot primary slotted weapons should help balance the game for new players, since most players are veterans anyway. Primaries with 1 and/or 2 pre-attached modifications should be updated to include a 2nd and/or 3rd modification. Secondaries should stay unslotted or 1 slotted with a pre-attached modification. This is the current state, don't change this. Allow players to use (but not purchase from contacts) all weapon, character and vehicle modifications from the get-go. This would limit the progression to $APB instead of grind to reach the modification rank requirement. While this was fine when the game was populated and fresh, now it's just a big disadvantage for new players. Balancing 1) Fix unbalanced missions and spots in Financial and Waterfront. I wish I had a list of them... 2) Perform a balance pass on a few weapons and modifications. A few ideas come to mind from weapons and modifications that I'm more concerned about: Nerf the Low-Yield Fragmentation Grenades, from 3 to 2 grenades to match the other grenade types. Nerf the Percussion Grenades, from 400 to 300 max health damage per in radius hit. Nerf the Joker RFP-9, decrease its effective range from 40 m to 30 m. DONE (a better nerf was applied by LO) Nerf the OBIR, decrease its ammo capacity from 10 to 7 magazines (240 to 168 bullets), make it on par with the Obeya Rifle CR762 with ~7 magazines (100 bullets). Make it bloom way more when jumping so it's not pin-point accurate. Nerf the ATAC 424, increase the spread when spraying very slightly, while still allowing it to be better than the N-TEC 5 in close range but staying worse in medium range. Nerf the NTEC-5, make it bloom more when jumping. Nerf the AAEPD 'Volcano JC, increase its resupply time to be on par with the OSMAW. Nerf the Colby PMG 28, decrease its effective range from 35 m to 32 m, which is still higher than the OCA-EW 626 (30 m). Nerf the N-HVR 762, from 850 to 720 health damage per shot. Remove the link between accuracy and damage (this is quite a weird mechanic, specially for new players), make it bloom way more when jumping so it's near impossible to hit a jumpshot even at point blank. Nerf Mountie SF9 'Yukon's modification, more like a bug fix, decrease its fire rate as it is way too overpowered right now. DONE Nerf the NFAS-12 'True Ogre', decrease the pellet count because getting hit by this weapon literally kills the hitreg for everyone in the area. Nerf the OCA-EW 626 'Whisper' and PDW-56 'Kris', increase their crouch modifier from 0.8 to 1 and lower their range from 50 m to 30 m to match the OCA-EW 626. Nerf the OSCAR, lower its range to the same as the Joker SR115 Carbine and add bloom when shooting at its max fire rate, similar to what also happens with the Joker SR115 Carbine but less pronounced since it's a burst fire weapon. This last one is literally just to avoid full mag macro spraying with no consequences to accuracy. Buff the NCR-762 'Anubis' Adeen, either completely rework it or make it a re-skin of another weapon because, in its current state, it's pretty useless. Also, remove the crosshair modification (Hunting Sight: 'Anubis') or change it to something better. 1/2 DONE Nerf the Spotter modification, decrease its duration from 8 to 5 seconds. Spotted players should stop being spotted after they are 100 m away from the exact position they were spotted in. Make the marker blink instead of just being a straight wallhack. The cooldown should also be increased to 1 minute like it was for non-premium players previously. Remove the character/vehicle modification cooldown reduction for Premium players, it's actually "pay to win". DONE Remove consumables (yellow character modifications), their addition created a lot of unbalance (Shield and Ammo Box specifically). If you really want the Satchel Charge, Shield and other consumables in the game, just make them orange character modifications. At least, rework the Shield deployment to use a "wind-up" system where you have to stand completely still for at least 3 seconds. 3) Make Clotting Agent 3 the default health regeneration and make Clotting Agent 2 the only Clotting Agent level. Fragile, Kevlar Implants and Flak Jacket would need re-balancing though. 4) Reward Joker Tickets at the end of missions. More tickets the better the score, duh. 1/2 DONE, still not enough in my opinion 5) Don't allow Prestige 5 (P5) and Notoriety 5 (N5) players to be killed by players outside their mission. Remove them from being shown in the radar and map. Reward more APB$ per kill while being P5/N5 to incentivize having high notoriety. Right now, this system punishes players for doing well in missions and makes them choose to teamkill someone outside their mission in order to lose their bounty for their own mission's sake. 6) Don't allow players to spawn using a vehicle with the Mobile Spawn Point modification when it is within 20 m of objectives, not items (apart from last stage items such as the ones from item hold missions). 7) Remove Green threat and merge it with Bronze. I really don't see a whole lot of difference between these 2 threat levels. Bug Fixes 1) Fix the bug where a player can see their enemies' nametags through walls and fire hydrants. Those issues (probably) have different causes, but have the same effect. DONE 2) Fix the way a player can enter and leave vehicles since there's a small invincibility timer while performing the entering/exiting animation. (This probably requires a networking update, if it even is possible) 3) Fix entering vehicles if the chosen door cannot be visually opened (add collision check to vehicle doors), this fixes the case where a player can enter/exit a vehicle instantly without an animation. 4) Fix when a player presses the key to exit their vehicle and they go out from the wrong door instantly without the exiting animation, in an unpredictable manner. This doesn't have to do with the vehicle being too close to a wall on both sides, it just happens randomly. 5) Fix how, sometimes, another player exits their vehicle while driving fast and curving sideways which makes their character get pushed by it and then de-synced from the server. This usually happens with fast cars such as the Vegas. (This probably requires a networking update) 6) Fix Unreal Engine's built-in mouse acceleration, the in-game settings option does not remove this entirely and players rely on file changes to do it. DONE (explanation) New Features 1) Finish the Scaleform UI update. There are pretty good mock-ups by ShepardHS that follow the style of the bits from the Scaleform UI we currently have. (https://forums.gamersfirst.com/topic/237-game-user-interface/) Scaleform is deprecated 2) Add the "Dedicated Automatic Matchmaking (D.A.M.)" described in a blog post from 2015. (https://apbreloaded.gamersfirst.com/2015/01/matchmaking-on-global-scale.html) 3) Add ghosting to players and their vehicles which are not part of the same mission, this avoids griefing and targeted abuse towards streamers. Maybe this could be a toggleable command for players. In my opinion, I'd just never deactivate this but, I guess some people would. 4) Add an in-game trading system. DONE 5) Add crosshair customization to the settings menu. 6) Add Always/Hold/Toggle Sprint to the settings menu. 7) Add Hold/Toggle Crouch to the settings menu. Credits Me and my bro Lumsheden.
  4. Stop downgrading the ogre and shotguns in general and other weapons too. You want to fix the ogre revert the stupid pellet system and reduce the magazine of the ogre to 14 like it was before that’s perfect to me and i hate when people say that it is dominating cqc. Sweety any weapon can dominate cqc mountie pointman you name it it just depends on who’s there first you want a solution to all this buff the firework launcher because the firework launcher is super helpful when used right and it gives an early warning on any enemy this would help since everyone is complaining about being caught on surprise or ambushed by opposition. Not just that but i feel like the firework launcher is barely used well at least on consoles I don’t know about pc but do not change the fire rate or ttk or stk on my ogre enough is enough we lost enough players due the nhvr nerf and due to the yukon patch the nunavut and northwest should have been buffed up to that broken fire rate of the Yukon so people can quit whining about p2w and all nhvr snipers should’ve just had a preset hunting sight 3 to help prevent no scoping since that’s what everyone whined about but at least consider what i just mentioned about my ogre and everyone else's ogre. Also you were the same company at the start saying how you weren’t going to make major changes to these weapons and approach this issue in a sensitive manner and make small minor changes but apparently you people lied.
  5. CHANGES: CJ on burst fire weapons New changes to CJ TestA making the burst intervals quicker. +7% with CJ3. also increased effective range by +5m on all burst guns. (not connected with CJ) without affecting bloom or accuracy These changes are major, completely stirring up the meta in a worse way. instead of making the meta divorce it forces all teams to use shotgun, oscar and obir. these would be the only guns used if the newly added changes to OTW goes live. Oscars flexibility due to low recoil and bloom would be close to mid-rangers dream weapon. being able to mint ttk on 35m comfortably. with a 7% increase of fire rate on a already low TTK. (0.82sec default making it a 0.76sec) Close up the shotguns absolutely dominates with no weapons being able to contest. as it is in the current state of the game. Obir would be close to long-range this is due to its flexibility, being able to quick switch (swapping to secondary weapons after one or two burst or shots) would make it a close(ish) weapon. Ofc still not able to contest with shotgun at current state. and then tree bursting on 75m (able to ttk) with the ability to move between out of cover and in cover would leave all other guns with no reason to use. (Obirs TTK originally is 1.2sec now making it a 1.1) It's hard to balance a game based on casuals or on paper. the balancing of guns should be based on the “hard core” players of the game. making changes for casuals and nonexpriensed player reduces the playability of a higher tier. In the current state of the game the skill gap has decreased so drastically. by just using a shotgun a completely new player wouldn't a too hard of a time getting gold. (its important that you add a reply with your opinion on the matter, since this is the best way to make a difference) I am going to look into the Ntec changes, but as of right now i don’t have the time. Im only one person add somthing if I missed it. ty
×
×
  • Create New...