Jump to content

Search the Community

Showing results for tags 'mod'.



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
    • APB 2.1 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

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 6 results

  1. After purchasing the new Golden OSMAW and experimenting with different mods, I found out that Magpull doesn't work with the gun. Modding the OSMAW with any form of mag pull reduces chambered ammo to 0 and prevents reloading altogether.
  2. A few suggestions: + add delay to switch back to pistol. or + reduce weapon damage with this mod. 3-Point Sling 3 shoud be ballanced.
  3. My suggestion is to make a mod for shotguns to benefit from and make Improved Rifling work only on rifles. Similar to the idea that was mentioned by others and LO about a mod for shotguns. It may need alternate effects for weapons like the Strife, nfas, or the shredder though for proper balance purposes. Shotgun Muzzle Break: Effecting JG, CSG T1 Reduces Spread Slightly (10%) Reduces Ray Pellet Scaling Damage slightly (20-30%) T2 Reduces Spread Moderately (15-20%) Reduces Ray Pellet Scaling Damage Moderately (40-60%) T3 Reduces Spread Substantially (20-30%) Reduces Ray Pellet Scaling Substantially(70-90%) These changes allow shotguns to be more deadly, however, it reduces the ray pellet forgiveness of the weapons drastically so that the guns rely more on actual hits, and partial hits become less forgiving. Most shotguns may gain a slight range advantage with this from their current states, however it may be counteracted by the reduction in the ray pellet scaling. ------------------------------------------------------------------------------------ Possible effect for shredder Shredder: Increases range -3m -5m -10m Reduces spread 5% 10% 15% Reduces Ray Pellet Scaling 35% 70% 100% This shotgun relies more on range and cover than cqc kills due to its high ttk. Allowing it to touch further I feel would be balanced, however spread would be slightly bettered so scaling would be removed entirely due to the accuracy. The shredder has very little spread to begin with, so the reduction in scaling would be necessary, and the spread would likely make it a "laser" moreso than now. This would hopefully be balanced out by the 0.84 TTK of the gun, however, if it is too strong as is then, the spread reduction can be removed along with pellet scaling to give it a psuedo "Improved rifling" effect. --------------------------------------------------------------------------------------- Strife: Reduces spread -10% -15% -30% Reduces ray pellet scaling 15-20% 30-35% 45-65% The strife cannot gain any more damage or else it would be a 1 shot kill (aside from the current fragile kill), which would be bad. This suggestion allows it to be more accurate within its 15m range, but still reduces its pellet scaling. It still has a high ttk of 1.25 seconds, so the accuracy would be balanced out by the ttk. --------------------------------------------------------------------------------------- Effecting NFAS Reduces spread -10% -15% -20% - Reduces scaling 15-20% 30-35% 45-65% --------------------------------------------------------------------------------------- Shotgun changes: JG - None Mod would decrease spread to almost the current strife spread, which seems balanced on paper imo. Still more spread than the csg. CSG - Spread increased up to 80-90cm at 10m (currently 75cm) Slight spread increase to prevent too much gained accuracy at ranges -10-15m which would put it to 52.7cm at 30% and 60cm at 20% if at 75cm. If increased to 80cm it would be 64cm at 20% 56cm at 30%. ----Perhaps less spread decrease bonus from the mod-- Strife - no change NFAS - Currently I feel it is too strong, however i have no suggestions to fix it aside from perhaps less ray damage scaling so that 7 pellets is equal to 300 damage. The mod reduces ray scaling so it may not need changed after testing. The TTK and Pellet scaling currently has it extremely forgiving and easy to use. It wouldn't be much of a problem except that it can far too easily teamwipe in comparison to other cqc weapons with higher ttks. ----------------------------------------------------------------------- Ray scaling decrease means that it is reduced by that much. A 100% reduction means 0% increased damage from ray scaling with 50% being half the damage from ray scaling is attained. The primary idea is to reduce the spread of the shotgun making it more accurate, but as such the ray pellet damage must be decreased as well. Edit: Removed damage increase
  4. Rinamii

    Modding update

    It's a simple request, but I'm sick of having to micro-manage mods on weapons, make it so we can add 1 mod to every gun.
  5. Good Morning San Paro This is the collection of best (and worst) suggestions, there are a lot of topic about them, but i prefer keep it all in one. Mission "Gold-Whale": the purpose of the mission-concept is to use the existent AI inside civilian vehicle/character ,already able to find a path around city or detecting player and aim them, ,giving them an active role inside a missione How it works: An heavy armored truck spawns and is going to reach a very far zone in the map. after a bit, an alarm signal like bounty alert appears in district or only to a random team/group/player. the truck will be equipped with an npc surfer,with a random strong OP anti-vehicle weapon ,its health will be regulated like a KV3+CA3 benefits, and aim will work like the civilian detection (they turn head if u are near, so increase the value should give an input for shot & aim too) The goal is destroy the truck, (setting its mass upper to 1000*normal truck should avoid break its path following) With damage car crash ,bomb or fireweapons. (opponents can get in missionfor save the truck ,if ,and only if, the truck get a certain amount of damage or after a certain amount of time after first blood/damage) When the vehicle is destroyed the first goal is reached. (mission ends when item is delivered to safebase,no time limit, if there are no opponents) If there are opponents ,team have to deliver an item dropped by destroyed supertruck to a safe house , before opponents get it and deliver to their enemy base. (like classic system, but without large time for item-hold ,deliver first==win) random reward could be deployables,joker tickets, or also a "Key Truck" a deployable that allow player to drive itself the truck if is in defense team during this type of mission, or ,if is attack team is possible deploy a "E-Guard" that works like an automatic turret for shoot the target crossing the path. Deployable Roller Blade: it allows for 30 seconds to give to character the same physics type of a little ,fast, light, vehicle,the ramming power is limited, brake sys is very low too. when equiped (F), player can literally skate, also on ramps. canTperform action or use any kind of weapon, shoot, climbing or complete object. should not be hard to do cause is simple an object with same propiertyes of a vehicle, the few difference are the size, and a little set of animations, just for moving. when the player "dress"the rollers is like inside a vehicle, but littlest. Homerun!! If activated as orange mod with key 5 ,it allow for 3sec to bounce back any 8 ball / Half brick back ! time for cooldown 30 sec / 1 minute Add an Animation could be cool. Reduce the cooldown to 2 sec / 5 sec could be a nice mini ball game between 2 user with this amazing mod. Miranda Law: « You have the right to remain silent. Anything you say can and will be used against you in a court of law. ....... But we are in SanParo! We need Interrogatory Orange Mod! (only for enfo) How it works: Enfo stuns a Crime Near the stunned crime, Enfo press 5key for active the mod (crime is arrestable too during attivation) All the opponent's team is spotted on Radar at every distance for 5-8 seconds! Pros: Spotting enemyes better than Dogfish. Cons :requires great cooldown, Enfo with this mod is spotted on enemyes radar during activation. Tactic Broken Bottles. (only for crimes) Like the fireworks or stereo, but with parallel fuctions: Type:Grenade (3 for equip) How it works: Crime launch the bottle (obvious silent on radar when used) When the bottles impact the ground,cars or walls create 1 single fake target on radar for 10-15 seconds) if bottle impact directly an human target deals +-10% damage, +-40% stamina Pros : Fake target, amazing sound, 3 bottles combo is a stun weapon for crimes Cons: Somebody could drink them instead of launching. DOG-MOD as video explains: https://www.youtube.com/watch?v=FxrAYI1HG2o Enfo should have the ability to interact with Citizens too! An identiki tool for find criminal hidden in map. V,IV,III,II,I How it should works: Enfo interact with Fkey to a citizen (it works also without the tool, but very slow), citizen begin to "talk" with enfo. If a crime is nearest to 100-200 unit is spotted for 5-8 seconds (icon of handcuff will be shown too, if active) if the crime is nearest to 30 unit witness mission automatic starts. time for gain the spot depends by grade of tool (I,II,II,IV,V) like other tools. Is treadable. new titles! new ranks! \^--^/ Could be cool and avoid the insane advantage of crime and balance cop's finance just a bit. Repair ToolBox (suggested before BLOWTORCH release, but still useful) when activated, all vehicles near player are under fixing for 10 sec max. (player is hold like ammo bag open) time for reload = 3 minutes Fast Check In: when activated allow to shooting with secondary while carrying medium items, or opening doors for 10 sec, deployable after 3/4 minutes Posted 18 June 2013 - 11:44 PM someone did this suggestion too? Repair toolbox.
  6. Had a neat idea while chatting about the origins of my username in district chat a few days ago. I enjoy playing support in a lot of various video games and something that feels like it is missing from this game is the ability to heal teammates. I realize that we have medsprays that do heal players that are around you when you use them but what if we had an orange character mod that dropped down a medkit which would decrease recovery time in a radius around you that lasted for a few seconds? Maybe they could be used like the ammobox with the player being stuck in an animation while the teammates around them received the buff or perhaps it could drop down like the consumable ammo crate with a bar that drains till it's out of bandages. I just think it would be cool to have more character mods and on top of this it would make for interesting strategies when pushing or defending objectives. Just a small recovery buff for a couple of seconds, standard orange mod cool down but something with a bit of a bigger radius/lifetime over the standard medsprays. I'm sure this has probably been suggested before so what do you guys think would be the best way to implement a supportive heal mod? Let's brainstorm!
×
×
  • Create New...