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Found 8 results

  1. Hello gamers, Today I would like to discuss how we could possibly balance the character modifications. Please discuss my suggestions and thoughts on it. if there are good suggestions I will edit my thread accordingly. Spotter https://apbdb.com/items/FnMod_Character_Spotter The mod is basically free wall hack for 8 seconds, you don't know if you have one on you or not you'll have to guess. To rebalance it the idea is to just up the cool down time on it. Maybe at some point during development allow us to see if we're tagged by the spotter mod like the tagger mod so we at least know we can play around it. Currently: Cooldown: 45 secs Duration: 10 secs Rebalance state: Cooldown: 120 secs Duration: 7 secs Blowtorch https://apbdb.com/items/FnMod_Character_Blowtorch Combined with a pioneer or any other car can give you permanent defensive cover, you can really abuse it to car gameplay someone to oblivion without leaving your big hotel once. Currently: Cooldown: 30 secs Duration: 30 secs Rebalance state: Cooldown: 60 secs Duration: 20 secs Radar Jammer https://apbdb.com/items/FnMod_Character_RadarJammer This mod currently is just useless, with tagger and spotter being a thing you cannot block those either. All you do with it is block the radar from not showing you but you're only shown when shooting or seen anyway. Would be cool if this mod could counter Spotters/taggers makes it a bit more useful to use. Or increase the duration timer on it. Currently: Cooldown: 90 secs Duration: 15 secs Rebalance state: Cooldown: 90 secs Duration: 20-30 secs Remote Detonator https://apbdb.com/items/FnMod_Character_RemoteDetonator This mod is pure annoyance and we all know on why we use it or hate it. The low cool down timer is the issue here mainly, other than Explosives 3 being 45% is also very huge but that's another story/mod. Currently: Cooldown: 1 secs Duration: n/a Rebalance state: Cooldown: 60-90 secs Duration: n/a
  2. Hi everyone, As the title says, its about the stuff that can be added into the joker store. The joker store was put up into the game with one motive "try before you buy". The cars were put up later on. Ppl jus buy mods like mobility sling from the jokerstore on a regular basis. The 4x4, firebomb and crown are bought by the players after a long time. My idea: Some of the rarely used guns can be put up in the jokerstore so that players can get to play a variety of guns in the 1 week period. 1. The norseman series guns- for example is one of the rarely used guns in the game. Only a handful of ppl in the game own these guns. 2. SBSR IRS - Not a much preferred rifle amongst players. Ppl generally stick onto obeya cr762/sr15 3. SWARM series - least used lmg in the game, 4. Mountie nunavut and northwest Modifications 1. Muzzle brake can be added to the jokerstore. Would be helpful for players who jus have the shaw556. Consumables: Putting consumables for ingame cash would be a good thing as well. I dont think players purchase ammobox from the jokerstore for 75 jokertickets. Any suggestions and ideas are welcome
  3. For those that don't know about the previous thread or want to check up on what's already made in the weapons thread. For those that don't know about the previous thread or want to check up on what's already made in the vehicles thread. For those that don't know about the previous thread or want to check up on what's already made in the vehicles thread.(Alternate thread) For those that don't know about the previous thread or want to check up on what's already made in the mods thread. (Scavenger) For those that don't know about the previous thread or want to check up on what's already made in the mods thread. (SteamAnimator - Broken Images) Basically, we'll try to suggest/brainstorm new things for future reference/request so the devs can get an idea of what the community wants. For the new stuff that gets added, I'll try to keep the OP regularly updated. Vehicle Suggestions: Cont'd Weapon Suggstions: Cont'd Mod Suggestions: Cont'd
  4. First of all hi everyone. Everybody knows that CA3 is most used green character mod of all the time. This shows an unbalanced situation among green mods. I'd like to share my ideas with you based on buffing other mods. I don't know exacty numbers and calculation about CA. So i made poll about relationship CA and other green mods. Please vote your opinion. Ok let's start: GREEN MODS Kevlar: Kevlar has a great positive effect, but negative effect is much worse than its greatness. Instead of slowing character down why we don't force player to be lighter for carrying kevlar. Kevlar I - +10% HP /OR 10% Damage Reduction(Damage Reduction is Seadee's Suggestion) - You can't carry secondary weapons /OR If you carry secondary weapon -7,5% Sprint Speed, If you carry grenades -7,5% Sprint Speed Kevlar II - +20% HP /OR 20% Damage Reduction(Damage Reduction is Seadee's Suggestion) - You can't carry secondary weapons, grenades /OR If you carry secondary weapon -10% Sprint Speed, -5% Run Speed and if you carry grenades -10% Sprint Speed -5% Run Speed Kevlar III - +30% HP /OR 30% Damage Reduction(Damage Reduction is Seadee's Suggestion) - You can't carry secondary weapons, grenades and -25% stored ammo /OR If you carry secondary weapon -10% Sprint Speed, -10% Run Speed and if you carry grenades -10% Sprint Speed -10% Run Speed Sphagettio's Kevlar III - +30% HP /OR 30% Damage Reduction - Grenades are disabled - -12.5% /OR -10% Sprint&Run Speed Fragile: Fragile is an another mod that suffers from weak positive effect. Become faster is not enough. You can't dodge at all. I have 2 concepts in my mind. First one is Stealth / Assassin like gamestyle, other one is Acrobatic/Athletic like gamestyle. Fragile (Stealth) - +14% Run Speed - +14% Sprint Speed - You won't be shown on enemy radar when you shoot /OR You won't be shown on enemy radar when you shoot with your secondary and shoot with your primary weapon when crouching - -14% HP Fragile (Athletic) - +14% Run Speed - +14% Sprint Speed - You can jump higher - Climb ladders and fences faster - -14% HP Sphagettio's Fragile - +14% Run Speed - +14% Sprint Speed - +1 /OR +2 Grenades - -14% HP Flak Jacket: Maybe there could be exactly opposite mod Grenadier to make useful flak jacket more?? Grenadier - +1 Grenade Count - +40% Increase Explosion Damage Taken Clotting Agent: As far as i don't know exactly numbers of regeneration of HP i can't say anything about it. Blue and orange mods haven't got high priority to make balanced as green mods. But i will share my thoughts with you. BLUE MODS Car Surfer: To make this mod less abusive i think there should be a timer to activate car surfing while you are on vehicle. Valzipram Tablets: It's useless just fix it. ORANGE MODS Radar Jammer: This mods main purpose is just showing your symbol to other players at the moment. It needs some love but i don't know how. Feel free to make your critics. These are just my thoughts and there will be always better ones. And I will edit my post if you have another ideas. Thanks....
  5. Since the gun will get a buff ill start using it so what mods should i put on and how would the playstyle be?
  6. [Weapon Modification for Damage] Hey I am posting my suggestion here about new weapon mods I would like to see come out in the future for apb. I heard damage mods were part of APB in 2010 and was removed later on in APB Reloaded. Is there a chance we could see them appear again for future contacts unlocks? I would love to increase my weapon damage...at a cost of course! I thought about something that could maybe help is add minor dmg buff and reduce the range of the weapon by a good amount to make it fair Example: +8% weapon damage | -30% effective range The damage would be very good but considering the large amount of range loss it could make it lot more fair and a unique mod. Making it a RED modification so it doesn't combine with range mods and fire rate mods (since it would be too cheesy for combinations) [Vehicle Modification for Speed] I was wondering if we could add speed mods to the game since there isn't any and it could be a unique way to introduce a mod for vehicles which is rare usually. Just like the character modification "Fragile" the car mod for speed would have to decrease the car health pool in order to gain extra speed. Speed is always a crucial element when it comes to time and apb is should be all about action and wars right? Cars would be more "light weight" since they have "less protection/armor". Example: +6% max speed | +30% damage from weapons OR -12% max vehicle health This mod would come crucial for moments when you need time to reach an objective and it would be balanced by making the vehicle more weak and critical to weapons/damage. Making it a ORANGE mod would make it not compatible with other mods like "Nitro Booster" for top speed reasons [?] but I think it could also be great in as a GREEN mod because it is not an activating mod. Similar stats are seen on other modifications which means it could probably be easy to make? [?] Perhaps if the modification was GREEN instead of ORANGE it could work out well too since "Nitro Booster" only affect max speed when activated AND doesn't go above the speed cap (23 m/s). (inspirations) **EDIT** Probably going for green... [Vehicles Speed Cap] Would it also be possible to raise the speed limit on all cars by maybe 25%? Cars seems to be really slow in this game and time is crucial in this game due to the number of time we have to try to take an objective on foot and do tactics to reach it. To conclude I think those modification would be an nice addition in the future and could make gameplay more interesting and more diverse because I think apb is unique in the way things happens in combat. More scenario possible could make the game more interesting in my opinion. Thank you for reading! Please people don't consider those numbers like real ones I am just putting out what seems most logic but still I am not a developer I know that... (Sorry if I made any mistake in english)
  7. I think having open slot secondaries is better than having nothing. We have fixed secondaries with IR3, RS3 etc. and I think having a secondary with only 1 open slot is enough, because its not a primary so it does not support more mods. The currently available weapon modifications should have different values when added to secondaries, you are not shooting with an assault rifle Here's an example: It is better to have one slot for modifiable secondaries in my opinion. This won't make them much more powerful. Ex. .45 current dropoff range is 40m with improved rifling dropoff range is increased to 50m. Extended Mag 3 increases clip size from 7 to 10 bullets. This picture is just a sample from Open Test World. You have different opinion? agree or disagree? share your thoughts.
  8. Hello, Would it be possible to rework or do something about the current way of swapping weapon modifications? It's fairly annoying whenever one wants to switch mods in middle of a mission, since it takes so long to do so, just because of the inventory lagging a lot. My idea of what could be done about this is this: Make the mods usable all the time (even if it's equipped on a different gun). One would see it in one's inventory, click on it, and it would automatically take the weapon mods out of the weapon it was on, put it on the weapon one wants it to be transferred onto, and switch the mods back to the previous weapon when one switches back to said previous weapon again, or any other weapon that has the mod equipped on it. Also, it would be cool if there were some sort of modification window or section in the inventory where we would be able to click and select multiple modifications at the same time (for weapons with more slots) so we wouldn't have to switch them 1 by 1 as we currently have to. And it would be also really cool if we could move our weapons to the desired position inside the inventory's UI, or at least favorite some of them (e.g. having 10 favorite slots that will always show on top) so we wouldn't have to search for weapons as much... it gets especially bad when we need to switch mods and weapons in the middle of mission, don't know on which weapon we left the modification equipped on and then we need to equip it first in order to clear the mods, then find the weapon we wanted to use in the first place - again- to put the mods on, all while the whole inventory is lagging as hell - and the mission is over by then . (I am running the game on 100-120fps with 40-60ms but the inventory is lagging so I dont think the problem is on my hardware part, I know a lot of people are experiencing inventory lag; I know it's possible to buy mods for all your guns, but for example in my case I'm not going to buy mods for 90+guns at 60k a piece, it's such a grind to get all of them.) Its just a suggestion on a quality of life update for players.
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