NotZombieBiscuit 3146 Posted November 14, 2019 This just gets worse with every post by OP. Quote Share this post Link to post Share on other sites
AsgerLund 1271 Posted November 14, 2019 1 hour ago, NotZombieBiscuit said: This just gets worse with every post by OP. *better Quote Share this post Link to post Share on other sites
Blackace-RD 35 Posted November 14, 2019 (edited) On 11/13/2019 at 11:27 PM, AsgerLund said: *better *funny Edited November 16, 2019 by blackaceRD typo Quote Share this post Link to post Share on other sites
Todesklinge 143 Posted November 15, 2019 This forum is full of ignorants! Clotting Agent is OP and all other total weak... Quote Share this post Link to post Share on other sites
LilyV3 323 Posted November 16, 2019 CA3 is fine, it is the other ones that lack a purpose which is caused by the way how APB plays. No CA is WAY too long before hp regenration starts it keeps you out of play for so long that soe opponents can spawn faster which is an own issues by itself, but not caused by CA3. Assassin 3 ? 15% more damage? you know how much thse kind of thinsg absolutely BREAK weapons and it's balance? just calculate this into how it alters ttk's on specific guns. Character mods shall never affect damage taken or damage done. CA is not OP, it's just the only one not being crap. Quote Share this post Link to post Share on other sites
Todesklinge 143 Posted November 20, 2019 (edited) Assassin 3 gives +15% Damage, but cost you -30% of your health. This is a fair pro and con. And yoz get more speed. EXAMPLE: N-TEC 5 Dvah Health Damage: 185 (Base) 3 shot = 555 4 shot = 740 = kill assassin 3 5 shot = 925 6 Shot = 1110 = kill normal player N-TEC 5 Dvah Health Damage: 185 + 15% (Assassin 3) = 212,75 = 213 Damage 3 shot = 639 4 shot = 852 = kill assassin 3 5 shot = 1065 = kill normal player Normal Player health: 1000 Assassin 3 Player health : 700 Edited November 20, 2019 by Todesklinge Quote Share this post Link to post Share on other sites
yood 345 Posted November 28, 2019 (edited) in my opinion, all modifications work as intended . I would not change anything in the old modifications . new modifications are needed Edited November 28, 2019 by yood Quote Share this post Link to post Share on other sites
Todesklinge 143 Posted December 9, 2019 When we do get this important rework? Clotting Agent is so total broken OP, thata realy bad game balance! Quote Share this post Link to post Share on other sites
Costaluke 0 Posted December 9, 2019 APB is fun because it has overpowered things in the game, taking those away from the game would not make sense. If you want ballance go play another game, stop making apb worse and worse like some people are doing. The game didnt need a lot of nerfs that is done, old apb was fun, nowadays apb is so much worse. Quote Share this post Link to post Share on other sites
lOwenl 18 Posted December 9, 2019 The mods are played based on the player preference and the situation and can all be played tactically. If you’re going against an opponent with opgl or rocket launcher flak jacket is helpful. The grenade count deduction is essential due to double perc’ing the ground and getting instant kill against opponents. The fragile is basically useless unless you like going faster so i personally think it should have something more to benefit from. Kevlar is indeed annoying but useful for players who cannot aim aswell and need the extra health when facing people. Also useful for stationary players like snipers or lmg’s. Clotting agent is fine as it is But that is my opinion. Would be nice to have more green mods possibly something that would benefit grenades like tactile belt that gives you an extra nade or something. Idk but some more green mods would be neat. Quote Share this post Link to post Share on other sites
Todesklinge 143 Posted January 28, 2020 We need this Modifications for a better gameplay. Quote Share this post Link to post Share on other sites
Rehtaelle 18 Posted January 29, 2020 On 10/26/2019 at 11:45 AM, Todesklinge said: You dont know how balancing works. Stop trolling! You suggested a mod that increases damage dealt. That's a big no-no. There's a reason that no weapon mods increase damage output. There's one that marginally increases fire rate at the cost of accuracy, which increases your theoretical DPS, but you'd have to land every shot with a much less accurate gun for that to work. Merged. On 11/16/2019 at 2:14 PM, LilyV3 said: CA3 is fine, it is the other ones that lack a purpose which is caused by the way how APB plays. No CA is WAY too long before hp regenration starts it keeps you out of play for so long that soe opponents can spawn faster which is an own issues by itself, but not caused by CA3. [...] CA is not OP, it's just the only one not being crap. Provided I understand CA's performance behavior, it takes the same amount of time between CA and a blank slot to reach max health, yes? If clotting agent starts sooner, even if they both have the amount of time to reach full, the overall uptime of health is higher with CA, plus you can recover from stray shots far sooner. Talking as someone who runs the ACT44 and NHVR together, I can vouch that sometimes there is too much downtime between both weapons to secure the kill with 1 ACT44 shot alone. I wouldn't call CA excessively OP, but either base regen could be improved a bit, or there could be some overlap between their uptime. Quote Share this post Link to post Share on other sites
striker891 6 Posted October 3, 2020 (edited) That's absolutley idiotic. That would make you oneshot by a ton of weapons... Then nobody would use green mods at all. What a dumb idea. As well as a 10% damage increase on green mods doing the same. That would basically kill all the balance in the game... Edited October 3, 2020 by striker891 Quote Share this post Link to post Share on other sites