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Thanks for making the ShowStopper Useless LO :)

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On 5/10/2020 at 1:46 PM, Dezire said:

While your points are flawed i do agree that the showstopper is borderline useless atm. Sure it CAN 3 shot, but you have to be inside the person you’re aiming at, as well as land all the pellets. And if youre more than melee length away, expect to use a whole mag or more. The thumper is suffering from the same problem, while yes it was slighty OP before the nerf, its also reached a state of being useless.

Pretty much how all fast ttk secondaries have been working for entire game life

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On 5/19/2020 at 7:30 AM, Lign said:

Pretty much how all fast ttk secondaries have been working for entire game life

NFA and Fr0g are useful at 5m+, Showstopper isn't. (NFA was even buffed)

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On 5/21/2020 at 12:12 AM, Noob_Guardian said:

NFA and Fr0g are useful at 5m+, Showstopper isn't. (NFA was even buffed)

when? 🤔

Edited by PingOVER9000

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7 hours ago, PingOVER9000 said:

when? 🤔

years ago, increased accuracy, it was in the same patch they buffed the PDW accuracy as well.

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14 hours ago, Noob_Guardian said:

years ago, increased accuracy, it was in the same patch they buffed the PDW accuracy as well.

If I remind well, the buff was just like 2/3 bullets added per mag XD

If u call it a buff... 😂

 

Anyway returning to thread, I remain of this though..

Quote

 

The "normal thunder" deserved a nerf, at the beginning the low TTK and pellet spread make it  such as strong or slighlty superior to some CQC primary weapon specialist such as JG, CSG, Nfas etc... so no total sense, just I dont like the same politics drop a new weapon, make it OP-sell a lot- NERF- weapon send to get dust in the locker.

 

Maybe increasing the TTK to 0.80/0.85 s and revert the pellet spread as before, it may remake it viable as before.

 

The showstopper was ok after the first nerf, now is A LITTLE TOO RNG, the thunder suffer more and less the same accuracy problem,   I dont get it why and who got the idea for change it again..

 

 

Edited by PingOVER9000

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I don't think LO is done with balance, or even close to being done with balance.

Best thing you can do is write up some well thought suggestions.

I do think LO want's your help in making the game better than it is.

Edited by CookiePuss
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On 5/21/2020 at 1:12 AM, Noob_Guardian said:

NFA and Fr0g are useful at 5m+, Showstopper isn't. (NFA was even buffed)

NFA is random mess, only useful if you lick the body of your enemy, Fr0g doesn't really have a fast ttk, it's 0.800 as 45ap

Edited by Lign

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13 hours ago, Lign said:

NFA is random mess, only useful if you lick the body of your enemy, Fr0g doesn't really have a fast ttk, it's 0.800 as 45ap

True nfa is somewhat of a random mess, but it's definitely fun. Fr0g and .45 have the 3rd fastest ttk for a pistol ingame. .45 can still miss and not worry about CA. (I wish i could say the same about fr0g. I'd love for a damage increase of even 3-5 dps to make it 203/5 dps to help "slightly" against CA.

13 hours ago, PingOVER9000 said:

If I remind well, the buff was just like 2/3 bullets added per mag XD

If u call it a buff... 😂

 

Anyway returning to thread, I remain of this though..

 

Nah, im almost positive there was an accuracy buff as well. But it may not have been at the same time.

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9 hours ago, Noob_Guardian said:

.45 can still miss and not worry about CA. (I wish i could say the same about fr0g. I'd love for a damage increase of even 3-5 dps to make it 203/5 dps to help "slightly" against CA.

CA3 takes like 1.6 seconds to start regen so unless you are using a scout or heavy HVR, CA3 is a non issue.

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On 5/24/2020 at 7:18 AM, CookiePuss said:

CA3 takes like 1.6 seconds to start regen so unless you are using a scout or heavy HVR, CA3 is a non issue.

Hmm I didn't realize it was that high now.

 

Maybe it's just the fr0g or my aim being dumb then, most likely it's enemies getting behind cover just long enough for it to negate the damage and add an extra shot.

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1 hour ago, Noob_Guardian said:

Hmm I didn't realize it was that high now.

 

Maybe it's just the fr0g or my aim being dumb then, most likely it's enemies getting behind cover just long enough for it to negate the damage and add an extra shot.

fr0g can be frustrating since it is 5stk at 10m and then 6stk at 11m
Im often unsure how many shots I need to land.

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14 hours ago, CookiePuss said:

fr0g can be frustrating since it is 5stk at 10m and then 6stk at 11m
Im often unsure how many shots I need to land.

The answer is ro hit 6 shots every time no matter what you actually need

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5 minutes ago, VanilleKeks said:

The answer is ro hit 6 shots every time no matter what you actually need

Unless its like 22m and it becomes 7 shots!

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well having this crap also its not that hard to kill with it but its hard enough it need that 5meters additional to dropoff to start from
i will also add that new slug shotgun also need more distance cause its useless gun now (ITS SLUG SHOTGUN IT SHOULD HAS AT LAST 50m Range)
just take a look at stun shotgun its still better then legendary slug shotgun ...

Comparison of shotguns (stunn vs legendary one)
https://apbdb.com/items/Weapon_LTL_TazerShotgun vs https://apbdb.com/items/Weapon_Shotgun_NL9_Slug

its easier to kill with stunn shotgun then with Slug legendary one ... thats just lauch at beginning ... (5 shoot at 50 meters with stunn shotgun to kill ... where you have 6 shoots to kill with slug one ...)
also changing csg and tas pellet damage shouldnt affect JG it should has diffrent drop off distance cause now its useless now (jg is same as showstopper (small one) and csg is like thunder one)
also not telling that secondary should deal less damage then primary weapon to begin with
(you need to put JG barrel into someones anuss to kill him it 2 taps ( i dont count cheaters who dont have pellet spread and 2 tap at max distance JG can kill ))

also Obir and Obeya (rifle) need a redesign of bullet spread and recoil and damage redesign (damage maybe last thing to change but they are still OP)

list of guns to redesign
https://apbdb.com/items/Weapon_Rifle_OBIR_Perm
https://apbdb.com/items/Weapon_Rifle_FFA_Slot3_ArmasJB_NoTrade
https://apbdb.com/items/Weapon_Rifle_FFA_Slot3_Armas
https://apbdb.com/items/Weapon_SMG_ACES-Rifle (its nerfed too much now)
https://apbdb.com/items/Weapon_SMG_ACES (same as one above)

https://apbdb.com/items/Weapon_Pistol_RFP9-Sight_PR1_Armas (improved rifling here is broken AF - lo didnt change only distance of that gun they nerf it to the ground also adding bloom for bullet recoil)

https://apbdb.com/items/Weapon_Pistol_Showstopper_PR1_ArmasJB
https://apbdb.com/items/Weapon_Pistol_Showstopper_Armas
https://apbdb.com/items/Weapon_Shotgun_JG_Slot2 (whatever version fo this need higher distance by max 5 meters i think its what its missing now)


that all i think off rn

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14 minutes ago, TheSxW said:

i dont count cheaters who dont have pellet spread and 2 tap at max distance JG can kill

cheats don't affect pellet spread

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Did they nerf it? If yes, that's the main strategy since G1 took over.
-Release a new weapon, that it clearly OP.
-Wait for people to buy it.

-Nerf it.
-Repeat.

And surprisingly people keep falling for it.

Edited by ZoriaDunne
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2 hours ago, 404 said:

cheats don't affect pellet spread

I dont know now because Pellet spread is kinda random, not always the same, at least with JG.

 

But in past I can confirm you at 20m of several cheaters can do it( and pretty fast of course wtf)

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5 hours ago, PingOVER9000 said:

I dont know now because Pellet spread is kinda random

not as random as some think
for shotguns spread is given as cm @ 10m
the area inside that spread is divided into a number of squares equal to the number of pellets fired at once

where each pellet lands is random but only within its allotted square

in this example I use the JG which fires 12 pellets
the large square represents the spread at 10m, and the smaller boxes represent the areas in which any one pellet can land
SnRzqhv.png

 

the red dots are hypothetical representations of the random way in which pellets can land within their box

Edited by CookiePuss
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37 minutes ago, CookiePuss said:

not as random as some think
for shotguns spread is given as cm @ 10m
the area inside that spread is divided into a number of squares equal to the number of pellets fired at once

where each pellet lands is random but only within its allotted square

in this example I use the JG which fires 12 pellets
the large square represents the spread at 10m, and the smaller boxes represent the areas in which any one pellet can land
SnRzqhv.png

interesting... thanks for sharing this knowledge with us.

 

Now there is a question is disturbing me... what's the reason for the pellet behaving a lot of times so edgy than being at center of the square?

 

I guess CSG work more and less the same but with a tigher square ( that will explain a lot why is so kinda RNG...)

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6 hours ago, PingOVER9000 said:

interesting... thanks for sharing this knowledge with us.

 

Now there is a question is disturbing me... what's the reason for the pellet behaving a lot of times so edgy than being at center of the square?

 

I guess CSG work more and less the same but with a tigher square ( that will explain a lot why is so kinda RNG...)

it's because they simply dotted the dots there to indicate randomness. It's not intentional, it's simply that there's "more" edgespace than "centerspace" for the pellots to hit the chance to land at.

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On ‎5‎/‎23‎/‎2020 at 2:10 PM, CookiePuss said:

I don't think LO is done with balance, or even close to being done with balance.

Best thing you can do is write up some well thought suggestions.

I do think LO want's your help in making the game better than it is.

 

ok then I hope lo see that with the  semi auto guns. I mean this guns who have much accuraty in mobility. The wappons are fine but the maximum time how fast can come out bullets need to be lower. The guys with the macros or configs ,scripts and whatever all shot to fast with it so look at . .45.

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27 minutes ago, Eviltara said:

The guys with the macros or configs ,scripts and whatever all shot to fast with it so look at . .45.

its a bad idea to balance weapons around cheats

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4 hours ago, 404 said:

its a bad idea to balance weapons around cheats

especially when its complaining about firing speed... its really not that hard... i can full auto carbine very easily (only requires 6.25 clicks per second.... minecraft pvpers can click twice as fast lol..)

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27 minutes ago, FakeBungo said:

especially when its complaining about firing speed... its really not that hard... i can full auto carbine very easily (only requires 6.25 clicks per second.... minecraft pvpers can click twice as fast lol..)

carabine is easy yes but in .45  or obeya u will not have always max speed.  special when sometimes the gun stucks.

Edited by Eviltara

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13 minutes ago, Eviltara said:

carabine is easy yes but in .45  or obeya u will not have always max speed.  special when sometimes the gun stucks.

the carbine, .45, and obeya all function exactly the same with regards to firing timing (aside from the exact timing itself)

 

there is no jamming or sticking mechanic

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