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Sakebee

Mission Impossible Patch Announcement

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Love the changes can't wait to see how its going to affect some peoples.

 

Next patch

 

Stabba - PIG nerf. Stamina Damage 950 ???

 

Remote Detonator  Detonates your Deployed Vehicle after 2s + 0.05s per meter ???

 

Colby PMG 28 & any variant similar to it ex: CBMP-45 'Dart' :

 

Either drop the health damage  200>150 or rise up the fire interval a little...? PMG and its variant models are the only one in the sub-machine guns category that are doing 200 health damage.. the distance in health damage with the others is quite significant.

 

Just those 3 are massively abused in different encounters.

 

Thanks

 

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2 minutes ago, randomguy343 said:

Can we get a buff on true ogre? Currently it feels just underwhelming, losing fights at close range from any colby shotgun or even jg ones.

not even gonna begin to say how many brain cells I lost after reading that

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1 minute ago, Hexerin said:

AAEPD

Excelled at AV role, no real reason to use an OSMAW over it.

With the hard damage reduction, it still can do AV, but gives back some of the niche to the OSMAW.

Volcano is better suited as an anti-personnel weapon anyway, due to the airburst paired with its shorter range.

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Add a timer on Remote detonator thx.

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Didn't expected this, but before saying "F*ck, wonderful changes!" i need to see the actual touch in-game wednesday.

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16 minutes ago, Hexerin said:

What's the logic on reducing the hard damage at max ramp for the AAEPD? If anything, it should have its health damage reduced to move it away from anti-personnel.

AAEPD is still going to be completely busted but its hard damage reduction was due to the fact that it could literally blow up any car with HBF with only 1 rocket meaning it could take out two cars before having to reload.

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I love the changes! One thing that I think would be interesting is to not give full defense or attack missions. Would be better if each objective would switch between defense and attack, because is much easier to defend than to attack, it's a big advantage for the team that defends.

 

I've played almost daily and new missions are nice, but so are if new NPCs comes with it. I see no point on playing anymore other than up the weapon roles or use the weapons I like to have fun, other than that there is no motivation to keep playing the game, it lacks objective when you get at a certain part of the game where you have almost all weapons/items unlocked.

 

And please fix the N-TEC jump shot, it is literally one of the weapons with the biggest aim when you jump, even Light Machine Guns don't have such a big size opening when jumping. This makes N-TEC so unneficient on closer combats, you feel powerless, I believe that is one of the mainly reasons why everyone is using FAR/Ursus nowadays and very few using N-TEC,

Ahh and I almost forgot, there isn't ANY SENSE on the missions where you need to defend a shopping glass, there is no possible way to defend such objectives, the same for Security Camera missions, those are really just meaningless missions and I believe nobody would complain if you just remove those missions from the game.

Edited by Debbie
grammar fixes
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6 minutes ago, Debbie said:

And please fix the N-TEC jump shot, it is literally one of the weapons with the biggest aim when you jump, even Light Machine Guns don't have such a big size opening when jumping. This makes N-TEC so unneficient on closer combats, you feel powerless, I believe that is one of the mainly reasons why everyone is using FAR/Ursus nowadays and very few using N-TEC,

How about no. If you're jumping, you shouldn't have any accuracy whatsoever. That's literally the drawback to jumping. The fact that some weapons still maintain accuracy while jumping (high-velocity rifles are the prime example here, mostly the Scout/Pathfinder) is absurd.

 

That being said, there's nothing wrong with the shotguns keeping accuracy while jumping. That's one of the perks they should have for being unusable past arm's reach.

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1 hour ago, Sakebee said:

Hello everyone,

 

A new patch is going up onto the Live servers for PC. This patch will be happening on Wednesday 8/5/2020. We are posting our notes a little early this week because there are a lot of changes to cover this time around (see overview for more details). The Patch is scheduled to start at 9 AM UTC and will last up to 6 hours. Console will have its normal maintenance starting at 9 AM UTC as well.

 

OVERVIEW

Our PC patch this week deals primarily with missions. Since Little Orbit took over, there has been a lot of talk about mission balance. We have been carefully listening to everyone's feedback and noting areas of improvement for some time now, but since Missions are the core of APB, these weren't changes we wanted to rush into. Any modifications to these core systems needed a strong understanding of APB gameplay and how everything fits together. As such, that is how we would like to frame this discussion: holistically. We are going to cover each of our goals for missions in a general sense before diving into the specifics in the changelog.

This first mission pass is intended to provide as much improvement as possible to the APB player's experience without fundamentally changing any of the existing missions you know and love. Our efforts here were focused on reducing pain points, like unwieldy timers, odd group sizes for missions, or awkward objectives. We wanted our missions to flow. Additionally, we wanted to introduce as many opportunities for counter-play as we could to emphasize opportunities for skillful and exciting back and forth between players.

Another area we knew we could improve upon is novelty. Many of our hardcore players have done the same set of missions thousands of times. In order to add some variety, we've gone back and found 50 missions that were previously disabled, added them back to the available mission pool, and updated them all to current mission standards. This means that, in addition to improved gameplay flow, there are also now many more missions to experience in any one gameplay session.

 

Finally, our third area is balance. With so many different missions and objectives, it was important to us that each felt as fair as possible to either side. Many of our timing, point, and grouping changes were in service to this goal.

 

There are many more changes than we have space to cover here or which can neatly fit into our three main pillars of Mission Flow, Mission Novelty, and Mission Balance. We will include a more detailed list of these changes in the change log below, but we encourage you to try them out for yourselves when the patch goes live. An important part of this process of improving APB is community feedback, so be sure to let us know what you think once you've gotten a chance to play!

 

PC CHANGES/FIXES

 

Mission Changes

  • We've manually adjusted stage timers and point totals to account for various mission factors. Some examples include:
    • Number of objectives
    • Distance between objectives
    • Size of task items (Small, Medium, Large)
    • Objective location (Streets, Satellites, Open Areas)
  • Final stage timers and point totals for stages that have points have been reworked to focus more on point totals and less on timers.
  • Bonus time missions now end early when unopposed to prevent stage time pooling. Bonus time based missions now begin with a larger timer.
  • Stage timers have been normalized when swapping between attack and defend stages.
  • Missions where the first stage involves three objectives have had their stage timers increased to prevent the defenders from having an immediate advantage.
  • Moved all VIP/Escort missions to a minimum group size of 3.
  • Re-evaluated the minimum group sizes for every mission in the game.
  • 50 previously disabled missions have been added back into the available mission pool and are updated to current mission standards.

 

Modification Changes

  • Turned Mobile Cover into an Orange Character Modification and reduced its HP value slightly, 650 HP -> 600 HP
  • High Burn Fuel will now reduce Vehicle HP by 15%, in addition to its current effect.

 

Consumable Changes

  • Reduced the current HP damage of Epinephrine Injector from 50% damage -> 25% damage.
  • Med Spray now also doubles your base HP regeneration in addition to its previous effect
  • Renamed Resupply Box (Large) -> Resupply Box
  • Resupply Box is now a medium size item
  • Resupply Box has all the same functionality of the current Resupply Box (Large)
  • Added Consumables into Wilde's shop in Social at the following prices:
    • Epinephrine Injector - 5 charges for 2,000 APB$
    • Med Spray - 5 charges for 2,000 APB$
    • Resupply Box - 5 charges for 2,000 APB$
    • Satchel Charge - 5 charges for 2,000 APB$
    • Boom Box - 10 charges for 2,000 APB$
  • Changed how cooldowns work for deployables. The Cooldown starts right away, and the item will now last for a set amount of time unless destroyed:
    • Mobile Cover (orange mod)
      • Cooldown: 120s
      • Duration: 60s
    • Resupply Box
      • Cooldown: 180s
      • Duration: 90s
    • Boombox
      • Cooldown: 60s
      • Duration: 45s
    • Changes to remove the use duration on Spotter, Epinephrine Injector, Blowtorch and Med Spray will be coming in a subsequent patch

 

Weapon Changes

  • Reduced Blowtorch healing rate by 46%
    • Hard damage dealt: -8.8 -> -5.6
  • Reduced Blowtorch ammo capacity from 800 -> 350
  • Reduced AAEPD 'Volcano JC' max hard damage from 1227 -> 800
  • Reduced ISSR-B hard damage from 72.9 -> 45
  • Reduced ISSR-A hard damage from 70.1 -> 51
  • Reduced SWARM hard damage from 50.7 -> 40.95

 

Car Changes

  • Modified the HP values for cars in the following way:
    • Bishada: 900 -> 1,150 (HBF 977)
    • Jericho: 1,100 -> 1,150 (HBF 977)
    • Vegas 4x4: 1,350 -> 1,150 (HBF 977)
    • Vegas: 1,350 -> 1300 (HBF 1,105)
    • Pioneer: 1,600 -> 1,350 (HBF 1,147)
    • Espacio: 1,600 -> 1,350 (HBF 1,147)
    • Growl: 950 -> 1150 (HBF 977)
    • Mikro 900 -> 950 (HBF 807)
    • Varzuga variants 900 -> 950 (HBF 807)
  • Modified the Cargo Space for the following vehicles:
    • Mikro: 4 -> 5
    • Vaquero: 4 -> 5
    • Rally Varzuga: 4 -> 5
    • Han Coywolf: 2 -> 5

 

 

This post is cross-referenced under Game Updates for your convenience.

 

🐝 Sakebee

When I seen console I almost got hyped and than I closed the fridge. I mean laptop. (Ehhh it'll take time for console so I gotta be patient)

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16 minutes ago, Hexerin said:

How about no. If you're jumping, you shouldn't have any accuracy whatsoever. That's literally the drawback to jumping. The fact that some weapons still maintain accuracy while jumping (high-velocity rifles are the prime example here, mostly the Scout/Pathfinder) is absurd.

 

That being said, there's nothing wrong with the shotguns keeping accuracy while jumping. That's one of the perks they should have for being unusable past arm's reach.

If that's the case, the same should happen with FAR and Ursus. But no, they just completely nerfed this aspect of N-TEC and didn't do it for it's similar weapons, making it weird, much less attracting(and inferior), changing the META to the other weapons, such as(again) FAR and N-TEC Ursus, that literally in 8 out of 10 missions you will find someone using them.

Edited by Debbie

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12 minutes ago, Debbie said:

If that's the case, the same should happen with FAR and Ursus.

I don't disagree, as I literally clearly stated in my post.

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1 hour ago, Kiida said:

Remote det slipped through the cracks again. Needs a proper cooldown on par with the 4x4 Firebomb so it can't be spammed. 

All I have to say. Otherwise great patch. 🙂

As you can see, there are a few changes coming in this next patch. There were things that were bound to slip through the cracks and Remote Det is one of those things. After talking to the team we will be adding and testing a cooldown for that before this patch goes live on Wednesday. More details on specifics as the patch gets closer.

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Everyone: Screams bloody murder about the PMG

You guys:

Think that dogear killed cars a liiiiil too fast

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I assume the other 50 missions are the ones where enforcers can defend now that the defenders side is FINALY getting some nerfs?

Oh wait hold on, I will be back soon. Just carrying this package in a car and driving away after the enemy did 7 stages OK

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5 minutes ago, Gusvato3080 said:

Can you make the duration of the boombox unlimited when out of missions?

Along similar lines, remove (or reduce to 1 second) the cooldown on all activated mods (both player and vehicle) while outside missions. Big one of note here being Nitro, of course.

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4x4, Pioneer and Espacio getting HP nerfs?

 

*Dusts off ALIG*

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8 minutes ago, Hexerin said:

Along similar lines, remove (or reduce to 1 second) the cooldown on all activated mods (both player and vehicle) while outside missions. Big one of note here being Nitro, of course.

nitro would get spammed in races then >:^(

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V

1 hour ago, Knite said:

h2iWxJB.gif

Varzuga owners rejoice!

Varzuga onwers rise up!!!

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Just now, Helix Reloaded said:

nitro would get spammed in races then >:^(

Considering races are pointless anyways (literally "who screws up a turn first"), that's a [non-]price worth paying(lol) to allow players the ability to practice trick jumps.

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Great changes, I'd like to suggest reducing the rating requirement for the 195 mods (car surfer, tryhard tablets, fragile etc.) to make them more accessible to new players though, right now the only way for low rating players to access these mods is through joker store at a 250 jt/week rate which is quite steep for new characters.

 

Please either abolish rating requirements for mods, or bring these mods in line with the others.

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why is the OCA TTK nerfed but not the PMG!

 

 

Edited by Deadliest
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I'm looking forward to these changes, this seems awesome.

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1 hour ago, Hexerin said:

Along similar lines, remove (or reduce to 1 second) the cooldown on all activated mods (both player and vehicle) while outside missions. Big one of note here being Nitro, of course.

While I think this is a good idea, I believe that it should be seperate modifications especially with nitro. For starters, the mods cannot be allowed in missions as you stated.  However this would be an inaccessible feature for people who cannot obtain the upper levels of the mod for reasons such as money and levels. Adding a modification with no money or level restrictions would not only be accessable to max level players, but also to players who just started apb and wish to join any car events where everyone else may have the mod(as an added note, new players could expirament with different high level mods to find out what they do and if they like them before purchasing). On the contrary, this would be a difficulty with players who grief others as they will be able to constantly chase and keep up with people in a mission. I suppose one way LO could handle this IF they were up to it would be to dedicate a district without PvP but with no cooldowns for racing(like RARE), the people who like stacking dumptrucks or ramming into NPC Cars, people doing tricks with nitro, or even car shows to show off everybody's custom car designs. (In my opinion this could be done to the gold districts because most people in gold are shoplifting or holding events)

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