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Mission Impossible Patch Announcement

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6 minutes ago, Kevkof said:

Rather than enticing people into abandoning matches, shouldn't the focus be on improving those matches so they don't have to be abandoned?

 

It's at the top of the ingame commands which is on F10 by default, doesn't seem that far away

I think if a person wants to abandon a mission they'll find methods to do so even if it means exiting the game. The idea isn't to entice people to abandon missions but to at least let them know the option is there and negate causing further frustration with the game. 

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2 minutes ago, AgentWatson said:

I think if a person wants to abandon a mission they'll find methods to do so even if it means exiting the game. The idea isn't to entice people to abandon missions but to at least let them know the option is there and negate causing further frustration with the game. 

The frustration quite often comes from the opposition, so then abandoning the match isn't possible, other than closing the game/pc

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On 8/1/2020 at 1:09 AM, Sakebee said:

Moved all VIP/Escort missions to a minimum group size of 3.

Sadly it didnt work out.

Still there are VIP missions like 1(me) vs 2(Opp, VIP)

Noone left the mission before at least not on my side

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On 8/1/2020 at 1:09 AM, Sakebee said:
  • Increased the Cooldown for Remote Detonator from 0s -> 90s

All this does is prevent Removed Inappropriate language ~@mayii players from reusing their detonator near a carspawner... otherwise 90s might be pretty close to the duration it takes them to respawn their car, place it where it exploded before, and wait until someone's near it.

 

I'd have loved either an explosives 3 nerf (radius or damage) or an increase of the time between activation and detonation.

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7 hours ago, SunnyMonroe said:

Sadly it didnt work out.

Still there are VIP missions like 1(me) vs 2(Opp, VIP)

Noone left the mission before at least not on my side

Can you let me know the name of the mission(s) where this occurred? 

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7 hours ago, SunnyMonroe said:

Sadly it didnt work out.

Still there are VIP missions like 1(me) vs 2(Opp, VIP)

Noone left the mission before at least not on my side

Was it you as the VIP or did the Enemy team have a VIP? If it was the enemy team with the VIP then one of their team mates abandoned the mission prior to you getting them as opposition. VIP missions only SPAWN in 3+ player groups, this doesn't entirely eliminate 2vX/1vX VIP but makes it far less likely, especially in premade groups.

Edited by Frosi

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3 hours ago, Sakebee said:

Can you let me know the name of the mission(s) where this occurred? 

its called "Gun-Kings" i send u a screenshot hope u get the information u need

 

3 hours ago, Frosi said:

Was it you as the VIP or did the Enemy team have a VIP? If it was the enemy team with the VIP then one of their team mates abandoned the mission prior to you getting them as opposition. VIP missions only SPAWN in 3+ player groups, this doesn't entirely eliminate 2vX/1vX VIP but makes it far less likely, especially in premade groups.

yes it was the VIP on the enemy team

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9 hours ago, SunnyMonroe said:

yes it was the VIP on the enemy team

Then it is like I said in my post, the mission spawned as a 3 player mission for the enemy team but one of them abandoned. This isn't exactly a bug, just a quirk in the system.

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6 hours ago, Frosi said:

Then it is like I said in my post, the mission spawned as a 3 player mission for the enemy team but one of them abandoned. This isn't exactly a bug, just a quirk in the system.

It's just one more thing that needs to be fixed before the mission system is in full working order. Not a gamebreaking thing, so obviously not top priority, but still something.

 

Ideally, LO would simply change it so that missions don't start until there's enough players readied up to start a proper opposed mission. Unopposed missions are the root cause of so many of this game's problems, especially since the game can have multiple unopposed missions on both factions running at the same time. I shouldn't have to elaborate why that's really, really bad.

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On 8/2/2020 at 1:27 PM, Zolerox said:

Disagree just make it 4wd or something to stop it taking 3 decades to reverse.

The Moirai should definitely be 4wd, it was made to be... In it's current state there's no reason to pick it over the Dolton Broadwing. Add 4 wheel drive in the equation, and it starts to look more appealing.

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Impressive patch! I wouldn't have expected anything of this scale before the engine update.

 

On 8/5/2020 at 10:43 PM, Kysali said:

This is a huge issue, because you just at times need to go in hot with your car into the enemy team, to even stand a chance, especially, if you are running a shotgun or SMG build.

Sounds good to me. Hopping into a car when you run CQC weapons shouldn't mean you can just bum-rush your opponents all willy-nilly.

 

On 8/8/2020 at 9:04 PM, 404 said:

seems like a bug to me, its an unintended side effect of how mission spin up code interacts (or rather, doesn't interact) with changing player count

Missions are hard-coded progressions of various stages. They currently can not change dynamically based on player count (or anything else, really).

Once a mission launches the final stage is set in stone, no matter what happens during it. To change this behaviour, a fundamental rewrite of the entire mission system is probably required.

 

 

On 8/9/2020 at 12:36 AM, Hexerin said:

It is unintended behavior, therefore is a bug. This isn't complicated.

The behaviour on the technical side is absolutely intended, the code does exactly what it was written to do. The result can, however, be unwanted. So strictly speaking it's not a bug that can be fixed, it's an issue that needs to be addressed.

Edited by Revoluzzer
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20200814181338-1.jpg

It seems like the VIP missions that used to be 2v2's still use the 2v2 lives (12 to 5) instead of the normal lives (25? to 8) 

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3 hours ago, Revoluzzer said:

Sounds good to me. Hopping into a car when you run CQC weapons shouldn't mean you can just bum-rush your opponents all willy-nilly.

That isnt really the point. you can still do exactly that. Just get high burn fuel, nitro III and if you want Steel plating III.
And you can easily run into the enemy team, hide behind your car and take out ppl with nades in their hands, before they can really react, and even if your car blows up, you do not get any dmg yourself. If you are rank 195 or willing to pay JT for that mod.

That kinda manifests the issue of older vs newer players. Which is one of the key reasons, why so many people try the game only to never return. Cause they just cant get a foot in the door.

I mean, we can fight back and forth, whether a car should be tanky or not. I think, yes it should be. At least tankier than a single person on foot (As it is now cars have about the same HP as players have (950-1300 HP on cars, and Players on Fragile at 860 HP 1000 base and up to 1300HP using Kevlar) But agree to disagree.

The main point tho for me is, there are two reasons given for this change 1. To bring cars more in line, and give people an incentive to use sth. else than Vegas, Espacio and Pioneer, and for Enforcers the occasional Jericho. and 2. To give newer players more of a chance.

But it does neither. New players main issue, is that they do not have access to high DPS equipment. They cant use Concussion grenades, only frag grenades (990 dmg on Concussion, 750 dmg on frag) which means, even against 1300 dmg vehicles, they have a harder time. Of course, it is now more manageable, as you can now destroy even the tankiest player cars with a maximum of 2 perfect nade hits, even for new players.
But that is about it. They still have the weaker equipment altogether. a Calabria has a whooping 1k HP, a single Concussion + one shot of pretty much any pistol, and their car goes boom. The first cars they unlock arent much better either. With the tankiest being the Ceresco at 1250 HP.

But HP just doesnt matter as much in cars. Yea ofc it does to a degrees, but main importance in missions, is being able to stop another players car, if you want to stop them delivering task targets. And there are two ways to do that 1. flipping a car, or ramming it to a halt 2. Rocket launcher.
New players only have access to 1.
However, only car that is really good at that is the Vegas. Which also still has 1300 HP... not the 4x4 one, but the RWD still has. So to stop other ppl running, the Vegas remains the Meta car.
Espacio and Pioneer also have a spot there, cause they cant easily be flipped or rammed away by a Vegas. But even a Bishada Rapier, a Growl, or a Jericho while now in line HP wise, still arent as good for that, meaning, they arent as good a choice as player vehicle.
And again, beginner equipment, just doesnt compare. If you try to flip a Ceresco, you WILL succeed. Cause that thing is just a Paper box on wheels. Yea a Calabria isnt as easy to flip, but it has so little weight and speed, you can just push it against a wall, and then proceed to destroy it with a single nade. A Cisco still sits at a whooping 980 HP (which before was higher than other fast cars, and is now the lowest around)

So yea. It does neither bring cars in line, as the Vegas, Espacio, and Pioneer still are the Meta, nor does it really give much of a foot in the door for newer players. It definitely gives them a bit more of a chance against higher ranked players in cars... By entirely removing any Tankiness from cars, which eradicates an entire playstyle.
Before the nerf, I knew I could hide from at least one blast of anything behind a pioneer, including an OSMAW. Now, that isnt the case anymore.
That in turn makes play against chokeholds even harder, which means, you can only really win against a chokehold, if your team is significantly better than the enemies, which then is a sign of bad matchmaking.

And that is my point. It doesnt do, what its supposed to do, but it does remove tactical options, which I personally just dont like.

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car spawner has already been nerfed by the recent changes to pioneer, 4x4, espacio health. the problem was the cars wouldnt die easily and required several concs to clear a team's car spawners

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On 8/14/2020 at 11:27 PM, Kysali said:

I knew I could hide from at least one blast of anything behind a pioneer, including an OSMAW. Now, that isnt the case anymore.

But u can hide from 2 (now useless) volcano rockets now! 🙂

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On 8/14/2020 at 10:08 PM, RatedX said:

20200814181338-1.jpg

It seems like the VIP missions that used to be 2v2's still use the 2v2 lives (12 to 5) instead of the normal lives (25? to 😎

 

Yes I have noticed this too, by the way the original ratio for large missions was 23 to 8. I'm unsure if this is intentional or not, but it does mean that VIP missions with larger player counts ends very quickly (And seemingly almost in the defender's favour). If anything the reduced lives harms the attackers - as they technically have less lives per VIP life (Something like 2.4 vs 2.8). Attackers ideally more lives in VIP missions, and even then it may not be enough.

Edited by Lord Cashpoint

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On 8/14/2020 at 5:08 PM, RatedX said:

It seems like the VIP missions that used to be 2v2's still use the 2v2 lives (12 to 5) instead of the normal lives (25? to 😎

I noticed this too. I had a few VIP missions that started as 3v3 and 4v4, but were limited to 2v2 VIP kill counts.

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On 8/14/2020 at 11:27 PM, Kysali said:

That isnt really the point. you can still do exactly that. Just get high burn fuel, nitro III and if you want Steel plating III.
And you can easily run into the enemy team, hide behind your car and take out ppl with nades in their hands, before they can really react, and even if your car blows up, you do not get any dmg yourself. If you are rank 195 or willing to pay JT for that mod.

So is it a huge issue now or not? Because you make it sound like it isn't, when before you made it sound like it is.

 

 

Quote

I mean, we can fight back and forth, whether a car should be tanky or not. I think, yes it should be. At least tankier than a single person on foot (As it is now cars have about the same HP as players have (950-1300 HP on cars, and Players on Fragile at 860 HP 1000 base and up to 1300HP using Kevlar) But agree to disagree.

This doesn't really matter, because hard and soft damage are not the same. If the tankiest car had 650 health and weapons dealt half as much hard damage as they do now, it would be pretty much the same situation still.

 

As it stands most weapons deal a fraction of their health damage in hard damage.

 

 

Quote

And that is my point. It doesnt do, what its supposed to do, but it does remove tactical options, which I personally just dont like.

Well I just have to disagree with this. The way I see it it levels the playing field a little. Of course it doesn't address some of the other issues you mentioned (e.g. weight and flip-ability), but this might be more fundamental changes which aren't as easily done.

 

When it comes to vehicles that are available to newbies compared to veterans you always need to remember that there should also be a sense of progression. New players start as bottom feeders in the lowest ranks and work their way up through the organisations. This gives them access to better equipment over time and something to strive for.

 

For what it's worth, I used the Balkan Varzuga regularly even on R195.

Edited by Revoluzzer

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Wait.... you did all that but nothing to the Cisco?!

 

WHAT ARE WE, SOME KIND OF JOKE TO YOU LO?!

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10 hours ago, MiyaCop said:

Wait.... you did all that but nothing to the Cisco?!

 

WHAT ARE WE, SOME KIND OF JOKE TO YOU LO?!

Yes, Yes you are.

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On 8/1/2020 at 2:09 AM, Sakebee said:
  • Reduced Blowtorch healing rate by 46%
    • Hard damage dealt: -8.8 -> -5.6
  • Reduced Blowtorch ammo capacity from 800 -> 350

What on earth is this? Not only do you take away 56.25% of the ammo (which already is significant) but then you make it heal 46% slower as well? If you add those things up, 0.54 (modified healing rate) * 0.4375 (modified ammo capacity) = 0.23625, or in other words the blowtorch is now 23.6% as effective as it used to be. Overkill, no?

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1 hour ago, PatrickBatemann said:

What on earth is this? Not only do you take away 56.25% of the ammo (which already is significant) but then you make it heal 46% slower as well? If you add those things up, 0.54 (modified healing rate) * 0.4375 (modified ammo capacity) = 0.23625, or in other words the blowtorch is now 23.6% as effective as it used to be. Overkill, no?

You ever run out of ammo with the blowtorch?

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41 minutes ago, CookiePuss said:

You ever run out of ammo with the blowtorch?

Absolutely yes. Not before the changes because the timer ran out first usually but just yesterday ran out when I noticed that "hold on, something ain't right". The daily task from Cadagan to repair 2000p of vehicle damage is not possible in one go anymore and well the effectiveness in missions keeping in mind the lower repair rate is probably also not insignificant. I will have to play some more to get further experience but well things like this won't probably be possible anymore:

 

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7 minutes ago, PatrickBatemann said:

 things like this won't probably be possible anymore:

 

That is exactly the thing that made the blowtorch broken.

The exact thing the change fixed. 

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14 minutes ago, CookiePuss said:

That is exactly the thing that made the blowtorch broken.

The exact thing the change fixed. 

I agree, partly at least. I totally agree that blowtorches are (or were) pivotal to how some missions played out and for the record, I've always said that I have no idea why mods like this are locked behind R195 barrier (putting new players in a clear disadvantage). However in this case we are talking about a monumental nerf that is making it borderline useless. Both effects would be pretty significant individually but now we are talking less than half of the ammo it used to have AND nearly half the repair rate, making it less than a quarter as effective as it used to be.

It is sort of like killing a fly by shooting it with a naval cannon.

 

So yeah, you have "fixed" a problem but at the same time you have basically destroyed a tool or an element of the game (which in my opinion is not a luxury that APB can afford). Just halving the ammo pool would already have made a pretty big effect.

Edited by PatrickBatemann
Some extra thoughts

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