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Mission Impossible Patch Announcement

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4 hours ago, Hexerin said:

To make it even weaker than it already is, probably.

 

weaker??????

 

 

swarm was one of the best guns in the game LOL

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5 hours ago, Nagletz said:

Can anyone make it clear, what happened to Medium Ammo box, which is available for it now? Will it be just instead of heavy one or something? 

Basically, Medium Ammo box will be removed.  Large ammo box is being renamed and swapped to use the Medium model while still technically being a large box.  Basically the large box gains additional mobility.

 

Tough luck for anyone who bought the medium one.

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they really need to give car det a cooldown, everyone is just going to be spamming car det now since blowtorch and hbf are nerfed.

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3 minutes ago, Motorola said:

they really need to give car det a cooldown, everyone is just going to be spamming car det now since blowtorch and hbf are nerfed.

Reading is too much to ask again ... 

 

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Seems like a good patch on paper, but like others mentioned, changing the rank requirements for mods to be much lower or non-existent would've been great.

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2 hours ago, Uhtdred said:

 

weaker??????

 

 

swarm was one of the best guns in the game LOL

Took me too long to figure this out.

Definitely an S tier or A tier weapon.

 

 

 

Edited by CookiePuss

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Hope they nerfed the speed of the coywolf while carrying items/vip becuase it is bullshoot

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4 hours ago, Gro said:

Whats the point of evening out high tier cars like jericho, bishada, growl, mikro etc. People were using it anyway quite a lot. Lets add some hp to "even out" because why not?

You want to mix the meta a bit, buff low rate cars like broadwing or montane. I honestly don't see how in the world more hp and more baggage capacity would break "meta".

Regular vegas vs 4x4 vegas hp stuff doesn't make sense as well.

 

Same goes to pioneer/espacio. There's just 2 big tanks which aren't even fast enough, whats the point nerfing it? Conc nade nerfed em 10 years ago, what the hell.

 

I personally drive fresno just for the look of it, it's not even good at anything other than getting a rocket.

People drive vegases cause it's top speed, you didn't change a thing with this fix.

Thats why I ask again: were there any reason to even touch it?

levelling out the "high tier" vehicles is an indirect buff to every vehicle, because it makes them a more viable choice in comparison - case in point, the fresno you drive is going to be the highest hp car once this patch goes live

 

i dont know what game youve been playing but the pioneer/espacio or the vegas have been the only "competitive" choices in apb for years, and have contributed to some of the most boring gameplay tactics (carplay) this game has had

 

now that you cant shrug off a concussion grenade in a pioneer/espacio, or get top speed performance and more hp than every other top speed car with the vegas, i expect there will be quite a bit of vehicle diversity again 

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28 minutes ago, 404 said:

most boring gameplay tactics (carplay)

Running-with-item whiners' lobby did this?

Now i can see a point.

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1 hour ago, Kevkof said:

Reading is too much to ask again ... 

 

I read it. Just telling them how cancer the game is going to be for the next few weeks till they finally add the cooldown. I play the game enough to already understand how bad its gonna be.... i wouldnt need to "test" it. to me its common sense to add a 60 second timer to car det, why would we need to test this at this point in the game's lifetime? 

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Those car changes... the 4x4 vegas used to be the goto car cause it has great handling, can do nice jumps, doesn't get stuck easily due to 4x4 and has better acceleration then the non 4x4 vegas, but slower max speed. Now after those changes theres max speed AND more hp speaking in advantage of the non 4x4 vegas, considering the 4slot 4x4 was the harder to get car (aside of the refer a friend program ages ago) that seems kinda like a weird change. Funny how the coywolf got a cargo upgrade but no nerf to its running away speed with a vip inside yet.

 

Blowtorch changes.. i really see how the blowtorch needed a damage nerf.. it was such an effective weapon and so hard to dodge by people that forgot where their WASD keys were.

 

ISSR-b vs DMR-AV any reason left to use a dogear after those changes?

Edited by Mikiy
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8 minutes ago, Mikiy said:

  any reason left to use a dogear after those changes?

Yes, absolutely.

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24 minutes ago, Gro said:

Running-with-item whiners' lobby did this?

Now i can see a point.

thats not what carplay is, but thanks for confirming you do in fact play some strange alternate version of apb

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42 minutes ago, 404 said:

thats not what carplay is, but thanks for confirming you do in fact play some strange alternate version of apb

You're welcome, fellow pedestrian.

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Huh, well there goes all this threads with sceptism toward LO.

Here's my review:

17 hours ago, Sakebee said:

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. ? (Not sure if that really was issue with missions)
  • 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 X

  • Turned Mobile Cover into an Orange Character Modification and reduced its HP value slightly, 650 HP -> 600 HP X (Will make for useless orange mod then which nobody gonna use as mobile cover is very situational.)
  • High Burn Fuel will now reduce Vehicle HP by 15%, in addition to its current effect. X ? (That downside seems too harsh, especially coupled with vehicle changes.)

 

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 ? (Not mega important)
  • Resupply Box is now a medium size item ??? (Wut?)
  • Resupply Box has all the same functionality of the current Resupply Box (Large) ?????? (Do you mean that all resupply boxes are now medium variants of them?)
  • Added Consumables into Wilde's shop in Social at the following prices: ? (Would also put them at contacts for the same prices. It's usual first place for newbies to look for them.)
    • 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 X (Is boombox REALLY that op to even have duration of use? Right now it's put out of use by gigantic majority of players.)
    • Changes to remove the use duration on Spotter, Epinephrine Injector, Blowtorch and Med Spray will be coming in a subsequent patch X (Spotter and Blowtorch will be buffed like that...)

 

Weapon Changes XXX (This changes are really bad in my opinion)

  • Reduced Blowtorch healing rate by 46% 
    • Hard damage dealt: -8.8 -> -5.6 
  • Reduced Blowtorch ammo capacity from 800 -> 350 X (Along with hard damage nerf it makes blowtorch use up a lot more ammo - meaning that real capacity dropped as twice as you provided. Overnerf.)
  • Reduced AAEPD 'Volcano JC' max hard damage from 1227 -> 800 XXX (Bad decision which will push out Volcanos and put in OSMAWs)
  • Reduced ISSR-B hard damage from 72.9 -> 45 XXX (Just killed one good ability of very balanced gun)
  • Reduced ISSR-A hard damage from 70.1 -> 51 XXX (And it's worse brother)
  • Reduced SWARM hard damage from 50.7 -> 40.95 X √ (It needed just a nudge honestly)

 

Car Changes ? (Possible unseen consequences?)

  • 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) X (Car which only reason for most of pop to use was because it was tank gets nerfed... Do math for consequences.)
    • Espacio: 1,600 -> 1,350 (HBF 1,147) X (See above)
    • Growl: 950 -> 1150 (HBF 977) 
    • Mikro 900 -> 950 (HBF 807) ? (It looks more like change just for the sake of changing.)
    • Varzuga variants 900 -> 950 (HBF 807) ??? (Why just that tier 1 car? Why not other tier 1 and tier 2 cars? Why not tier 0? Why they don't get modifed HP or other values? They are currently considered as lesser than tier 3 in every single aspect (Minus Dolton Fresno))
  • Modified the Cargo Space for the following vehicles:
    • Mikro: 4 -> 5 
    • Vaquero: 4 -> 5 
    • Rally Varzuga: 4 -> 5 ? (Didn't knew it got nerfed cargo space)
    • Han Coywolf: 2 -> 5 

Final review:

? (Needs way more testing, might cause long-term problems and might greatly affect car play negatively.)

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I genuinely never believed we'd see car and mission re-balancing happen prior to the Engine Upgrade. I'll be very interested to see how this affects regular missions, especially in regard to item size and objective location (All eyes on The Hidden Menace and especially Piracy Purge)

 

The vehicle re-balancing is interesting, as the Pioneer/Espacio nerf is a reversal of a previous G1 patch to make cars more survivable against weapons like OSMAWs.

 

Hopefully this patch paves the way for more long needed re-balancing efforts which I won't put here to avoid sparking arguments (But mostly around spawns). I hope LO goes further and looks at other tweaks to the mission system, such as introducing a delay before the final stage to allow everyone to spawn in.

Edited by Lord Cashpoint

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1 hour ago, Mikiy said:

Those car changes... the 4x4 vegas used to be the goto car cause it has great handling, can do nice jumps, doesn't get stuck easily due to 4x4 and has better acceleration then the non 4x4 vegas, but slower max speed. Now after those changes theres max speed AND more hp speaking in advantage of the non 4x4 vegas, considering the 4slot 4x4 was the harder to get car (aside of the refer a friend program ages ago) that seems kinda like a weird change. Funny how the coywolf got a cargo upgrade but no nerf to its running away speed with a vip inside yet.

 

Blowtorch changes.. i really see how the blowtorch needed a damage nerf.. it was such an effective weapon and so hard to dodge by people that forgot where their WASD keys were.

 

ISSR-b vs DMR-AV any reason left to use a dogear after those changes?

 

4x4 vegas has insane acceleration, can ram through anything, has an airplane mode, can tank rockets/concs, and just about had max speed.

There was literally no reason to use the regular vegas. Now with the regular vegas having more HP, it has a place again, and it desperately needs that - unless you're moving in a straight line alread, you're a slow target that's easily killed. It doesn't matter how hard it is to get one. Let's just say that leveling up your contacts to unlock the 4 slot vegas takes longer than grinding out the JT for the 4x4, mind you.

 

Blowtorch changes.. did you read the patch notes? It's purely hard damage, so it doesn't out-repair every single gun.

It's still the exact same as before as a "weapon", nothing was changed with soft damage.

 

ISSR-b vs DMR-AV, of course it still has its use - it's incredibly good at killing people, unlike the DMR.

You can't have a gun that dominates AV and players at the same time.

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31 minutes ago, Mitne said:

Final review:

? (Needs way more testing, might cause long-term problems and might greatly affect car play negatively.)

Not to come off as cocky but you should really form an opinion around these changes after you played on the patch. Initial feedback is good but some of your points are flat out wrong in the actual gameplay scenario.

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18 hours ago, 404 said:

wow this is a wild patch, some good stuff in here

 

can we get the reasoning behind these changes?

 

i get that these guns are meant to be more hybrid anti vehicle/anti personnel but nerfing problematic vehicle hp doesn't mean much if some of the most effective AV guns also get a hard damage nerf

 

also don't get why the issr-a gets more hard damage than the issr-b even though it fires faster

ISSR series are a broken as fuck gun lmao

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12 minutes ago, Katryoshka said:

ISSR series are a broken as fuck gun lmao

not really, the issr-a is almost universally regarded as one of the worst guns in apb

 

i feel like this could be more effectively discussed if you listed why they're "broken as fuck"

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1 hour ago, Frosi said:

Not to come off as cocky but you should really form an opinion around these changes after you played on the patch. Initial feedback is good but some of your points are flat out wrong in the actual gameplay scenario.

If they aren't even live, how can I play them?

Question mark is there for a reason. It's all theory for now. And warning. Hey but what do I know. OBT Veteran who play this game from OBT minus 2 years of break, so I can surely say we didn't had big nerfs and "fixes" which broke balance in-game, right? Right?

Edited by Mitne

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they didn't really nerf/address the frustration that people have with 'car-playing' they just changed it in a way thats going to cause similar frustration in a different way now.

 

now players are going to rush players who are caught off-guard in the middle of the street and jump out with smg/shotgun/percs and be harder to counter as their fast cars got hp buff.

 

all they really nerfed was the pioneer/espacio..... it just changes the way players can be on the street now (especially with longer ranged weapons)

 

if they really wanted to change how the car playing is without changing how players are able to play in the streets they should add more cover on the street along with buffing hard damage across all guns.

 

they could also give a special advantage to 'car killer' guns. DMR-AV, ALIG, OSMAW, Conc Nade these weapons should slow down cars that they hit by a big amount. Car killer weapons slowing down cars after each shot/hit would be a direct upgrade and an other option available to counter players.

 

what this change is doing is removing options and counters to abusive play. now people will abuse you on the open street even easier

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5 hours ago, SkittyM said:

 

 

Tough luck for anyone who bought the medium one.

My inventory stacks of medium boxes is already quivering

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