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Todesklinge

Clotting Agent = OP, Kevlar 3 = useless

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There is a bug in the game.

Clotting Agent 3 gives to much bonuses.

Kevlar 3 have no bonuses.

 

I have most death in the Team (for example on Baylan Shipping).

So Kevlar 3 have no effect or its bonus is to weak!

 

Why i lose most fights, die most times and are the slowest, with Kevlar 3?

Clotting Agent 3 gives highest health bonus, have no downside, why?

 

I report this green character modification bug.

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Seems like a you problem.

Kevlar gives 30% health but makes you slow. Mobility is everything in APB.

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That's not a bug, but an opinion on balance, so you've kind of posted in the wrong area of the forums, Kiida already said all that needs to be on why kevlar bad, slowness does not jive with Apb's gameplay

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12 hours ago, Todesklinge said:

There is a bug in the game.

Clotting Agent 3 gives to much bonuses.

Kevlar 3 have no bonuses.

 

I have most death in the Team (for example on Baylan Shipping).

So Kevlar 3 have no effect or its bonus is to weak!

 

Why i lose most fights, die most times and are the slowest, with Kevlar 3?

Clotting Agent 3 gives highest health bonus, have no downside, why?

 

I report this green character modification bug.

Another quality Todesklinge thread.

 

While I agree that Clotting Agent is a little too good (CA 3 needs only around 1.3 seconds to activate), your playstyle or pov on Kevlar 3 is wrong.

Most important thing: You can play everything in this game and be good, if you have most deaths in the team it's definitely your problem, don't expect and wish that a simple gun or mod changes that.

 

Personally I wouldn't recommend playing Kevlar in Baylan at all, so it's your fault for taking the wrong mods for such situation. 

Baylan is a big and open district so you need to have mobility to surivive by repositioning and taking cover. While playing Kevlar in mission districts which are open too is viable, if you car gameplay or the mission is at a place with a lot of cover, Baylan has a lot of players with a lot of angles to shoot you. 

 

Try playing Asylum with Kevlar, there is a lot cover and you actually make use of your 30% more health in fights. I tried it and it worked, one of the reasons is because most players don't expect that you use Kevlar (one of the advantages). 

If you still lose a straight 1v1 then you either play the wrong gun (Obeya as I have seen) which makes sense that you lose in CQC then, or you need to work on your aim (and brain because positioning is key too in this game).

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Alright, lets go over game hard facts, starting with Regen rates :

Health Regen Rates:
Default, no mod: 250 HP/second       (1000 HP/4 seconds, 100% regen rate)
Clotting Agent I: 142.8 HP/second         (1000 HP/7 seconds, 57% regen rate)
Clotting Agent II: 100 HP/second           (1000 HP/10 seconds, 40% regen rate)
Clotting Agent III: 62.5 HP/second         (1000 HP/16 seconds, 25% regen rate)
 
Health Regen Delays:
Default, no mod: 5 seconds
Clotting Agent I: 4 seconds
Clotting Agent II: 3.5 seconds
Clotting Agent III: 1.6 seconds
 

Health Regen Total Times (from roughly 0 HP):

Default, no mod: 9 seconds
Clotting Agent I: 11 seconds
Clotting Agent II: 13.5 seconds
Clotting Agent III: 17.6 seconds

All other green mods regen with the "No mod" stats, Kevlars included.
 

Now, the only gun that I remember that CA3 "broke" was the Scout, IF you didn't land your 2nd shot right away. Correct me if im wrong.

On the other hand all kevlars break TTKs and STKs of most weapons , with special attention to KEV3 that allows you to tank an overwhelming majority of weapons to the point of being fundamentally broken, For example :
Scout = 580+580 = 1160 dmg +1 for K3
PMG = 200x5 = 1000dmg +2 for K3
Tommy and norseman's = 100x10=100 dmg +3 for K3
45 AP = 225x5=1125 +1 for K3
Ntec = 185x6=1110 +2 for K3
 

If you look around apbdb for weapons to check you'll notice that KEV3 just outright gives you an advantage TTK/STK wise in any battle of equals with the exception of weapons that do more than 650 damage per shot, such as the HVR , JG , Strife, etc.

The game is balanced around 1000 HP , CA doesn't break TTKs, KEV3 on the other hand, just sticks its middle finger to game balance.... (and that is without taking account of medspray)

Imo, kevlar's movement penalty isn't enough for the benefits it provides given that movement penalties can be countered with vehicles.
Applying a regen rate reduction like the CA's while keeping the regen delay of no CA would be great and would nuke the K3+Medspray bullet sponge strat.

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kev 3 is fun with

SHAWcopter in asylum

opgl

sniper rifles because why are you moving alot you little camper

pissing off shotgun users

making toxic tryhards rage because they couldn't kill you with there whisper

and walking really slowly around social because you forgot about it

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If the Database is correct!

 

FFA 5.56:

TTK 7 Shots = 1,2 second

165 health damage x 3

 

7x 165 (2,3 bursts) = 1155 damage

Kevlar 1 is usless.

8x 165 (2,6 bursts) = 1320 damage

Kevlar 3 is dead.

9x 165 (3 bursts) = 1485 damage

 

1 burst takes ( 1,2 seconds / 3 shots) = 0,4 seconds

8 shots (0,4 seconds × 3 bursts) = 1,2 seconds.

 

Also with Kevlar 3 you can stay alive about 0 seconds longer than Clotting Agent 3.

Thats an insane ammount of time... thats a game changer (sarcasm).

The fun fact, FFA shots 3x3 bursts to kill a non and Kevlar 3 user = equal = Kevlar 3 have no effect.

 

WOW and Kevlar 3 movement is decreased by -20%.

That means the enemy have about +20% higher accuracy to shot the Player with Kevlar 3.

 

 

Also.

Kevlar 3 and Clotting Agent 3 dies with 3x3 bursts from FFA.

But with Clotting Agent 3, you can sprint to a nearby Cover.

With Kevlar 3, you can not sprint to a nearby cover (to slow).

 

 

A BUG is, if the specific Item (general) dont work like it should work, because it is out of range or the specific function dont work with other in combination.

Edited by Todesklinge

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