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jmiIos

Remove OPGL from FC

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~@mayii

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9 minutes ago, Flaws said:

Why not? Just curious.

Had to explain to 3 people at once why it is a bad idea to have heavy artillery (pocket version) in a map that is basicaly inside a house.

Conclusion:

 

- OPGL is perfectly balanced

- If the mode can't take one of the base weapons of this game, it might be a shit mode and should probably be removed

- jUsT uSe fLaK jAcKeT

 

Feels like i got way too deep into this topic already.

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lmao some random just went 46-13 because he was sitting at the main playarea ammo spawn and spammed opgl and percs and got MVP twice in a row while everyone else was barely able to get 30. Two other randos with him. Gotta love lots of screen shaking and not being able to push the main playarea of asylum and have to go all the way around to push and even then you probably won't be able to.

 

Also you don't know shit about it so just stfu.

 

Opgl was designed to push tight areas in MISSIONS like the one where the enforcer contact is where there are ladders from both sides, can't remember what it's called.  Put opgl in fc where there is a lot more people where you have ammo pile by you and you made dogshit. Screen shaking fiesta, it gets even worse when multiple people use it

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This is why you can't have a serious conversation about this topic. Only thing you can hope is that LO takes a look at it and decide for themself. If they wanna keep it that's fine. That is much easier to accept than some peoples "GIT GUD LOL JUST USE FLAK JAKET OR DODGE NADES BRUH"

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1 hour ago, cowhorseman said:

keep it

and git gud kid

stupid fucking smart

lmao nice word replacement

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remove kevlar too imo. So fucking annoying when a teammate or opp has an opgl and kevlar in fight club all the times.

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Wish there would be less troll posts about this but what do i expect. Not gonna explain it again if the only counter and pro arguments are to remove it entirely or the typical "git gud"

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4 minutes ago, InkieTheSauzeGod said:

Its the whole; Getting 85'd by a teammate with an OPGL that does my head in 😌

could've taken on a group of 3 around me if a teammate wouldn't have blasted me out of cover but enemies can also just block off 2 access areas for a while, a little bit longer if they have constant ammo supply and the range is hilarious. It's inside a house.

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Speaking of MVP in Asylum, wait till someone crouches with AMG-556 'Euryale', and shoots to obtain Blitzkrieg 4... MVP guaranteed on the spot, can just auto-pilot till the match ends.

 

Being MVP in Asylum isn't sufficient to make such a change, but I'd vouch for removing that Joker Vending Machine right outside that Kitchen room

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If you get annoyed from dying a lot to OPGL in fightclub, you're the kind of player the OPGL was made to counter and you're annoyed about it.

 

 

 

 

Edited by Cr0

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38 minutes ago, Cr0 said:

If you get annoyed from dying a lot to OPGL in fightclub, you're the kind of player the OPGL was made to counter and you're annoyed about it.

 

 

 

 

- Grenades bug under the map and are invisible sometimes

- no indicator that it was fired like other explosive demolition type weapons

- can be fired around the corners and force people around 2 corners giving them a high disadvantage (Inside a building)

- high ammo capacity 

- high mobility

- high damage potential and able to clean or predamage opponents AND teammates

- high explosion range that makes it impossible to escape for both opponents AND teammates if they're in a fight

 

It's by no mean the absolute top meta weapon it just ruins asylum for a lot of people as soon as one or two are pulling it out. Being quick on foot which is important is not possible, it stalls teammates or opponents unneccesary. I know too well how shite it was to jump down from another level, walking through a door and getting teamkilled by a grenade that was shot there by someone. Havent seen it, haven heard him shooting. Often i just get blasted when i am in a 2v1 or 3v1 because some people with that gun think its coleteral damage but ay they get the sweet blitzkrieg.

 

Now explain why you think nothing is wrong with this weapon and we just cry about it.

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lmao ask any streamer that ever played fc and encountered opgls, they would all or most agree with me. Why were certain weapons banned from competetive events, because they were unbalanced. Except opgl is balanced for actual missions and not fc. Simply because there are a lot more people, ammo spawns, other teammates can resupply them, they can resupply themselves not having to worry about enemies because of their teammates, hard to push them because of their teammates(as if it's not enough just dealing with opgl, especially multiple ones). it's hard to see it or hear it because of everyone shooting, it slows fc down a lot(everyone has to go around instead of being able to push them, even then they will prob die) i can go on and on about why it's not balanced for fc but u will just keep making those retar/ded comments about how i am just mad about it.

 

As if grenade spams aren't enough already

 

///

Blitz 4 doesn't guarantee MVP either, that weapon still requires tracking where with opgl they just need to hit the hole(which apparently lots of opglers seem to have problem with) and then they deal lots of damage to their teammates. Also it seems that these idiots seem to be so ignorant that they just don't care that the teammate in front of them just pushed forwards they will just keep spamming it, they also seem to have group members off which is even more ignorant. Also removing that ammo spawn could balance stuff more for people coming from the kitchen but idno.

 

If anything idc that much if someone tks me multiple times, 5 tks and kick, but with these idiots they will just keep tagging you +50 or more the entire game without killing you.

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7 minutes ago, jmiIos said:

///

Blitz 4 doesn't guarantee MVP either, that weapon still requires tracking where with opgl they just need to hit the hole(which apparently lots of opglers seem to have problem with) and then they deal lots of damage to their teammates. Also it seems that these idiots seem to be so ignorant that they just don't care that the teammate in front of them just pushed forwards they will just keep spamming it, they also seem to have group members off which is even more ignorant. Also removing that ammo spawn could balance stuff more for people coming from the kitchen but idno.

 

If anything idc that much if someone tks me multiple times, 5 tks and kick, but with these idiots they will just keep tagging you +50 or more the entire game without killing you.

- Blitzkrieg 4 gives a score of 2,150, how do you not get MVP after such an insanely massive boost in score..?

 

- Yeah, tracking for 0.585 seconds only. (without any cooling jacket even). If you can't do that then you can't track with anything in APB as other weapons require substantially more tracking time.

- Meanwhile, O-PGL grenades require 5 full seconds to detonate.

 

- Mindfulness goes both ways and extend to much more than just O-PGL (everyone carries 2 grenades on average you know). Rather than calling idiot this lmao ignorant idiot that, perhaps be the smart one and refrain from escorting O-PGLers down every single hallway of Asylum?

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To be honest i heard that request by a lot of fight club player lately. And i think like that aswell.

 

It should be considered to be removed from the fightclub especially from Asylum: Abington Towers since its easy to abuse in such CQC-Areas and often just causes unnecessary Teamdamage and Teamkills aswell.

 

Following nerfs for the OPGL came to my mind:

 

-    remove it from Fight Club Districts (Asylum: Abington Towers / Baylan Shipping Storage)

-    nerf the High Ammo Capacity from 4 (12) to 4 (8) or maybe even 4 (6)

-    decrease the Movement Values by 30% (~Shaw/ALIG Values)

-    decrease its effective max damage Explosion range from 2m to 1m

-    decrease its effective explosion radius from 7,5m to about 4-5m 

-    the spammability with cj3 should be looked into aswell

 

Its not a top tier gun but its values and the fact that it literally needs 0 brain to play and get easy frags with it is just as astonishing especially when it comes down to tight areas and control / defend missions.

 

Hopefully Little Orbit will look into the problem and give some of those nerfs a try.

 

 

 

 

 

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My idea goes a bit far and might only be possible after the engine upgrade, except LO somehow has access to this because this might be hidden deep in the code, just not available doubt it

 

XINobPN.jpg

 

I'd just go with the last one and give it the following stats:

 

- Damage remains the same

- Ammo capacity from from 4 (12) to 4 (8)

- Movement the same as SHAW/ALIG/HVR -> Reason why i choose this weapon model is to make it fit being the weapon with a brutal punch. Having this tiny thing we have right now in your hands doesn't fit in my opinion

 

Crouched speed 90 cm/s

Walk speed 90 cm/s

Marksman Speed 90 cm/s

Run Speed 350 cm/s

Sprint Speed 475 cm/s

 

so basicaly the movement stats of heavy weapons 

 

- Explosive range decreased to 7m or 6.5m -> I'd just do a little bit here, prefering the 7m or even keeping 7,5m. Making it an actual heavy explosive should still keep it as threatening as one such weapon

- effective max explosion range should stay in that case

- Fire Interval 1,750 sec

- Windup time 0,75s -> Making it work like the HoHoHo-PGL. You'd still be able to hold LMB and empty all 4 at one go but once you stop firing you must windup again. 

 

Since this one is a rework of the weapon i'd suggest using sounds that are noticeable and sound threatening. Unlike the lighter grenade launchers this one still has a good punch. Winding it up should be noticeable and its shot sound can be the same or probably something more brutal. Smoke that are actually noticeable and if possible the nade should blink red. In this form it can still be dangerous for teammates but it's not spammable anymore, it is limited in movement and ammo capacity but finaly fits into the role of a high damage demolition weapon.

 

Tbh, what i hope for this is to turn it into what i stated. If that actually works out well, i dont know. This definitely has to be tested and isnt as easy as just removing it from asylum. The old model of OPGL could be used as a frag grenade launcher in the style of EOL turning it into a light grenade launcher probably for lower ranks.

 

 

Edited by JunoSuzuki

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1 hour ago, JunoSuzuki said:

- Grenades bug under the map and are invisible sometimes

 

So it should be removed because grenades can fall through the map? What are you talking about? I've never seen an invisible OPGL grenade and I use OPGL regularly.

 

1 hour ago, JunoSuzuki said:

- can be fired around the corners and force people around 2 corners giving them a high disadvantage (Inside a building)

That is exactly what it is made for! There are many situations where this feature is needed to counter what the enemy is doing. If the OPGL didn't exist, instead of a what you call "high disadvantage" situation, the situation would remain an unbalanced advantage to whoever was using the hard to counter tactic.

 

1 hour ago, JunoSuzuki said:

- high ammo capacity

12 ammo capacity is low ammo capacity, not high.

 

1 hour ago, JunoSuzuki said:

- high mobility

If mobility was like the other explosive weapons it would be completely useless.

 

1 hour ago, JunoSuzuki said:

- high damage potential and able to clean or predamage opponents AND teammates

High damage potential?

You mean like all other weapons? Like all other explosives, like all snipers, frag and concussion grenades?

 

"Predamage"? . .. oh I died because I was "predamaged". What are you talking about?
It's MADE to damage people around corner, on roofs etc. It evens out lame advantages one can get from lame tactics, corner camping etc. Plus there is a thing called flak jacket. Don't know if you've heard of it.

 

1 hour ago, JunoSuzuki said:

- high explosion range that makes it impossible to escape for both opponents AND teammates if they're in a fight

 

The OPGL goes *FOMP*, nade comes flying. You get a chance to see and hear it. Now you do have time to move. You can see the trajectory, the grenade coming in. It lands on the ground and explodes after a set amount of time, So what the heck are you talking about that it's "impossible to escape"?
How do you escape a normal bullet in APB then? Dodge like in the matrix?

 

 

1 hour ago, JunoSuzuki said:

It's by no mean the absolute top meta weapon it just ruins asylum for a lot of people as soon as one or two are pulling it out.

 

No. What it ruins is the lame tactics where people put items inside small rooms to just guard the entrances. That's hard to counter. That's why that tactic is used.

In Asylum, the OPGL is a counter to that, just like it is in missions where people try the same thing. That's what you want to stop people from doing. Of course those who rely on doing those camp-like corner camping tactics gets frustrated when someone pulls out an OPGL because it "ruins the fun" for them.

 

 

1 hour ago, JunoSuzuki said:

 I know too well how shite it was to jump down from another level, walking through a door and getting teamkilled by a grenade that was shot there by someone. Havent seen it, haven heard him shooting.

You're acting like you never get teamkilled by other weapons than OPGL.

How do you avoid getting teamkilled by bullets, grenades, osmaws and volcanos then?

 

1 hour ago, JunoSuzuki said:

Now explain why you think nothing is wrong with this weapon and we just cry about it.

 

Just because you managed to make a list with many points and end it with "now explain", as if you think I couldn't, doesn't make any of what you wrote automatically valid or intimidating in terms of counter arguments. You have to actually say something that makes sense, not just write a post with a good looking structure.

 

Edited by Cr0

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38 minutes ago, Highest said:

-    decrease its effective max damage Explosion range from 2m to 1m

2 meter effective max damage range is already way behind Concussion grenades. Low Yields and percussions do exactly 2m after they got their range nerfed.

1 meter max explosion range after a 5 second warning will simply kill the weapon.

 

If you're going with this then the fuse-timer on the O-PGL must be decreased to compensate.

 

44 minutes ago, Highest said:

-    the spammability with cj3 should be looked into aswell

O-PGL has a Fire Interval of 1.750 seconds (1.628 with cooling jacket 3), a difference of 0.122s on a substantially high time makes it spammy? Please elaborate.

 

47 minutes ago, Highest said:

Its not a top tier gun but its values and the fact that it literally needs 0 brain to play and get easy frags with it

Say that towards things like the recently rebuffed-OCA.

 

50 minutes ago, Highest said:

-    decrease the Movement Values by 30% (~Shaw/ALIG Values)

 

18 minutes ago, JunoSuzuki said:

- Movement the same as SHAW/ALIG/HVR -> Reason why i choose this weapon model is to make it fit being the weapon with a brutal punch. Having this tiny thing we have right now in your hands doesn't fit in my opinion

 

 

 

so basicaly the movement stats of heavy weapons 

 

 

- Windup time 0,75s -> Making it work like the HoHoHo-PGL. You'd still be able to hold LMB and empty all 4 at one go but once you stop firing you must windup again. 

 

 

SHAW, ALIG and HVR movements vary way beyond just movement speeds. they're not exactly the same. While the sprint speed of O-PGL isn't isn't as slow as SHAW/ALIG, it compensates through having a sprint delay, the same delay HVR has.

 

Interestingly enough, HoHoHo-PGL DOESN'T have the sprint-delay O-PGL has... HoHoHo-PGL was buffed a while ago for xmas and for that very reason LO didn't allow it to be used in Mission Districts.

 

Are you REALLY sure you want O-PGL to not have the sprint-delay or even function as HoHoHo-PGL? Because you'd be doing the opposite of what you are trying to do... you would've ended up buffing O-PGL. Having 26% less sprint speed at that point won't matter, especially in Asylum where the user can just resupply it and shoot next to a Vending Machine.

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22 minutes ago, Cr0 said:

So it should be removed because grenades can fall through the map? What are you talking about? I've never seen an invisible OPGL grenade and I use OPGL regularly.

k let's play minesweeper then.

gRIthVT.jpg

22 minutes ago, Cr0 said:

 

That is exactly what it is made for! There are many situations where this feature is needed to counter what the enemy is doing. If the OPGL didn't exist, instead of a what you call "high disadvantage" situation, the situation would remain an unbalanced advantage to whoever was using the hard to counter tactic.

Is it neccessary in a house where people can come from every side? It's not just you sitting at the front defending your objective you have teammates coming from all directions. Forcing the opps away completely isnt an advantage its just unfair.

22 minutes ago, Cr0 said:

 

12 ammo capacity is low ammo capacity, not high.

Yea, that's why 4 (8) would be a little better. 

22 minutes ago, Cr0 said:

 

If mobility was like the other explosive weapons it would be completely useless.

It makes it unpredictable where your teammate or enemy is shooting from. Other explosive users are easy to spot or figure out where they are. OPGL just goes FOMP! and you dont know where it came from or where it lands. EOL has the same projectile size but the slightly yellow and consistent trial makes it easier to predict

22 minutes ago, Cr0 said:

 

High damage potential?

You mean like all other weapons? Like all other explosives, like all snipers, frag and concussion grenades?

Yes a weapon is supposed to hurt/kill people. But look at the stuff you stated as the same. Snipers can't clear an entire room, are immobile and not able to stall people around several corners. You have to actually look at your opponent directly.

22 minutes ago, Cr0 said:

 

"Predamage"? . .. oh I died because I was "predamaged". What are you talking about?
It's MADE to damage people around corner, on roofs etc. It evens out lame advantages one can get from lame tactics, corner camping etc. Plus there is a thing called flak jacket. Don't know if you've heard of it.

If someone shot an OPGL nade into a room i go in with SMG and pick up all pre-damaged people in there. Corner camping can be countered by the 2 grenades you have. If you decide to waste them by just yeeting them at every corner you see then idk. And yes:

 

Use flak jacket in Asylum to get less damage from ONE opponent or teammate and be vulnerable for the other 19 people running around. For ONE person. Seems balanced.

22 minutes ago, Cr0 said:

 

 

The OPGL goes *FOMP*, nade comes flying. You get a chance to see and hear it. Now you do have time to move. You can see the trajectory, the grenade coming in. It lands on the ground and explodes after a set amount of time, So what the heck are you talking about that it's "impossible to escape"?
How do you escape a normal bullet in APB then? Dodge like in the matrix?

There are 39 other gun sounds including mine and explosive sounds like OSMAW or Volcano going on around me plus me sometimes cooking a nade and actually listening to the sound of that to not bomb myself.

 

Yes very visible when i directly have it in my face and not trickshot behind my back. Also, watch how the grenade behaves next time you use your OPGL. The grenade actually sinks into the ground. Stuff happens fast in the chaotic environment called Asylum and that got me killed several times without knowing it prior because how should i know this if i havent heard and havent seen the grenade in said chaos? 

 

ZoBdUfU.jpg

22 minutes ago, Cr0 said:

 

 

 

No. What it ruins is the lame tactics where people put items inside small rooms to just guard the entrances. That's hard to counter. That's why that tactic is used.

In Asylum, the OPGL is a counter to that, just like it is in missions where people try the same thing. That's what you want to stop people from doing. Of course those who rely on doing those camp-like corner camping tactics gets frustrated when someone pulls out an OPGL because it "ruins the fun" for them.

Weird. Somehow people manage to perfectly get into these rooms and clear them without heavy artillery shattering the entire building. They use grenades. Frag, cong, low yield, perc, what ever you prefer. People get pissed of as soon as someone pulls the OPGL not JUST because you cant escape it but because teammates are an annoyance, an unpredicable one.

22 minutes ago, Cr0 said:

 

 

You're acting like you never get teamkilled by other weapons than OPGL.

How do you avoid getting teamkilled by bullets, grenades, osmaws and volcanos then?

I get TKd by OPGL 90% of the time. The other 10% are regular grenades thrown by teammates that just missed their throw, didnt know i was there or so called death nades dropped by someone that died. Unfortunate. Can happen but at least most people throw their nades carefully.

22 minutes ago, Cr0 said:

 

 

Just because you managed to make a list with many points and end it with "now explain", as if you think I couldn't, doesn't make any of what you wrote automatically valid or intimidating in terms of counter arguments. You have to actually say something that makes sense, not just write a post with a good looking structure.

 

Just because you managed to pick on every single point alone doesnt mean that all points together don't make this weapon an annoying frustration factor. I neither want to be intimidating by saying this expecting that no one has a point against it. I am just looking for someone pro OPGL that can argue on a better base than "jUsT uSe FlAk JAcKeT" or "gEt GuD LoL" and aknowledge that this weapon has some problems compared to how other weapons are designed. I also don't hate the OPGL and want it removed from the game, i actually like it and it has it's place on mission districts and Baylan too since its easier to overlook.

Only thing i can do is proving my points why it should be removed from Asylum or how it can be changed to still fit it's role and can be kept on this map.

 

@LilyRain Yes of course add sprint delay to it as well, i just forgot that detail i am sorry. About it's function being similiar to HoHoHo PGL i actually dont refer to the HoHo's stats. What i mean is the auto fire function if you hold LMB that would still result in a fire interval of 1,750 seconds and not the HoHo's 0,183 seconds or whatever it is right now. The firerate is still the same for OPGL just automatic and with the drawback that if you stop firing, you'd have to windup again.

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17 minutes ago, JunoSuzuki said:

 

@LilyRain Yes of course add sprint delay to it as well, i just forgot that detail i am sorry. About it's function being similiar to HoHoHo PGL i actually dont refer to the HoHo's stats. What i mean is the auto fire function if you hold LMB that would still result in a fire interval of 1,750 seconds and not the HoHo's 0,183 seconds or whatever it is right now. The firerate is still the same for OPGL just automatic and with the drawback that if you stop firing, you'd have to windup again.

The wind-up mechanic was introduced and got added to some devastating-weapons in order to make their devastation less prompt (a cheap fix but it is what they went with)

 

- OSMAW can one-shot just like O-PGL, but its max damage radius is higher and the rocket's travel speed is 47.5m/s (206.5% as fast as the fastest car in the game). The windup mechanic prevents it from being abused as much as it was years ago. It was truly a FEARSOME primary weapon (and those days were also more fun).

- Nfas True-Ogre... without the windup, it would kill in 0.4 seconds, making it the King of CQC.

- The EOL series: You have the Deep Impact, Kickback and The Hammer, they have fuse timers of 2.5s, 2s and 1.5s respectively (substantially faster than your average grenade fuse-timer of 4 seconds). These weapons having a wind-up time kinda makes things even [their only problem is having a super-strict magazine capacity, exception being the Deep Impact. Deep Impact can't kill without reloading or using a secondary/grenade].

 

I personally think having too many wind-up timers aren't healthy for the game, but if you're going in that route, the 5-seconds fuse-timer on the O-PGL must go down or you'd just be committing the same mistake LO did. That mistake being changing 1 variable in a game where weapons have an entire page of stats to change and expecting that to be sufficient.

Edited by LilyRain
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