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Reprimand

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Congratulations on the recent update. A lot of players are satisfied with the changes and I sense good things on the horizon. 

 

This is not a suggestion, just my two cents since everybody gets their say and I would like mine. 

 

Little Orbit need to prioritise the following changes in this order:

 

1. Cheating / Anti-Cheat

2. Ranking

3. Matchmaking

4. Weapon Balance

 

Why? Because this is what matters to the playerbase the most.

 

Cheaters make it difficult for legitimate players to enjoy the game.

 

Ranking makes it harder for players to be rewarded for their efforts.

 

Matchmaking improperly pairs high level players with the inexperienced.

 

Weapon Balance is subjective, and always will be. However, the NTEC reigns supreme and other weapons merely live its shadow. 

 

Here is what I want to see in coming days: 

 

Enable tracers. 

 

Lower rank requirement on modifications from 255 to 100.

 

Weaken Clotting Agent. Nerf Happy Landing. 

 

Force the healing reusables into the green modification slot. 

 

Fix the weapons on the ARMAS Marketplace. Some of them are awaiting patches, particularly the JOKER "Talon" RFP. Any attachments which require fixing should be fixed first. 

 

Add trails to grenades and grenade launchers. 

 

Ban OGPL and OSMAW from Fight Club. Prevent jumping with OGPL. 

 

Add a two-shot fire to the Obeya FBW. 

 

Reintroduce old weapons on the Marketplace. 

 

Thank you. 

 

 

 

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1 hour ago, Reprimand said:

Congratulations on the recent update. A lot of players are satisfied with the changes and I sense good things on the horizon. 

 

This is not a suggestion, just my two cents since everybody gets their say and I would like mine. 

 

Little Orbit need to prioritise the following changes in this order:

 

1. Cheating / Anti-Cheat

2. Ranking

3. Matchmaking

4. Weapon Balance

 

Why? Because this is what matters to the playerbase the most.

 

Cheaters make it difficult for legitimate players to enjoy the game.

 

Ranking makes it harder for players to be rewarded for their efforts.

 

Matchmaking improperly pairs high level players with the inexperienced.

 

Weapon Balance is subjective, and always will be. However, the NTEC reigns supreme and other weapons merely live its shadow. 

 

Here is what I want to see in coming days: 

 

Enable tracers. 

 

Lower rank requirement on modifications from 255 to 100.

 

Weaken Clotting Agent. Nerf Happy Landing. 

 

Force the healing reusables into the green modification slot. 

 

Fix the weapons on the ARMAS Marketplace. Some of them are awaiting patches, particularly the JOKER "Talon" RFP. Any attachments which require fixing should be fixed first. 

 

Add trails to grenades and grenade launchers. 

 

Ban OGPL and OSMAW from Fight Club. Prevent jumping with OGPL. 

 

Add a two-shot fire to the Obeya FBW. 

 

Reintroduce old weapons on the Marketplace. 

 

Thank you. 

 

 

 

I think matchmaking should be in second place, it's a very worrying thing these days... 

Not that the ranking issue is irrelevant, no, not at all, but matchmaking stands out. When we talk about matchmaking we are referring to the long term as well as the short term.

When a new player enters the game and starts a game, he will have a lot of difficulty, this is the short term, something that makes an impression at first sight. This new player will not play many matches and will not return to APB, this is long term.

The ranking problem is more linked to the long term, when a player enters a new game, he will not think about rewards, he will just want to play and waste his time having fun, only when he plays routinely will he pay attention to rewards , and playing routinely is something you earn over time.

 

EDIT:

 

1 hour ago, Reprimand said:

Add a two-shot fire to the Obeya FBW. 

Add a two-shot fire to the Obeya FBW. ----  I don't understand that part, it doesn't seem relevant. I don't see the need for this, there are other pistols that already do this.

 

1 hour ago, Reprimand said:

However, the NTEC reigns supreme and other weapons merely live its shadow. 

It has always been like this and it must remain like this, the N-TEC that is sold in contacts is a difficult weapon to handle, the skill to master it you gain with time. There are other very good weapons - OBIR, for example. 

I don't know if you're referring to legendary N-TEC or the N-TEC sold in contacts.

But anyway, N-TEC Ursus has always led the market, it's very good and it has to stay that way, maybe some extremely light nerf to its damage.

 

A little story of mine:

N-TEC sold in contacts was never a weapon for beginners or anyone, and it must remain so forever. I remember when I joined the APB, I admired those who played with the N-TEC, because I didn't really understand the dynamics of the weapon. Currently I only play with her, because I wanted to play like those guys who played with her and I dedicated a lot of time to learning. And it's not extremely difficult to learn, just play with her every day...

I think that the essence of N-TEC is really this, technique, and this must be preserved.

Edited by MrLek

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12 minutes ago, MrLek said:

I think matchmaking should be in second place, it's a very worrying thing these days... 

Not that the ranking issue is irrelevant, no, not at all, but matchmaking stands out. When we talk about matchmaking we are referring to the long term as well as the short term.

When a new player enters the game and starts a game, he will have a lot of difficulty, this is the short term, something that makes an impression at first sight. This new player will not play many matches and will not return to APB, this is long term.

The ranking problem is more linked to the long term, when a player enters a new game, he will not think about rewards, he will just want to play and waste his time having fun, only when he plays routinely will he pay attention to rewards , and playing routinely is something you earn over time.

 

Add a two-shot fire to the Obeya FBW. ----  I don't understand that part, it doesn't seem relevant.

I understand you completely. I think ranking should go above matchmaking because for me it seems more important. 

 

I think adding a two shot would make it stand out among the other secondary weapons. Most players use the colt so this could balance and revitalise it. 

Edited by Reprimand

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Quote

Ban OGPL and OSMAW from Fight Club. Prevent jumping with OGPL. 

Stop.

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1 hour ago, Reprimand said:

Nerf Happy Landing

why nerf an already disadvantaged mod?

 

 

1 hour ago, Reprimand said:

Prevent jumping with OGPL

?

 

 

1 hour ago, Reprimand said:

Add a two-shot fire to the Obeya FBW

????????

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39 minutes ago, MrChan said:

 

Stop.

Git gud. 

 

21 minutes ago, glaciers said:

why nerf an already disadvantaged mod?

 

 

?

 

 

????????

If you have not experienced two players spam jumping with LTL OGPL then you are unable to understand my pain. 

 

Happy Landing is a staple modification. I don't think it should prevent 100% of fall damage. 80% at most. 

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Just now, Reprimand said:

Git gud. 

You're the one who has the problem. You git gud.

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Just now, MrChan said:

You're the one who has the problem. You git gud.

No u. 

 

Let me be clear. If they choose to keep it for the other two maps, the mansion should not have it. 

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4 hours ago, Reprimand said:

Git gud. 

 

If you have not experienced two players spam jumping with LTL OGPL then you are unable to understand my pain. 

 

Happy Landing is a staple modification. I don't think it should prevent 100% of fall damage. 80% at most. 

just shoot them? also if your issue is with the opgl-cd then why nerf the opgl?

 

happy landings is definitely not a staple modification, its just the only blue character mod easily available until r195 - there's a reason decent players don't run it, the landing animation costs you fights

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4 hours ago, glaciers said:

the landing animation costs you fights

I will never understand why ya'll use this as your argument against Happy Landings. You've already lost the fight the moment you chose to forfeit a position of superiority by jumping down to the enemy. Additionally, if you're suffering the bracing crouch animation, it means you would've taken damage from that fall normally. This means that you would've given the enemy a shot or two worth of damage, same as being stuck in the animation. In other words, your argument applies both ways and is thus moot.

 

The reason that Happy Landings is used twofold. Firstly, it lets you ignore height at near zero personal risk. Thus, you can take paths that allow faster objective completion. Secondly, it helps you escape from a bad situation. With it, you can jump off from high places to escape, whereas without it you would just be stuck and die. That is the power of the mod, not some fantasy of offensive usage.

 

The only real alternative is Car Surfer, which is a decision of utility. It only matters in two situations: Your team has a car that can't fit everyone inside (considering the meta vehicle is the Vegas, this is common), or you need to use heavy weapons to take down pursuing vehicles (most obvious example being the armored truck escort final stage).

 

Hard landing is, unfortunately, a trap mod. It offers no real benefits, while imposing a critical weakness that is very easily punished.

Edited by Hexerin
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9 hours ago, glaciers said:

just shoot them? also if your issue is with the opgl-cd then why nerf the opgl? Because the OGPL is just as strong if not stronger. I think the blast radius on the CD should be lowered. They are heavy weapons so you shouldn't be able to jump with them. 

 

happy landings is definitely not a staple modification, its just the only blue character mod easily available until r195 - there's a reason decent players don't run it, the landing animation costs you fights What others do people use? 

 

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14 hours ago, Reprimand said:

Git gud. 

 

If you have not experienced two players spam jumping with LTL OGPL then you are unable to understand my pain. 

 

Happy Landing is a staple modification. I don't think it should prevent 100% of fall damage. 80% at most. 

1 vs 2 scenarios in APB are all painful. Unless you get to fight enemies in relative 1v1 succession, you're going to die (unless they can't aim).

Try being in between 2 OCAs/PMGs, shotguns, Light Machine Guns, etc. Should we remove those as well? Because they are substantially worse. Literally instantly killing. At least both O-PGLs have a fuse timer of 5 seconds, you can literally start moving when you hear them and you'll be fine.

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55 minutes ago, LilyRain said:

1 vs 2 scenarios in APB are all painful. Unless you get to fight enemies in relative 1v1 succession, you're going to die (unless they can't aim).

Try being in between 2 OCAs/PMGs, shotguns, Light Machine Guns, etc. Should we remove those as well? Because they are substantially worse. Literally instantly killing. At least both O-PGLs have a fuse timer of 5 seconds, you can literally start moving when you hear them and you'll be fine.

The issue is that players can jump fire them from a distance that is too far to counteract. Shooting at them leaves you vulnerable especially in the open. 

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36 minutes ago, Reprimand said:

The issue is that players can jump fire them from a distance that is too far to counteract. Shooting at them leaves you vulnerable especially in the open. 

You have the upper-hand since O-PGL's weakness is time, plus since the O-PGL is jumping, both of you would be exposed. The situation is ultimately in your favor.

O-PGL can drop grenades on the floor, bounce them off a wall or jump-shoot from a distance but at every single instance, O-PGL grenades require 5 seconds to explode. Long-ranged O-PGLers can be killed easily in less than 2 seconds. Even in 1 second with weapons such as Obeya CR762.

Your best tactic against any O-PGL user is to either take the initiative or evasive action to attack later. Play around them and they are easy-prey.

 

You could also get in a car to close the distance. They can do absolutely nothing about that.

Edited by LilyRain

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1 hour ago, Reprimand said:

The issue is that players can jump fire them from a distance that is too far to counteract. Shooting at them leaves you vulnerable especially in the open. 

This is not an issue.

 

I cannot remember the last time I died to an OPGL, in Asylum District or anywhere else for that matter. I can remember the last time I was killed by PMG, Shotguns, N-HVR, N-TEC, actually nearly every other gun in the game.

Edited by MrChan
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7 hours ago, Hexerin said:

I will never understand why ya'll use this as your argument against Happy Landings. You've already lost the fight the moment you chose to forfeit a position of superiority by jumping down to the enemy. Additionally, if you're suffering the bracing crouch animation, it means you would've taken damage from that fall normally. This means that you would've given the enemy a shot or two worth of damage, same as being stuck in the animation. In other words, your argument applies both ways and is thus moot.

 

The reason that Happy Landings is used twofold. Firstly, it lets you ignore height at near zero personal risk. Thus, you can take paths that allow faster objective completion. Secondly, it helps you escape from a bad situation. With it, you can jump off from high places to escape, whereas without it you would just be stuck and die. That is the power of the mod, not some fantasy of offensive usage.

 

The only real alternative is Car Surfer, which is a decision of utility. It only matters in two situations: Your team has a car that can't fit everyone inside (considering the meta vehicle is the Vegas, this is common), or you need to use heavy weapons to take down pursuing vehicles (most obvious example being the armored truck escort final stage).

 

Hard landing is, unfortunately, a trap mod. It offers no real benefits, while imposing a critical weakness that is very easily punished.

i consider happy landings useless because the only time i take fall damage is while attacking an enemy, otherwise it’s more than easy to traverse the environment without taking damage

 

in an escape scenario relying on big jumps will get you killed anyway, being locked into any animation is generally fatal

 

hard landings is immensely useful because it doesn’t lock you into an animation, the ability to instantly start dealing damage more than makes up for any increased fall damage

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The only one I don't see as a bad suggestion, is explosive weapons banned in Asylum. Basically the OPGL, OSMAW, EOL, etc due to the cramped quarters. But otherwise, the rest of the suggestions just seem like darts thrown at a board to see whatever would stick.

 

Like NTEC is a fairly reliable gun for most any beginner, as a fairly nice improvement over the STAR, with the added detriment to require more skill vs. the STAR.

2 Shot burst FBW? It already has one of the fastest fire rates for a semi-auto secondary. No thanks, RFP is pretty much the fun you're looking for.

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21 minutes ago, Sergsininia said:

The only one I don't see as a bad suggestion, is explosive weapons banned in Asylum. Basically the OPGL, OSMAW, EOL, etc due to the cramped quarters. But otherwise, the rest of the suggestions just seem like darts thrown at a board to see whatever would stick.

 

Like NTEC is a fairly reliable gun for most any beginner, as a fairly nice improvement over the STAR, with the added detriment to require more skill vs. the STAR.

2 Shot burst FBW? It already has one of the fastest fire rates for a semi-auto secondary. No thanks, RFP is pretty much the fun you're looking for.

RFP could be better. I have a Talon and I'm waiting for the red modification fix. 

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19 hours ago, Sergsininia said:

The only one I don't see as a bad suggestion, is explosive weapons banned in Asylum. Basically the OPGL, OSMAW, EOL, etc due to the cramped quarters. But otherwise, the rest of the suggestions just seem like darts thrown at a board to see whatever would stick.

 

Like NTEC is a fairly reliable gun for most any beginner, as a fairly nice improvement over the STAR, with the added detriment to require more skill vs. the STAR.

2 Shot burst FBW? It already has one of the fastest fire rates for a semi-auto secondary. No thanks, RFP is pretty much the fun you're looking for.

I don't think N-TEC is for beginners. You see, in the same text you say that it is reliable for beginners and then you say that it requires more skill than STAR.

In other words: STAR is easier to play than N-TEC, so beginners will be more familiar with STAR, so they will play with STAR and not with N-TEC.

No beginner will have N-TEC skills, fact. I'm advocating that it stays that way, N-TEC must forever be a tough weapon to handle, so once you understand it, you've mastered it.

 

EDIT:

One of these days i was in a full match, and among the enemies there was 1 beginner playing with an N-TEC. Poor guy, he didn't know where he was going with that gun. Imagine the situation XD. Those who are older here understand what I'm talking about.

Edited by MrLek

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On 2/14/2023 at 12:41 PM, Sergsininia said:

The only one I don't see as a bad suggestion, is explosive weapons banned in Asylum. Basically the OPGL, OSMAW, EOL, etc due to the cramped quarters. But otherwise, the rest of the suggestions just seem like darts thrown at a board to see whatever would stick.

 

Like NTEC is a fairly reliable gun for most any beginner, as a fairly nice improvement over the STAR, with the added detriment to require more skill vs. the STAR.

2 Shot burst FBW? It already has one of the fastest fire rates for a semi-auto secondary. No thanks, RFP is pretty much the fun you're looking for.

see that doesn't really work since everyone goes to fightclub to level up roles quicker

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On 2/17/2023 at 9:11 PM, Azukii said:

I have moved this topic to the Game Suggestions section of our forums.

 

- Azukii

The gravity gun

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