MattScott 15242 Posted July 6, 2018 Hi everyone, In the spirit of transparency, here are the changes we are implementing for weapon balance in the coming couple weeks. The development has all been done, we are just testing internally to make sure things work as intended. To start we have two general changes to the Sniper and Shotgun categories: 1) Linking accuracy to damage on the HVR 762 Reducing the damage of the HVR 762 when it's not perfectly accurate allows us to reduce the ability to fire it at close range / snap shot and still be effective. Sniper Rifles, particularly the HVRs, are particularly hard to balance because they are currently effective at point blank range and also devastating at a distance. G1 tried a few rough balance measures in the past with initial inaccuracy and movement cooldown, but it’s still quite possible to use the HVR in CQC. We feel this change will preserve the HVR 762's place in our matrix of weapons, but make it less desirable outside of actually sniping. 2) Shotgun Damage Pellet Damage We're adjusting how shotguns do damage, to allow for more damage for partial hits (the first pellets to hit a single target do more damage than the last ones). This allows them to be more forgiving without buffing their overall damage. Again, Shotguns are hard to balance. Currently we feel they are powerful but very inconsistent, and some of this is because how our servers perform at higher latency. Now for the smaller tweaks to specific weapons: 1) AR-97 'Misery' (Apoc Famine) Improve damage to give it some overkill, and improve the tap fire ability. 2) COBR-A Remove the accuracy curve and improve accuracy recovery rates. 3) ISSR-a Low recovery time for accuracy loss, so you can wait less time after taking a shot to fire again. 4) SWARM Reduce horizontal recoil amount. We're also investigating increasing the time it takes to recoil to slightly higher than the recoil time, making the recoil smoother. 5) SBSR (Rifle) We want to give this weapon a unique recoil pattern that's significantly less harsh than the sniper variant. 6) H-9 'Curse' We want to give this weapon a new recoil pattern that has heavily reduced horizontal recoil. 7) S-247 'Oblivion' Attempt to make the weapon a lot snappier when using it as a fire and reposition weapon. This would heavily improve snap fire by reducing the time it takes to gain accuracy after moving, and allowing you to switch during re-fire timer. 8) NCR New crosshair (from existing asset). Removing the accuracy recovery curve that the HVR has. Thanks, Matt Edited: added clarity on weapon names mentioned in comments. 34 18 Share this post Link to post Share on other sites
Belong 58 Posted July 6, 2018 (edited) Awesome! ...but what about the Yukon nerf? The Yukon is absolutely overpowered. Edited July 6, 2018 by Laser 48 3 Share this post Link to post Share on other sites
Keshi 436 Posted July 6, 2018 (edited) Finally...useless guns about to be usefull...what about the Misery? EDIT: Apoc Famine is the misery.... Edited July 6, 2018 by Keshi 5 Share this post Link to post Share on other sites
Kewlin 692 Posted July 6, 2018 Before I look at this harder, just so you know, the in-game name for the "famine" gun is the AR-97 'Misery' I believe, you might want to correct that. 2 Share this post Link to post Share on other sites
CookiePuss 5378 Posted July 6, 2018 ... I will have to think about the first two But the rest seem like very good ideas! Share this post Link to post Share on other sites
Sadira 292 Posted July 6, 2018 say goodbye you dirty quickswitchers 24 2 Share this post Link to post Share on other sites
PogoTheClown 51 Posted July 6, 2018 chiming in again to suggest reverting what the 2015 sprint-shoot patch did to semi-auto guns like the Scout and Obir, which did not need to be affected in the first place thx 17 1 Share this post Link to post Share on other sites
InkieTheSauzeGod 48 Posted July 6, 2018 Just now, Sadira said: say goodbye you dirty quickswitchers Share this post Link to post Share on other sites
Keshi 436 Posted July 6, 2018 1 minute ago, Kewlin said: Before I look at this harder, just so you know, the in-game name for the "famine" gun is the AR-97 'Misery' I believe, you might want to correct that. and i just asked...thanks for the clarification Share this post Link to post Share on other sites
Kewlin 692 Posted July 6, 2018 Huh, it feels a little weird to make the AR-97 Misery tap fire better when the gun strong-point of the gun is pretty clearly burst-firing. . . Could you clarify what exactly you did to it, or do we just need to wait? Also, the obvious question: Any idea when we'll be able to get our hands on these changes? Share this post Link to post Share on other sites
yourrandomnobody74 106 Posted July 6, 2018 5 minutes ago, PogoTheClown said: chiming in again to suggest reverting what the 2015 sprint-shoot patch did to semi-auto guns like the Scout and Obir, which did not need to be affected in the first place thx ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ this please 2 Share this post Link to post Share on other sites
CookiePuss 5378 Posted July 6, 2018 (edited) 7 minutes ago, Kewlin said: Also, the obvious question: Any idea when we'll be able to get our hands on these changes? ^this OTW gonna be fun! WAIT!!!!!!!!!!!!!! This damage change only applies to heavy HVR right? Not the scout? and what about other "sniper rifles" No more hipfire 4 shot dog ear??? REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE Edited July 6, 2018 by CookiePuss Share this post Link to post Share on other sites
yourrandomnobody74 106 Posted July 6, 2018 Can you actually let us test these ourselves? Having community feedback on changes is important as well. You could implement Test Districts for general gameplay tests, like in the old days! 1 1 Share this post Link to post Share on other sites
vsb 6171 Posted July 6, 2018 oh cool, an interesting idea for the hvr but we’ll see how it actually turns out ingame i guess i assume this is just the first phase of balancing and there’s more to come later? 1 Share this post Link to post Share on other sites
LChristy 27 Posted July 6, 2018 That is a good news but how about Battleye update? 2 Share this post Link to post Share on other sites
JustRichie 1 Posted July 6, 2018 (edited) YAY QUICKSWITCH NERFS Edited July 6, 2018 by JustRichie 1 Share this post Link to post Share on other sites
CookiePuss 5378 Posted July 6, 2018 1 minute ago, 悲しい春 said: Can you actually let us test these ourselves? Having community feedback on changes is important as well. You could implement Test Districts for general gameplay tests, like in the old days! I assume this will go live on OTW first. Share this post Link to post Share on other sites
yourrandomnobody74 106 Posted July 6, 2018 Just now, CookiePuss said: I assume this will go live on OTW first. What I meant is implementing the changes on separate districts, like the old RTW TTK & High TTK districts. Share this post Link to post Share on other sites
MattScott 15242 Posted July 6, 2018 Hi all, 2 minutes ago, 悲しい春 said: Can you actually let us test these ourselves? Having community feedback on changes is important as well. You could implement Test Districts for general gameplay tests, like in the old days! We will be putting these changes on OTW soon for players to test. 1 minute ago, Keinname said: That is a good news but how about Battleye update? This system is updated every time you boot APB. We also make small tweaks to our own internal systems every patch. Thanks, Matt 1 3 Share this post Link to post Share on other sites
IROCkiller 210 Posted July 6, 2018 (edited) I am so excited to see the new Anubis crosshair. Any chance of a sneak peek? : > ALSO COBRA BUFF WOOOO Edited July 6, 2018 by IROCkiller STOP WITH THE EMOJI's DANGIT 2 Share this post Link to post Share on other sites
Kewlin 692 Posted July 6, 2018 1 minute ago, 悲しい春 said: What I meant is implementing the changes on separate districts, like the old RTW TTK & High TTK districts. I would personally far prefer this to OTW, as OTW isn't really ever going to have a good enough population to test organically well IMO. 1 Share this post Link to post Share on other sites
Mozie 54 Posted July 6, 2018 13 minutes ago, PogoTheClown said: chiming in again to suggest reverting what the 2015 sprint-shoot patch did to semi-auto guns like the Scout and Obir, which did not need to be affected in the first place thx 8 minutes ago, 悲しい春 said: ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ this please ^ Share this post Link to post Share on other sites
Uqe 17 Posted July 6, 2018 @MattScott Will the HVR nerf be a damage ramp depending on the crosshair distance or a flat reduction to whenever its not fully closed in? Share this post Link to post Share on other sites