MageLO 141 Posted November 5 Hello everyone, Our standard weekly maintenance will be held this Wednesday (11/05) starting at 9 AM UTC. The game should be back up and running in 6 to 10 hours. Patchnotes With this weeks maintenance the Halloween celebrations are coming to an end! Thank you all for participating in this years festivities. Miscellaneous changes Disabled the Halloween 2024 in-game event. Added the S1-NA 'Frenzy' to the Joker Ticket store. All consumables now reduce your jump height by 80% when standing on them to prevent players from getting into unintended locations. Added the "Silencer - Reaper" modification which is exclusively used on the N-HVR 243-SD 'Reaper' Legendary. Added the "Piercing Prescision" modification which is exclusively used on the NCR-762 'Anubis' Adeen Legendary. Financial District The Needles - Broadway (Financial Block 5) Added an extra car spawner location. The Needles - Arts Center (Financial Block 8 ) Increased the distance between the two car spawning locations to make it so bigger cars do not occupy both spots. Moved both car spawning locations a little forward so bigger cars do not get stuck on geometry upon spawning. Jangma Square & Apartments Gas Station (Financial Block 17) Added an extra car spawner location. Increased the distance between the two existing car spawning locations to make it so bigger cars do not occupy both spots. Waterfront District Clearview Marina (Waterfront Block 5) Fixed an invisible wall extending into the gameplay area. Blades Recovery Unit (Waterfront Block 18) Increased the distance between the two car spawning locations to make it so bigger cars do not occupy both spots. Moved both car spawning locations a little forward so bigger cars do not get stuck on geometry upon spawning. Trackside (Waterfront Block 34) Increased the distance between the two car spawning locations to make it so bigger cars do not occupy both spots. Moved both car spawning locations a little forward so bigger cars do not get stuck on geometry upon spawning. Calle del Mar (Waterfront Block 36) Increased the distance between the two car spawning locations to make it so bigger cars do not occupy both spots. Moved both car spawning locations a little forward so bigger cars do not get stuck on geometry upon spawning. Weapon Balance NCR-762 'Anubis' Adeen Replaced its existing Crosshair modification with a new orange modification called "Piercing Precision" which provides the benefits and downsides of Hunting Sight 3 as well the ability to pierce up to two targets. Magazine Capacity increased from 9 to 12. Ammo Pool Capacity increased from 45 to 60. N-HVR 243-SD 'Reaper' Replaced its existing Sniper Silencer with "Sniper - Reaper" a new purple weapon silencer with the same effects. Dev Note: This opens up the ability to use Cooling Jacket which tends to be the go-to modification for the N-HVR 243. Colby M-1922 Reduced the recovery delay from 0.037s to 0.019s. Dev Note: This allows the Colby M-1922 to recover more of its accuracy between shots which should make the process of blooming out more gradual. DOW 'Thumper' Added an extra open modification slot. Ray Spread at 10m decreased from 90 to 80. The "Mechanical Choke" modification used on the DOW 'Thumper' now decreases rate of fire by 20% (was 50%) Showstopper Damage per pellet increased from 42 to 44. Ray Spread at 10m decreased from 90 to 80. RFP/RFP-SD Effective Range increased from 35 meters to 40 meters. CAP-40 'Sergeant' Added an extra open modification slot. Thank you for your patience during this period. 1 Quote Share this post Link to post Share on other sites
Nagletz 219 Posted November 6 A very welcome changes again, but, ugh... N-FAS, someday? Quote Share this post Link to post Share on other sites
killersan6 32 Posted November 6 Interesting but pointless changes again... There is ZERO point in using any of this weapon coz 1. Scouts are useless since the jumpshoting nerf 2. Shotguns are useless since nerf and even more useless after OCA buff 3.ShowStoper and RFB are pointless coz the Colby 45 is a only viable pistol. 4. NCR is useless coz obeya and LRR exist. The main issue is the devs have ZERO clue how the game works. 2 1 Quote Share this post Link to post Share on other sites
BlatMan 712 Posted November 6 (edited) For the NCR-762, does "pierce up to two targets" mean it can pierce any object, or only players? I'm going to miss spawning my vehicles with the bumper lifted off the ground. It needed to be fixed, but it's one of the quirks that makes APB, APB. Edited November 6 by BlatMan Quote Share this post Link to post Share on other sites
dumbekler 3 Posted November 6 So reaper is better sittingduck now ? Maybe opening a slot for duck would fix that, I would also love to see Anubis open third slot, but having increased its mag size to 12 maybe we don't need it anymore. Also, I wish we had this testing ground type thing to try all weapons for free. For example we want to try thumper but we can't because we have to pay 2500tickets or just buy it from market which is always lose-lose for us. Overall these new balance patches makes the game more fun and interesting keep em coming devs! Quote Share this post Link to post Share on other sites
Deadliest 386 Posted November 6 (edited) Alright now balance the missions, needs a whole new revamp. Both teams have to attack and defend in each stages, make it work devs. Edited November 6 by Deadliest 1 Quote Share this post Link to post Share on other sites
Yapopal 171 Posted November 6 Please make an "Anti-Lag" modifier that doubles your health. In my opinion, it is an excellent option for eliminating the consequences of lags and stutters. Quote Share this post Link to post Share on other sites
Qualeta 15 Posted November 6 7 hours ago, killersan6 said: Interesting but pointless changes again... There is ZERO point in using any of this weapon coz 1. Scouts are useless since the jumpshoting nerf 2. Shotguns are useless since nerf and even more useless after OCA buff 3.ShowStoper and RFB are pointless coz the Colby 45 is a only viable pistol. 4. NCR is useless coz obeya and LRR exist. The main issue is the devs have ZERO clue how the game works. Im sorry but you sound like an average silver... 1) Scouts are the BEST snipers right now.. 2 hits from 95m and you kill the enemy, and you could do it fast and quick ADS that makes them totally brutal 2) Shotguns are great if you are playing behind walls, in close range and good playstyle for shotguns OCA cant do nothing... 3) Another mad player that cant handle against AP players, this is great pistol that right but you got alternative options and is NOT the only pistols FBW, FR0G , PDW , YUKON are great options too and I see more people using these pistols. 4) PLAYSTYLE!!!! you will not stand in the street without cover and shooting obeya from medium.. like seriously you are compare between these guns?? 2 Quote Share this post Link to post Share on other sites
Nev 200 Posted November 6 3 hours ago, Deadliest said: Alright now balance the missions, needs a whole new revamp. Both teams have to attack and defend in each stages, make it work devs. Hopefully they take good ideas onboard Quote Share this post Link to post Share on other sites
Yapopal 171 Posted November 6 1 hour ago, Qualeta said: Im sorry but you sound like an average silver... 1) Scouts are the BEST snipers right now.. 2 hits from 95m and you kill the enemy, and you could do it fast and quick ADS that makes them totally brutal 2) Shotguns are great if you are playing behind walls, in close range and good playstyle for shotguns OCA cant do nothing... 3) Another mad player that cant handle against AP players, this is great pistol that right but you got alternative options and is NOT the only pistols FBW, FR0G , PDW , YUKON are great options too and I see more people using these pistols. 4) PLAYSTYLE!!!! you will not stand in the street without cover and shooting obeya from medium.. like seriously you are compare between these guns?? Consider a conditional mission in which you cannot change the set of weapons. Before starting a mission, you are given a choice: 1. Showstopper or Colby 45 2. Shotgun or OCA 3. NCR or Obeya. Most players will choose the second option in each of the points because it is more versatile. It is much more difficult for the owner of a shotgun or a sniper rifle to create an advantage during the entire mission. These weapons are too specific and require additional conditions to gain an advantage. But this advantage is small. It will not be difficult for owners of universal guns to destroy these ideal conditions. Quote Share this post Link to post Share on other sites
CookiePuss 5379 Posted November 6 1 hour ago, Yapopal said: Consider a conditional mission in which you cannot change the set of weapons But theres no such mission, so Im not sure what your point is. Every stage has its own weapon. You might not be playing right if you are only playing one weapon no matter what. 2 Quote Share this post Link to post Share on other sites
Qualeta 15 Posted November 6 1 hour ago, Yapopal said: Consider a conditional mission in which you cannot change the set of weapons. Before starting a mission, you are given a choice: 1. Showstopper or Colby 45 2. Shotgun or OCA 3. NCR or Obeya. Most players will choose the second option in each of the points because it is more versatile. It is much more difficult for the owner of a shotgun or a sniper rifle to create an advantage during the entire mission. These weapons are too specific and require additional conditions to gain an advantage. But this advantage is small. It will not be difficult for owners of universal guns to destroy these ideal conditions. Depend what is the mission, close or long range , attacking or defending, what the others in the team using to get correct combo/ situations 1) most time Im using FBW 2) I prefer shotguns but if is not good in the situation I will switch 3) same.. depend the situation Quote Share this post Link to post Share on other sites
MACKxBOLAN 433 Posted November 6 14 hours ago, MageLO said: Halloween celebrations are coming to an end Thank God!!! No More extra sound trolls, as if the joker wasn't loud enough. Quote Share this post Link to post Share on other sites
koenyboy500 38 Posted November 6 I love how everyone is complaining about the changes but I personally LOVE that something is being changed. It gives a whole new arsenal I can rediscover and fight with. Sure, some people point out that this here and there won't impact a lot, but I am just glad love is being given and things are tried. For better or for worse, but something new. Big thumbsup from me. 1 Quote Share this post Link to post Share on other sites
MACKxBOLAN 433 Posted November 6 2 hours ago, koenyboy500 said: something is being changed. None of these balancing changes they have made has any Merit. If the masses of hackers we're eliminated, Then some of these changes may have some good or bad merits to the game. Until something is done, which at this point means a new owner, who does not favor hackers, doesn't favor short term bans or any bans at all. Someone who when You cry for help against hackers doesn't turn around and stab you in the back and dig up 1000s more hackers to throw at you. Makes no difference what ac you put in or if it works if the CEO wont Ban. The CEO and Company have Impeached the Honor of their Credibility. Doesn't matter how many contacts, cars, guns they add. It will always be considered a Hacker's Game. Quote Share this post Link to post Share on other sites
Noob_Guardian 418 Posted November 6 16 hours ago, killersan6 said: Interesting but pointless changes again... There is ZERO point in using any of this weapon coz 1. Scouts are useless since the jumpshoting nerf 2. Shotguns are useless since nerf and even more useless after OCA buff 3.ShowStoper and RFB are pointless coz the Colby 45 is a only viable pistol. 4. NCR is useless coz obeya and LRR exist. The main issue is the devs have ZERO clue how the game works. Scouts are fine, they overnerfed HVR, and due to how ranges work, snipers are really niche if they dont have high damage or mobility. Shotguns are hard and almost impossible balance, they have always been either overpowered, or underpowered, with no inbetween. This applies to EVERY game out there, not just APB though. In APB, shotguns have been OP off and on depending on changes. There has never been a "shotguns are balanced" period, because when they're balanced, people would have rather used PMG or OCA. When shotguns were broken, EVERYONE switched to using one. Buffing underused pistols is still useful. .45 was always a bit op, never will change. RFP was broken at a point and used more than .45 at one point because of a rework. Half the midrange weapons out there are niche or fun stuff. I enjoy the oblivion sniper rifle, it's not meta, but its not UP either. Quote Share this post Link to post Share on other sites
Hexerin 1140 Posted November 6 (edited) 11 hours ago, BlatMan said: For the NCR-762, does "pierce up to two targets" mean it can pierce any object, or only players? I can pretty much guarantee they just copy/paste the actual Piercing mod. https://apbdb.com/items/FnMod_Weapon_Piercing Edited November 6 by Hexerin Quote Share this post Link to post Share on other sites
koenyboy500 38 Posted November 6 2 hours ago, MACKxBOLAN said: None of these balancing changes they have made has any Merit. If the masses of hackers we're eliminated, Then some of these changes may have some good or bad merits to the game. Sure you may be right. But I have a feeling nobody likes talking to you. 1 Quote Share this post Link to post Share on other sites
yourrandomnobody74 106 Posted November 6 (edited) The changes seem very mild, again. It seems the game designer is fearful of any meta-shaking changes, which is exactly what the game needs right now as it's plagued by being monotone. A few comments I can add to this week's patch: There seems to be a clear interest in making legendaries more desirable, which I'm all up for. Quote Showstopper Damage per pellet increased from 42 to 44. Ray Spread at 10m decreased from 90 to 80. - This will change Showstopper's total damage from 376 to 398, making it more consistent. I like the fact that 3 STK shotguns, like the Showstopper, exist and this should be the case with the JG and CSG as well. (which would lend well into increasing overall TTK of guns) Changing all 2-STK weapons (HVR's, JG, CSG) to 3-STK is how you balance them to be competitive and not game breaking in a third-person shooter, along with buffing accuracy (while in ADS, for example, by changing Marksman Modifier to 0 on all guns) of all guns so you have a way to counter / shoot at people with good corner-peeking mechanics much easier. Of course, this requires extending the TTK of the game slightly, but it would make a massive positive impact on the game mechanics. (Note: keep in mind, you can make them 3-STK by making 2 shots be heavy and 3rd one be the finishing blow, look below on how) When it comes to shotguns (total character health damage is 1000, for reference): JG (Live) is 756dmg to health per shot => lowering by 35% should make it 491dmg, making it much more playable. CSG (Live) is 651dmg to health per shot => lowering it by 35% should make it ~423dmg, perfect for 3-STK experience (note: changing fire interval will mess with muscle memory, refrain from touching) Scout should go back to 550 damage, or even 500 damage. (this in turn should make you nerf OBIR damage too, but there's a clear, adamant protector of the gun in the circles around the game designer so that proposition is in vain) Quote RFP/RFP-SD Effective Range increased from 35 meters to 40 meters. For reference (drop-off ranges from the other secondary guns aka the range at which the curve of health damage reduction starts) : Showstopper 10m, FR0G - 12m, PDW - 25m, N-FA9, OCSP, SNR850 (Snub), OCA Nano, FBW - 30m, .45 AP - 35m, RFP, Mountie - 40m R-2 Harbringer - 50m, ACT44 - 60m, RSA - 70m I understand the thought pattern behind change, definitely welcoming addition. A few ideas I have in mind, perhaps you'll like them: - I think you should consider bumping the FBW to at least 37.5m and change up the FR0G's range to 30m. This will make them compete to the .45 AP even more. - Since you've changed the modifiers on the S-AS PDW, in particular: Run_Modifier=1.05 & Sprint_Modifier=1.1, I can't help but think that this change is exactly what more pistols (& CQC guns) need. You should consider the same for the FBW, SNR850 (Snub) and OCA NANO to make them more viable and less prone to bullet spread (and please start equaling RunMod and SprintMod on guns which rely on non-ADS combat altogether, it's annoying to have the 1st shot randomly spread out and make you miss) The Showstopper has all modifiers set to 1 (akin to all shotguns), why not follow this pattern somewhat (by using 1, 1.05, 1.1) across some pistols? All of the guns I've mentioned for the modifier changes, apart from the FR0G, have a ~1s TTK, which is fine for the situation in which you'd increase the overall accuracy on them (lowering bullet spread with a lower Run & Sprint Modifier value) - Since you're touching up secondaries, don't forget on LTL secondaries. In particular, the TG-8: The TG-8's recovery delay (at 0.4 in Live) should DEFINITELY be a consideration for change. The bullet spread is too heavy and reset is slow. Halving the value (0.2) or even quartering it (to 0.1, which would be ideal) would make it SUBSTANTIALLY better. - While on the subject of LTL guns, please take a look at the preset mod selection for the CCG (replace Extended Magazine for TPS3 or something similar which doesn't impact it as heavily) and NL9. These two changes should be a trivial, but solid "buff" to LTL. Quote Added the S1-NA 'Frenzy' to the Joker Ticket store. Eagerly waiting for the CSG MK-2 (1-slotted CSG or perhaps 2-slotted version) to the Joker Store, along with a ACES Rifle & SMG with 2 free slots instead of 1 (& numerious other guns which aren't there yet) Edited November 7 by yourrandomnobody74 2 Quote Share this post Link to post Share on other sites
MACKxBOLAN 433 Posted November 6 25 minutes ago, koenyboy500 said: But I have a feeling nobody likes talking to you. You may be Right, I May be crazy, but it just may be a lunatic you're looking for' Funny them dirty cheaters spend all day bending my ear, so they must like it 1 Quote Share this post Link to post Share on other sites
Yapopal 171 Posted November 7 23 hours ago, CookiePuss said: But theres no such mission, so Im not sure what your point is. Every stage has its own weapon. You might not be playing right if you are only playing one weapon no matter what. On 11/6/2024 at 3:40 PM, Yapopal said: These weapons are too specific and require additional conditions to gain an advantage. But this advantage is small. It will not be difficult for owners of universal guns to destroy these ideal conditions. Quote Share this post Link to post Share on other sites
PunkStrider 16 Posted November 9 I hope the Anubis crosshair removal is unintentional tbh Quote Share this post Link to post Share on other sites
BlatMan 712 Posted November 9 (edited) APB is unplayable atm. Somehow you managed to make the game stutter while moving the mouse, and the first mission I get is against the stereotypical RGB 0:0:0 black cheater. 200fps while idle, but it drops into the 80s, but feels like 10s, when I turn my camera with the mouse. I've rarely signed in since the server location was switched to US West. Guess I'll try it again next year. Edited November 9 by BlatMan Quote Share this post Link to post Share on other sites
Darkzero3802 612 Posted November 10 An idea here. Why dont you fix hitreg before you balance weapons. If hitreg worked these weapons would act differently. 1 Quote Share this post Link to post Share on other sites