MageLO 154 Posted December 15 Hey everyone, We’ve got the last sneak peek of Christmas 2024 from Matt. This blog unwraps the details on the new Legendary Weapon, the VBR ‘Enchantress’, fresh stock for Wilde’s Joker Ticket Store, and a sleigh-load of new ARMAS items. Plus, don’t miss the 15% off holiday sale—treat yourself to some festive savings! To get all the merry details, check out the full blog here. Get ready to jump into the holiday spirit. See you in-game! Quote Share this post Link to post Share on other sites
Darkzero3802 614 Posted December 15 Got to be honest here. Pretty mixed overall on this. To just release skins in armas that were limited time only at one point that you had to put effort into getting just feels like a slap in the face to those of us who put in the time to get them. They either should have been re released with the same requirements to earn them as the first time or not at all. Its a money grab by LO for new players and a slap in the face to the vets who keep the game going and earned them the hard way. To release a jumping sniper brings a whole slew of issues. Mainly that jump shooting back in the day was abused greatly as it gives an advantage to someone in jump motion vs someone moving slowly aiming down the sights. 2ndly it also gives cheaters another way to break the game as now they can aimbot jumpshoot. Back in the day it was not an intended part of the game and it was removed due to the unfair advantage it gave and the abuse it got from cheaters. Quote Share this post Link to post Share on other sites
Yapopal 180 Posted December 15 (edited) 1 hour ago, Darkzero3802 said: To release a jumping sniper brings a whole slew of issues. Mainly that jump shooting back in the day was abused greatly as it gives an advantage to someone in jump motion vs someone moving slowly aiming down the sights. 2ndly it also gives cheaters another way to break the game as now they can aimbot jumpshoot. Back in the day it was not an intended part of the game and it was removed due to the unfair advantage it gave and the abuse it got from cheaters. A jumping sniper is an excellent indicator of inadequate perception of developers. You need to add a huge inscription to the screen after the jumping sniper killed some novice. It should say "It wasn't a cheater who killed you, it's just a game mechanic." The same inscription should be added after death from broken guns of the AP 45 type. Matt writes: Mobilize is about bringing back the fun to APB Reloaded. I hope to see you guys in-game. Yes, Matt, esports players in black clothes and a modified client will be very happy. Edited December 15 by Yapopal 1 Quote Share this post Link to post Share on other sites
BlatMan 718 Posted December 15 The range wasn't the problem with the Scout. The problem was you can hit players while jumping behind walls. Besides, the reason the Scout's jump shot was nerfed is because Reloaded wanted to milk the whales. They released the Dogear in the same patch, which has the ability to jump shoot. 1 Quote Share this post Link to post Share on other sites
sweetLemonade 110 Posted December 15 (edited) Quote We’re excited to announce that we’re releasing a new Legendary Weapon along with the Christmas 2024 Patch this coming Wednesday. The VBR ‘Enchantress’ is a highly mobile fast-firing, two-shot-to-kill Sniper Rifle with limited range but superior accuracy on the move and comes with one open slot in addition to its Legendary Modification. The VBR ‘Enchantress’ was heavily inspired by the original N-HVR 243 ‘Scout’ and its ability to jump shoot with it for some awesome moments that really leaned into APB: Reloaded’s fluid movement. We have been very cautious with our approach and made sure that the VBR ‘Enchantress’ does not run into the same issues the old Scout did by limiting its range and making Hunting Sight 3 a requirement to enable its full jump shooting capabilities. So, another jumpshooting sniper to add. Now you have the ISSR-B, Oblivion, ISSR-C and the VBR 'Enchantress' which fit this criteria. I wonder if the lead developers play this game at all to realise that they're hiding low RNG / no RNG guns behind a pay wall? No, making HS a ""requirement"" doesn't balance this out.Make all guns behave like the ISSR-C 'Kingdom' in MM mode already, without requiring HS (it should change FoV only) To be specific: MM_Mod=0 && Walk_Mod=1 14 hours ago, BlatMan said: The range wasn't the problem with the Scout. The problem was you can hit players while jumping behind walls. Besides, the reason the Scout's jump shot was nerfed is because Reloaded wanted to milk the whales. They released the Dogear in the same patch, which has the ability to jump shoot. This is still a problem up to 30-40m with the Scout using HS, now it's just one more gun added to the list Dogear and Oblivion make it even easier. When will Frosi & co learn that bullet spread should not exist and longer TTK is the only saviour? I wonder... The game already forces a player into a longer TTK indirectly by "CONTROLLING THE SPREAD" Edited December 16 by yourrandomnobody74 Quote Share this post Link to post Share on other sites
vsb 6174 Posted December 16 Please stop adding legendary weapons, including this new Enchantress the last 3 “legendary” weapons could have easily just been normal guns. I’m sure the fact that legendary weapons cost up to $110 per character bound weapon vs $20 for account bound normal guns has nothing to do with it. 1 hour ago, yourrandomnobody74 said: The game already forces a player into a longer TTK indirectly by "CONTROLLING THE SPREAD" This is a good thing, it provides another means of balance and another avenue of mechanical skill progression. I do agree that all guns should achieve maximum accuracy under specific conditions for at least the first bullet though. 1 Quote Share this post Link to post Share on other sites
Temporal 21 Posted December 16 15%? How generous. Quote Share this post Link to post Share on other sites
VanilleKeks 746 Posted December 16 Who is the scrub that keeps adding more jump shotting weapons? It has no place in this game when you can third person aim from behind cover and setup the jumpshot. There is no movement that lets you avoid such a 0 reaction time peak on the receiving end. It's absolutely broken and was removed for good reason. 1 Quote Share this post Link to post Share on other sites
LilyRain 680 Posted December 16 First, balance existing weapons before adding more and even then, I would be against adding weapons. If you haven't noticed already, the 'visible' playing field is only 100 meters and there are simply too many weapons in the game to be squeezed into it. Find a bearing and market something else other than weapons. 1 Quote Share this post Link to post Share on other sites
sweetLemonade 110 Posted December 16 (edited) 13 hours ago, vsb said: This is a good thing, it provides another means of balance and another avenue of mechanical skill progression. I do agree that all guns should achieve maximum accuracy under specific conditions for at least the first bullet though. I'd agree with this, if it weren't for the fact there's no accuracy to be fighting for on almost all guns (especially not without HS) A mod deciding whether you're accurate in ADS is completely ludicrous for a new player to swallow, let alone a veteran who wants to grind the game. What accuracy are you fighting for when using a FBW or Carbine in MM mode? In the live game, you're always relying on a ton of game-based RNG (cause there's no way to get in a state of perfect accuracy with 95% of guns) instead of relying on mostly real-life based factors (such as mechanical skill). Good game design will minimise the former, while incentivizing the latter as much as possible. This will lead to overall player satisfaction for both new-comers, good veterans players and worse players. Even OBIR & Obeya are irrelevant when you have the guns I've mentioned below, simply because their base accuracy in ADS is just leagues ahead with no movement penalty (which is good, its how the game is supposed to play imo. id rather see them balance around range & recoil than this) The addition of the ISSR-A, ISSR-B, ISSR-C, Oblivion, Coroner completely made all other guns irrelevant in their range classes, apart from 2STK ones (HVR due to high dmg, shotguns due to corner popping nature, scout cause it's a mobile cannon) as they're impossible to balance because they're 2STK. Don't get me started on the fact the ALIG is completely irrelevant with the addition of the SWARM (and the fact LRR makes all LMG's a 80m cannon), though that just ties in with the critique of weapon bloat. I'd rather have a consistent TTK experience at 0.9 - 1,1s (with suggestions I've mentioned in my post history) on all guns than this abomination we've had for years now. Even if they have to consider raising HP of characters to compensate (which would in turn make mods such as fragile, flak jacket and kevlar more viable), I'd call that a valueable trade-off. To be even more specific, I find these games to have good weapon balancing: Dirty Bomb, Apex Legends, Overwatch (there are a few problematic heroes however) They're just shooting themselves in the foot by adding even more weapons to the game, as mentioned already, instead of fixing the mess they've created with this new broken MM band-aid system, a broken renderer (causing sliding behavior >120fps in 2024 is unacceptable), a broken map (Waterfront), a broken UI (Scaleform & Kismet mess) and a broken mess of a TTK they're dealing with (thanks Qwentle) Edited December 16 by yourrandomnobody74 Quote Share this post Link to post Share on other sites
vsb 6174 Posted Tuesday at 10:52 AM 19 hours ago, yourrandomnobody74 said: I'd agree with this, if it weren't for the fact there's no accuracy to be fighting for on almost all guns (especially not without HS) A mod deciding whether you're accurate in ADS is completely ludicrous for a new player to swallow, let alone a veteran who wants to grind the game. What accuracy are you fighting for when using a FBW or Carbine in MM mode? In the live game, you're always relying on a ton of game-based RNG (cause there's no way to get in a state of perfect accuracy with 95% of guns) instead of relying on mostly real-life based factors (such as mechanical skill). Good game design will minimise the former, while incentivizing the latter as much as possible. This will lead to overall player satisfaction for both new-comers, good veterans players and worse players. Even OBIR & Obeya are irrelevant when you have the guns I've mentioned below, simply because their base accuracy in ADS is just leagues ahead with no movement penalty (which is good, its how the game is supposed to play imo. id rather see them balance around range & recoil than this) The addition of the ISSR-A, ISSR-B, ISSR-C, Oblivion, Coroner completely made all other guns irrelevant in their range classes, apart from 2STK ones (HVR due to high dmg, shotguns due to corner popping nature, scout cause it's a mobile cannon) as they're impossible to balance because they're 2STK. Don't get me started on the fact the ALIG is completely irrelevant with the addition of the SWARM (and the fact LRR makes all LMG's a 80m cannon), though that just ties in with the critique of weapon bloat. I'd rather have a consistent TTK experience at 0.9 - 1,1s (with suggestions I've mentioned in my post history) on all guns than this abomination we've had for years now. Even if they have to consider raising HP of characters to compensate (which would in turn make mods such as fragile, flak jacket and kevlar more viable), I'd call that a valueable trade-off. The N-Tec only reaches its maximum accuracy in ADS. Then once a shot has been fired bloom per shot and recovery per second dictate how long until it reaches its maximum accuracy again, which dictates practical ttk. The tradeoff of speed vs accuracy is entirely in the player’s control, which is perfect - except that currently the N-Tec’s maximum accuracy is not perfect accuracy. That’s the only flaw I think the current weapon mechanics have (besides weapon modifications, but that’s a whole other discussion), is that the maximum accuracy for most guns is not perfect accuracy. But I don’t want bloom and spread removed entirely, because then the game becomes kovaaks reloaded. Quote Share this post Link to post Share on other sites
sweetLemonade 110 Posted Tuesday at 02:04 PM (edited) 3 hours ago, vsb said: But I don’t want bloom and spread removed entirely, because then the game becomes kovaaks reloaded. Hope you understand that the game is "kovaaks reloaded" already when you use the ISSR-B, ISSR-C, Coroner, Scout, Oblivion. OBIR & ISSR-A (less so) are strong contenders to the list. They show clear superiority over other guns precisely due to that aspect, having only your aim / mechanical skill be the decisive factor in battles. Exactly how it should be. "Bloom" is a improper term to describe this. It's bullet spread. I never meant removing bullet spread entirely, this seems to be a misunderstanding. I only want it eliminated when in MM mode (mm modifier = 0), while also eliminating movement spread penalties (walk modifier=1) from all guns. This, in turn, would also buff Mobility Sling indirectly. It would be a more viable choice on most guns. It would also help out new-players tremendously, who complain about guns "feeling completely different with mods" There are a multitude of practical benefits to balancing around weapon instead of modifications. Keeping bullet spread is "fine" when you hipfire. You can also sprinkle in recoil (even though I'm against both aforementioned ways of balancing) and mess with ranges (while removing mods which affect range & ttk) to properly balance weapons out. This is the only way forward. Qwentle's weapon design philosophy has died. It had 12 years to stand the test of time and it failed, the current population is the best showcase how "good" it was. Whoever tries to dwell onto it, as seen with Frosi's recent attempts to reinvoke nostalgia by reverting to stats similar to early 2013 G1 APB, has completely misinterpreted the problem at hand. Edited Tuesday at 02:11 PM by yourrandomnobody74 Quote Share this post Link to post Share on other sites
Hexerin 1142 Posted Tuesday at 06:33 PM How to tell they haven't the slightest fucking clue what they're doing in one simple step: The mutually exclusive terms "sniper rifle" and "limited range" being used to describe the same gun. What an absolute joke. Quote Share this post Link to post Share on other sites
vsb 6174 Posted Tuesday at 07:44 PM 5 hours ago, yourrandomnobody74 said: Hope you understand that the game is "kovaaks reloaded" already when you use the ISSR-B, ISSR-C, Coroner, Scout, Oblivion. OBIR & ISSR-A (less so) are strong contenders to the list. They show clear superiority over other guns precisely due to that aspect, having only your aim / mechanical skill be the decisive factor in battles. Exactly how it should be. "Bloom" is a improper term to describe this. It's bullet spread. I never meant removing bullet spread entirely, this seems to be a misunderstanding. I only want it eliminated when in MM mode (mm modifier = 0), while also eliminating movement spread penalties (walk modifier=1) from all guns. This, in turn, would also buff Mobility Sling indirectly. It would be a more viable choice on most guns. It would also help out new-players tremendously, who complain about guns "feeling completely different with mods" There are a multitude of practical benefits to balancing around weapon instead of modifications. Keeping bullet spread is "fine" when you hipfire. You can also sprinkle in recoil (even though I'm against both aforementioned ways of balancing) and mess with ranges (while removing mods which affect range & ttk) to properly balance weapons out. This is the only way forward. Qwentle's weapon design philosophy has died. It had 12 years to stand the test of time and it failed, the current population is the best showcase how "good" it was. Whoever tries to dwell onto it, as seen with Frosi's recent attempts to reinvoke nostalgia by reverting to stats similar to early 2013 G1 APB, has completely misinterpreted the problem at hand. Spread is the crosshair accuracy at any given time, bloom is the increase in spread due to firing the weapon. I separate these terms because I think they need to balanced separately - spread should be minimized in most scenarios, i.e. perfect accuracy when ADS without shooting, and bloom should be the primary obstacle players face in terms of maintaining accuracy and ttk. The issue of guns like the ISSR-C having no spread AND no bloom is a balance problem that needs to be fixed, not an ideal situation that all guns should be changed to. Quote Share this post Link to post Share on other sites
Deadliest 388 Posted Wednesday at 12:15 PM (edited) nice a new legendary weapons! can't wait to play.... man f*ck dat. Game needs a overhaul just shut it down. its unplayable, players have gotten so good that is so unplayable in competitive play, who ever design the maps and missions spots 10+ years ago would never imagine how players are playing it today. rework on re-designing the whole map on financial + waterfront with the aim to balance mission objectives spots. mission stages must include defend + attack from both fractions. Other game needs to be shut down such as Ships that fly underground, do not put anymore resources in developing this game! its going to die on arrival!. no one cares about NFTS SHIPS skins! Edited Wednesday at 12:30 PM by Deadliest 2 Quote Share this post Link to post Share on other sites
sweetLemonade 110 Posted Wednesday at 01:20 PM (edited) 23 hours ago, vsb said: Spread is the crosshair accuracy at any given time, bloom is the increase in spread due to firing the weapon. I separate these terms because I think they need to balanced separately - spread should be minimized in most scenarios, i.e. perfect accuracy when ADS without shooting, and bloom should be the primary obstacle players face in terms of maintaining accuracy and ttk. The issue of guns like the ISSR-C having no spread AND no bloom is a balance problem that needs to be fixed, not an ideal situation that all guns should be changed to. That is your definition, the game does not use these terms from my understanding. What you're referring to as "Spread" is actually the following:x = Accuracy Radius at 10m * Marksman Modifier I agree with you on this, this is a big nuisance on all guns. What you're referring to as "bloom" (the word is used in context of the visual effect originally) is actually called bullet spread (this is the unified term for the area of a cone's base where the bullet object can hit, reliant upon a randomized number generator algorithm) I personally think bullet spread shouldn't exist in Marksmanship Mode in any way, only in hipfire. (something akin to the PMG-SD 'Staple Gun', but only applied to MM mode) Bullet spread is a way to elongate short TTK games, it is not a mechanic meant to catter mechanically good players. Edited Wednesday at 07:20 PM by yourrandomnobody74 Quote Share this post Link to post Share on other sites
Hexerin 1142 Posted 22 hours ago On 12/18/2024 at 5:20 AM, sweetLemonade said: That is your definition, the game does not use these terms from my understanding. No, but they are the colloquial that the community understands and uses. If you want the actual technical terms, I'll use the STAR 556 as an example: Accuracy Radius at 10m - This is the base accuracy of the weapon. This applies while: Standing. Motionless. Not aiming down sights (ADS). Per Shot Modifier - This is "bloom", the amount of accuracy loss per shot. Shot Modifier Cap - This is the max multiplier of base accuracy that bloom can push the weapon to. Recovery Delay - This is the duration of time that must elapse since the last shot, before accuracy starts to recover. Recovery Delay ignores player input, it is based entirely on the actual physical last shot performed by the weapon. Recovery Per Second - This stat determines how much accuracy is regained once the Recovery Delay has elapsed. Recovery Per Second ends the moment another shot is fired. Recovery Per Second is not the same number as Per Shot Modifier. Using the STAR 556 stats above, the "4" is still less than the "0.6". The colloquial term "spread" has no actual specific stat, it is a dynamic combination of the above stats that describes the current accuracy state of the weapon. Quote Share this post Link to post Share on other sites