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MageLO

05/13 MAINTENANCE ANNOUNCEMENT

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Hello everybody,

 

Our standard weekly maintenance will be held this Wednesday (05/13) starting at 9:00 AM UTC. The game should be back up and running in 6 to 8 hours.

 

Patch notes:

 

  • Disables Legends Launch Party event role.
  • Fixed a client crash related to swapping districts. 
  • Fixes a client crash related to redeeming Premium from the Vault.
  • Decreased Cross-District Matchmaking wait times to minimize cases in which players have to wait a prolonged period of time if someone in the match crashes whilst connecting to the new district.

 

Dev comment: We're also looking into the cause for the increase in failed backup attempts or players being stuck "Pending" after a backup call and are hoping to fix this in one of the next updates.

 

Balance Updates

 

EMP Grenade

 

  • Significantly increased the damage players take whilst inside a vehicle affected by the EMP.
  • Damage to players reduced from 200 to 125.
  • Hard Damage increased from 200 to 250.

 

 

The EMP hasn't quite had the effect we wanted it to have on the vehicle meta, because of this we're making it so EMP Grenades will now be lethal to players inside the Han Coywolf and 4x4 Vegas if an EMP explodes within 4 meters of the vehicle, slowly killing the player over the course of 10 seconds. This also increases the effectiveness of the Fortified Electronics modification which will now prevent death even in case of a perfectly placed EMP on the two vehicles mentioned above.

 

To offset this we're decreasing the damage EMP grenades deal to players to prevent them from becoming a Percussion Grenade replacement but are buffing their Hard Damage slightly to keep them aligned with their Anti-Vehicle oriented design intend.

 

Fortified Electronics

 

  • No longer decreases vehicle speed top speed by 6%.

 

Joker M9 & Joker M9S

 

  • Decreased magazine capacity from 16 to 12.
  • Decreased reserve ammo from 96 to 72.

 

Dev comment: With the release of Legends and the M9 becoming available to many more players it quickly became apparent that it is overperforming in certain aspects, because of this we're making it a little more punishing to use by reducing how much it can be spammed.

 

We also want to acknowledge that there has been an increase in feedback about the power of secondaries in APB:Reloaded and are currently investigating doing a broader pass on secondaries with the intend to pull back on much of the power creep especially in terms of time-to-kill. This pass is still in early development with a chance that it may not happen at all but we felt like it was something worth mentioning to gather further feedback on so we can fine-tune and potentially nail down a design approach that benefits the games health in the long run. 

 

C9S 'Prototype'

 

  • Accuracy recovery modifier in Marksmanship mode increased from 0.35 to 0.5

 

Dev comment: This makes it so the gun is able to tapfire a good amount quicker whilst in marksmanship mode increasing its effectiveness at range, however, firing too fast will still cause it to bloom out.

 

H-9 'Curse'

 

  • Increased jump modifier from 2.2 to 3.4.

 

Muzzle Brake (Horizontal)

 

  • Now increases Horizontal recoil reduction by 30% was 20%.
  • Now increases Vertical recoil by 10% was 20%.

 

Kevlar 2 & 3

 

  • Kevlar 2 now reduces Marksmanship movement speed by 10%.
  • Kevlar 3 now reduces Marksmanship movement speed by 20%.
  • Fixed an issue where players are able to go faster than intended wearing Kevlar 2 or 3 under specific circumstances.

 

Dev comment: Fixing an unintended interaction with Kevlar 2/3 and high marksmanship speed weapons as well as making it so Kevlar movement speed penalties can no longer be overwritten through unintended ways.

 

Thank you for your patience.

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On 4/29/2026 at 4:21 AM, MageLO said:

Balance Updates

 

EMP Grenade

 

  • Significantly increased the damage players take whilst inside a vehicle affected by the EMP.
  • Damage to players reduced from 200 to 125.
  • Hard Damage increased from 200 to 250.

 

 

The EMP hasn't quite had the effect we wanted it to have on the vehicle meta, because of this we're making it so EMP Grenades will now be lethal to players inside the Han Coywolf and 4x4 Vegas if an EMP explodes within 4 meters of the vehicle, slowly killing the player over the course of 10 seconds. This also increases the effectiveness of the Fortified Electronics modification which will now prevent death even in case of a perfectly placed EMP on the two vehicles mentioned above.

 

To offset this we're decreasing the damage EMP grenades deal to players to prevent them from becoming a Percussion Grenade replacement but are buffing their Hard Damage slightly to keep them aligned with their Anti-Vehicle oriented design intend.

 

Joker M9 & Joker M9S

 

  • Decreased magazine capacity from 16 to 12.
  • Decreased reserve ammo from 96 to 72.

 

Dev comment: With the release of Legends and the M9 becoming available to many more players it quickly became apparent that it is overperforming in certain aspects, because of this we're making it a little more punishing to use by reducing how much it can be spammed.

 

We also want to acknowledge that there has been an increase in feedback about the power of secondaries in APB:Reloaded and are currently investigating doing a broader pass on secondaries with the intend to pull back on much of the power creep especially in terms of time-to-kill. This pass is still in early development with a chance that it may not happen at all but we felt like it was something worth mentioning to gather further feedback on so we can fine-tune and potentially nail down a design approach that benefits the games health in the long run. 

 

Kevlar 2 & 3

 

  • Kevlar 2 now reduces Marksmanship movement speed by 10%.
  • Kevlar 3 now reduces Marksmanship movement speed by 20%.
  • Fixed an issue where players are able to go faster than intended wearing Kevlar 2 or 3 under specific circumstances.

 

Dev comment: Fixing an unintended interaction with Kevlar 2/3 and high marksmanship speed weapons as well as making it so Kevlar movement speed penalties can no longer be overwritten through unintended ways.

 

Thank you for your patience.

TLDR:
• A completely redundant grenade type no one asked for got useless changes which won't boost it's meta acquisition.
• A completely redundant pistol (bloats up weapon pool even further, +160 guns; of which ~70 are unique) gets a completely unnecessary change.
• A completely bad character modification gets even worse (now it's: +30% player health; -20% sprint/run/marksman speed)

I do wonder what the game designer & his (likely non-existant) Q&A team are smoking?
Meanwhile:
• Both districts are completely broken from a balancing perspective
• Majority of guns are dice simulators & seemingly absolutely no intent to fix the underlying issue at hand.
• Missions are a unbalanced mess
• Majority of cars are borderline useless
• Stupid mods still exist (LRR, CJ, IR, mods which affect bullet spread etc.)
• No segregation between casual & competitive crowd
• Game still employs Scaleform, instead of completely axing it from the game.
• No in-game FPS limiter
• UI scaling is completely broken since the launch of the game
• Crosshair scales along with UI scaling slider (should never happen) and it isn't representative >10m
• No crosshair customizations
• Visuals of this game (shader-style) are a extreme visual downgrade over RTW

• Tracers don't exist anymore
• No new clothing/hair pieces, which have been requested for years.
• No clan related content since launch of Reloaded (+14 years)
• No new game modes at all
• Tutorial is still terrible
• Music designer & other kiosks altogether have severe flaws & defficiencies not touched upon for years
• Footstep sound is non-existant
• Blatant speedhackers are still present in-game, even after swapping to a internal kernel-level anti-cheat solutions.

Jokes write themselves 😄

Edited by purpleHorizons
  • Like 1

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On 4/29/2026 at 4:21 AM, MageLO said:

Hello everybody,

Our standard weekly maintenance will be held this Wednesday (05/13) starting at 9:00 AM UTC. The game should be back up and running in 6 to 8 hours.

Patch notes:

Joker M9 & Joker M9S

  • Decreased magazine capacity from 16 to 12.
  • Decreased reserve ammo from 96 to 72.

Where are new clothing packs for joker store and armas which were promised in "early days" of Legend's patch release? 

Also nice going with the flow with 45 meta users who were crying that pulse check is too op. 

So after .45 terror which is lasting for years, which is favorite weapon for all blatant and closet hackers, you finally release a secondary pulse check which is easy to use for casual players to have at least some chance vs .45 "pro's" and your instant change and reaction is...yes lets nerf it...but lets leave .45 untouched. 

Its obvious who dev favorizes. Good to know it now since now we have official confirmation. 

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MCD DISAPPROVES OF THIS POST!!

With Kevlar 4 on the horizon, the changes to Kevlar 3 are unnecessary as it is already heavily underpowered. My reach is proven immeasurable once again since MCD is the sole reason for Kevlar 3 being nerfed.

 

-🍔🍟

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6 hours ago, purpleHorizons said:

TLDR:
• A completely redundant grenade type no one asked for got useless changes which won't boost it's meta acquisition.
• A completely redundant pistol (bloats up weapon pool even further, +160 guns; of which ~70 are unique) gets a completely unnecessary change.
• A completely bad character modification gets even worse (now it's: +30% player health; -20% sprint/run/marksman speed)

I do wonder what the game designer & his (likely non-existant) Q&A team are smoking?
Meanwhile:
• Both districts are completely broken from a balancing perspective
• Majority of guns are dice simulators & seemingly absolutely no intent to fix the underlying issue at hand.
• Missions are a unbalanced mess
• Majority of cars are borderline useless
• Stupid mods still exist (LRR, CJ, IR, mods which affect bullet spread etc.)
• No segregation between casual & competitive crowd
• Game still employs Scaleform, instead of completely axing it from the game.
• No in-game FPS limiter
• UI scaling is completely broken since the launch of the game
• Crosshair scales along with UI scaling slider (should never happen) and it isn't representative >10m
• No crosshair customizations
• Visuals of this game (shader-style) are a extreme visual downgrade over RTW

• Tracers don't exist anymore
• No new clothing/hair pieces, which have been requested for years.
• No clan related content since launch of Reloaded (+14 years)
• No new game modes at all
• Tutorial is still terrible
• Music designer & other kiosks altogether have severe flaws & defficiencies not touched upon for years
• Footstep sound is non-existant
• Blatant speedhackers are still present in-game, even after swapping to a internal kernel-level anti-cheat solutions.

Jokes write themselves 😄

Absolute silver response

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