Kevkof 806 Posted October 22, 2018 11 minutes ago, Lily Rain said: How about a hybrid solution? The Raptor Condor's red-silencer-mod comes into effect when 8 bullets are fired with no breaks in between. Doing so breaks the silencer and exposes the shooter on radar. The same mechanism can be implemented onto improved rifling in the form of overheat. Improved rifling will initially have no downside, but firing continuously enough to fill the bar can introduce the reduction in rate of fire (or accuracy or any other suitable downside). # of shots-to-overheat should be weapon-specific. Though a lot of players will argue that this would serve no purpose and just be a weird mechanic, to me it actually sounds like a decent solution so far. Not sure if I agree with the number of shots being weapon-specific, that could really make it confusing. Unless you'd do it based on the number of bullets in the clip, but that would result in confusing numbers with mag pull. If the information that's visible in-game about the weapons and their stats would be a lot better you could do it based on the amount of shots to kill (taking 75% of that for example). 1 Share this post Link to post Share on other sites
MattScott 15242 Posted October 22, 2018 Just arrived in Paris for Games Week, so I’m a bit tired, but I wanted to post a quick update. On the Halloween patch we will be FULLY reverting IR3. Both the upside and downside will be going back to the way they were before weapon balance. There was a lot of discussion internally, and I don't think we want to introduce anything ‘new’ until it has had a chance to go through OTW player testing. It was correctly pointed out several times that reverting the downside and leaving the new upside will make IR3 more powerful than it was before. Sorry for the confusion, Matt 12 7 Share this post Link to post Share on other sites
Nitronik 348 Posted October 22, 2018 Cheers matt! 1 Share this post Link to post Share on other sites
Weeb TheEpicGuyV2 269 Posted October 22, 2018 Praise be Share this post Link to post Share on other sites
Knite 158 Posted October 22, 2018 (edited) 12 minutes ago, MattScott said: On the Halloween patch we will be FULLY reverting IR3. Both the upside and downside will be going back to the way they were before weapon balance. How will this affect the LCR? Given that base changes were made to the weapon to compensate for the IR change. Edited October 22, 2018 by Knite Share this post Link to post Share on other sites
CookiePuss 5382 Posted October 22, 2018 Every time I start to get comfortable with a change... another change comes along. Anyways, event should be fun regardless. Share this post Link to post Share on other sites
HighSociety 148 Posted October 22, 2018 1 minute ago, Knite said: How will this affect the LCR? Given that base changes were made to the weapon to compensate for the IR change. You mean u don't wanna check if LCR get Competitive or "OP" than? I'd wish to test it with 18% higher RoF Share this post Link to post Share on other sites
ChellyBean 200 Posted October 22, 2018 Semi-Unrelated but there's a strange comfort in knowing that the new company running APB can afford to send its CEO to Paris and other places, instead of just a rinkydink rental space above a laundromat or something. I cant explain it tho... Share this post Link to post Share on other sites
Snubnose 640 Posted October 22, 2018 25 minutes ago, MattScott said: Just arrived in Paris for Games Week, so I’m a bit tired, but I wanted to post a quick update. On the Halloween patch we will be FULLY reverting IR3. Both the upside and downside will be going back to the way they were before weapon balance. There was a lot of discussion internally, and I don't think we want to introduce anything ‘new’ until it has had a chance to go through OTW player testing. It was correctly pointed out several times that reverting the downside and leaving the new upside will make IR3 more powerful than it was before. Sorry for the confusion, Matt it feels good knowing to be heard. thanks! 1 Share this post Link to post Share on other sites
vsb 6174 Posted October 22, 2018 25 minutes ago, MattScott said: It was correctly pointed out several times that reverting the downside and leaving the new upside will make IR3 more powerful than it was before. baby steps guys, baby steps 14 minutes ago, Knite said: How will this affect the LCR? Given that base changes were made to the weapon to compensate for the IR change. maybe the lcr will finally be competitive at least until they change rifling again 1 Share this post Link to post Share on other sites
LilyV3 323 Posted October 22, 2018 It was a test, it failed, got reverses. Thats fine, its better to experiment a bit and revert it than experiment change for the sake of change and end up with something worse. Share this post Link to post Share on other sites
Knite 158 Posted October 22, 2018 12 minutes ago, HighSociety said: You mean u don't wanna check if LCR get Competitive or "OP" than? I'd wish to test it with 18% higher RoF 1 minute ago, BXNNXD said: baby steps guys, baby steps maybe the lcr will finally be competitive at least until they change rifling again I like the changes made to the LCR, but was just looking for some clarification; the changes were made specifically because of IR affecting the PR1/2 LCR variants. Share this post Link to post Share on other sites
HighSociety 148 Posted October 22, 2018 (edited) 7 minutes ago, Knite said: I like the changes made to the LCR, but was just looking for some clarification; the changes were made specifically because of IR affecting the PR1/2 LCR variants. Indeed it was but maybe it's a good thing. Tbh the LCR was/is just "good" in the 1-2% niche... Also it's the really first thing i purchased at Armas some g1c ago Edited October 22, 2018 by HighSociety changed amount of g1c to some Share this post Link to post Share on other sites
Weeb TheEpicGuyV2 269 Posted October 22, 2018 3 minutes ago, Knite said: I like the changes made to the LCR, but was just looking for some clarification; the changes were made specifically because of IR affecting the PR1/2 LCR variants. They had their fire rate buffed to counter the changes IR would make on them, maybe even a bit past the equilibrium of -18% Share this post Link to post Share on other sites
vsb 6174 Posted October 22, 2018 1 minute ago, Weeb TheEpicGuyV2 said: They had their fire rate buffed to counter the changes IR would make on them, maybe even a bit past the equilibrium of -18% looks like a 1.05s ttk without the ir3 downside, seems pretty balanced tbh considering obeya is .84s and issrb is .9s trading the ease of use (full auto, no effective bloom) for a slightly higher ttk Share this post Link to post Share on other sites
Weeb TheEpicGuyV2 269 Posted October 22, 2018 5 minutes ago, BXNNXD said: looks like a 1.05s ttk without the ir3 downside, seems pretty balanced tbh considering obeya is .84s and issrb is .9s trading the ease of use (full auto, no effective bloom) for a slightly higher ttk I looked it up on both apb databases, the old LCR ttk was 1.2s while the current one was 1.27s. Without the fire rate nerf, it will become 1.08s, so you were pretty much spot on Share this post Link to post Share on other sites
Lign 361 Posted October 22, 2018 56 minutes ago, MattScott said: Just arrived in Paris for Games Week, so I’m a bit tired, but I wanted to post a quick update. On the Halloween patch we will be FULLY reverting IR3. Both the upside and downside will be going back to the way they were before weapon balance. There was a lot of discussion internally, and I don't think we want to introduce anything ‘new’ until it has had a chance to go through OTW player testing. It was correctly pointed out several times that reverting the downside and leaving the new upside will make IR3 more powerful than it was before. Sorry for the confusion, Matt That's good Share this post Link to post Share on other sites
vsb 6174 Posted October 22, 2018 20 minutes ago, Ignas / qsn said: @MattScottCan LO make a promise that no mods will be ever changed because they are fine? :] that sounds like a stupid thing to promise 1 Share this post Link to post Share on other sites
Knite 158 Posted October 22, 2018 45 minutes ago, BXNNXD said: looks like a 1.05s ttk without the ir3 downside, seems pretty balanced tbh considering obeya is .84s and issrb is .9s trading the ease of use (full auto, no effective bloom) for a slightly higher ttk 37 minutes ago, Weeb TheEpicGuyV2 said: I looked it up on both apb databases, the old LCR ttk was 1.2s while the current one was 1.27s. Without the fire rate nerf, it will become 1.08s, so you were pretty much spot on I always felt the LCR was representative of the drastic difference in RTW TTK and RP TTK, since the LCR is what the RTW STAR was; I always preferred the slower fire rate, but it wasn't strictly competitive. The fire rate of the PR1/2 without the RoF downside is more in line with contemporary weapons, but my main concern here is the Old Glory, since it's quite effective now instead of just being a meme machine. Share this post Link to post Share on other sites
Knataz 20 Posted October 22, 2018 What about JG? its unplayable. Share this post Link to post Share on other sites
Danimal 36 Posted October 22, 2018 I may reinstall in the office based solely on this so I can restart selling mods. Share this post Link to post Share on other sites
SacheM 17 Posted October 22, 2018 Ir1=+%3 range +%5 recoil Ir2=+%5 range +%7 recoil Ir3=+%7 range +%10 recoil My opinion 1 Share this post Link to post Share on other sites
BrandonBranderson 672 Posted October 22, 2018 I hope the LCR keeps its RoF buff. It never really was a great gun. I loved the model and the way it handled, but it just wasn't very useful at any range. Share this post Link to post Share on other sites
mojical 160 Posted October 22, 2018 36 minutes ago, SacheM said: Ir1=+%3 range +%5 recoil Ir2=+%5 range +%7 recoil Ir3=+%7 range +%10 recoil My opinion While I have the suspicion that the poster of this was confusing recoil and bloom (recoil is crosshair movement due to shooting, not crosshair aperture) I actually like this solution. Keep the minimally effective maximum bloom increase from the original IR3, and add recoil that the player will have to compensate as a downside to using the mod. Also, 7% is extremely low for IR3, the original 7m is sensible and pretty much proven. This is arguably more fair than any solution which involves adding RNG or reducing the weapon's killing power. So my suggestion would be to add a muzzle brake downside effect, increasing vertical recoil by 25% on IR3. I believe there's no need to increase horizontal recoil, since it's more luck based than vertical, and most guns that have high horizontal recoil work very poorly with Improved Rifling anyway. Even the Fang would be less of an issue, since the recoil would require compensating before firing each burst to not shoot above the target. Now, and this is more wishful thinking than anything, better recoil handling on 4:3 and other uncommon aspect ratios wouldn't be a bad idea either. It certainly feels like playing on such resolutions rather than 16:9 makes recoil control way too easy, regardless of whether the image is scaled or not. 2 Share this post Link to post Share on other sites
Kewlin 692 Posted October 22, 2018 On the subject of the LCR RoF change, let's not forget that it was made around a mod that honestly is not required on the LCR, as the LCR only increases in STK by 1 around 75m, and the Old Glory is by far the superior LCR. As for people suggesting recoil as a downside, I honestly am starting to not hate that idea. 1 Share this post Link to post Share on other sites