All Points Bulletin: Reloaded V8 - when are they gonna nerf stun guns?
3,811 replies, posted
Me and Mastahamma made a Technical in APB:
[t]http://cloud-2.steampowered.com/ugc/864964469517198344/C36726BBF160E5539350C602AA56F18F2915DFC9/[/t]
We did some testing, you can stay in the back quite well, even when hitting shit and even when going over small ramps. So that got me thinking, getting a Montane with a mobile supplier or steel plating could make for a pretty fucking mean killing machine. Would be fairly cheap to make too, a 1 slot Montane is like 30k. Though for some reason, there's no 2-slot one, there's only a 1 slot and 3 slot ones, which is pretty dumb.
[QUOTE=simkas;40292168]Me and Mastahamma made a Technical in APB:
We did some testing, you can stay in the back quite well, even when hitting shit and even when going over small ramps. So that got me thinking, getting a Montane with a mobile supplier or steel plating could make for a pretty fucking mean killing machine. Would be fairly cheap to make too, a 1 slot Montane is like 30k. Though for some reason, there's no 2-slot one, there's only a 1 slot and 3 slot ones, which is pretty dumb.[/QUOTE]
Sadly the T25 is not as reliable, since it lacks in rear space, you will be pushed off the rear train VERY often. Same for the bank truck
And the 2 slot Montane missing is a bug
[QUOTE=NitronikALT;40292343]Sadly the T25 is not as reliable, since it lacks in rear space, you will be pushed off the rear train VERY often. Same for the bank truck
And the 2 slot Montane missing is a bug[/QUOTE]
Yeah, we tried it, you fall right off the T-25, but the Montane isn't really much different, it handles well enough for it to work.
I use the Montane as my technical vehicle. I often use it while OSMAW'ing because I get to become a rocket turret on the back of a pickup truck.
[editline]15th April 2013[/editline]
The T-25's hitbox sucks and will eject you 100% of the time.
meh, I usually go shaw and stand on vegas' or jerichos.
[QUOTE=HHBlackhawk;40288685]I always thought their uniforms were neat but they were never anything special. Some nice people in the clan, some less so. There have been really good players in their clans and not-so-great ones. Really, they're not noteworthy in any regard. But I think in a way that's better than being known for something.[/QUOTE]
You mean this?
[t]http://puu.sh/2ATdw[/t]
i make fov changer very gud
[t]http://filesmelt.com/dl/APB_2013_04_11_23_24_15_490.png[/t]
Also now that I'm on the Waterfront contacts the game is far less fun to play, screw that map.
[QUOTE=Steven :D;40296312]You mean this?
[t]http://puu.sh/2ATdw[/t][/QUOTE]
I mean the less overdone ones. The yellow/black with more faded or gray honeycomb patterns look really good. Those types.. no.
[QUOTE=TextQUAKE;40296546]i make fov changer very gud
[t]http://filesmelt.com/dl/APB_2013_04_11_23_24_15_490.png[/t]
Also now that I'm on the Waterfront contacts the game is far less fun to play, screw that map.[/QUOTE]
I'm level 10 on Teng, so Financial is almost done. Waterfront? Still have 3 full contacts. It's such a horrible place, ain't no fun waiting around to be r195.
[QUOTE=Cam00;40296945]I'm level 10 on Teng, so Financial is almost done. Waterfront? Still have 3 full contacts. It's such a horrible place, ain't no fun waiting around to be r195.[/QUOTE]
After maxing out Templeton on my Enf. I actually preferred Waterfront over Finical. You just have to get used to the play style of it and you'll enjoy it after a while.
[QUOTE=bloser;40297497]After maxing out Templeton on my Enf. I actually preferred Waterfront over Finical. You just have to get used to the play style of it and you'll enjoy it after a while.[/QUOTE]
I don't enjoy terrible camp spots surrounded by open areas every block, getting spawned in the middle of the street or having to travel 1000m when I get dispatched in a mission on the other side of the map.
[QUOTE=TextQUAKE;40297544]I don't enjoy terrible camp spots surrounded by open areas every block, getting spawned in the middle of the street or having to travel 1000m when I get dispatched in a mission on the other side of the map.[/QUOTE]
You have to admit, Waterfront used to be 10x worse. Financial and Waterfront have the equal amount of camping spots currently,
[QUOTE=bloser;40297574]You have to admit, Waterfront used to be 10x worse. Financial and Waterfront have the equal amount of camping spots currently,[/QUOTE]
I feel like financial has far less auto-lose spots. At least for objectives to spawn at, they both have horrible spots for VIP/item camping.
[QUOTE=Steven :D;40296312]You mean this?
[t]http://puu.sh/2ATdw[/t][/QUOTE]
This is like if someone said "I think the mountains are a very nice place" and then you come back with a picture of a strip mine and go "You mean these mountains?".
Waterfront is a mix of large open areas and small ones, so snipers are really common. With financial you have a lot of opportunities to flank, in waterfront you either get seen straight away, or the flanking positions are really far away.
[QUOTE=Cam00;40298404]Waterfront is a mix of large open areas and small ones, so snipers are really common. With financial you have a lot of opportunities to flank, in waterfront you either get seen straight away, or the flanking positions are really far away.[/QUOTE]
Which is why I want to get the fuck out of waterfront by maxing out Templeton before DD.
[QUOTE=Cam00;40298404]Waterfront is a mix of large open areas and small ones, so snipers are really common. With financial you have a lot of opportunities to flank, in waterfront you either get seen straight away, or the flanking positions are really far away.[/QUOTE]
This is mostly what I hate. If the objective/item is in a large open area surrounded by alleyways and/or rooftops, game over if the enemy team is competent.
[QUOTE=bloser;40273006]I complain about scouts 24/7, so I finally got tired of it and got one myself. I suddenly see why EVERYONE loves them. They are OP
[t]http://i50.tinypic.com/34xi9hx.jpg[/t][/QUOTE]
I hate the Scout and anyone who owns it because it's incredibly good but Armas only (unless you have 2 mil to drop on the marketplace)
[QUOTE=TextQUAKE;40299674]This is mostly what I hate. If the objective/item is in a large open area surrounded by alleyways and/or rooftops, game over if the enemy team is competent.
I hate the Scout and anyone who owns it because it's incredibly good but Armas only (unless you have 2 mil to drop on the marketplace)[/QUOTE]
Or a retail code, but that's still expensive.
the scout is fucking bullshit though, I mean who the fuck can jump and aim a gun at the same time?
[img_thumb]http://i.imgur.com/zAfWfTx.jpg[/img_thumb]
More to come whenever Im not feeling lazy.
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=139484649]Workshop[/url]
[QUOTE=Cam00;40298404]Waterfront is a mix of large open areas and small ones, so snipers are really common. With financial you have a lot of opportunities to flank, in waterfront you either get seen straight away, or the flanking positions are really far away.[/QUOTE]
The problen with waterfront is that it was built around the RTW ttk, which we all know did not fit the game!!!!!!!!!!!!!!!!!!!!!!!!!1!!!!
[editline]16th April 2013[/editline]
[QUOTE=Psygo;40300836]the scout is fucking bullshit though, I mean who the fuck can jump and aim a gun at the same time?[/QUOTE]
To be honest, I do not mind jumpshots, but the fact that you can jump-tag someone at 60+ is bs. I say keep the jumpshots, but make them less efficient
yeah of course it's fine at 10 meters or 20, but any more than that is crap.
according to g1 though, it's a "bug" that they decided was cool so lets keep it.
[QUOTE=Cam00;40296945]I'm level 10 on Teng, so Financial is almost done. Waterfront? Still have 3 full contacts. It's such a horrible place, ain't no fun waiting around to be r195.[/QUOTE]
Waterfront really is horrible, mainly because of the spawns
the road from 225 to 235 with Templeton is a long one
[QUOTE=Psygo;40301088]yeah of course it's fine at 10 meters or 20, but any more than that is crap.
according to g1 though, it's a "bug" that they decided was cool so lets keep it.[/QUOTE]
That's how quickscoping in call of duty was introduced too. Just a bug which turned out to be really cool. So they let it be
[b]Wednesday is Patch Day - 17th April update[/b]
[quote]
NEW FEATURE: Score
*snipped, check the original page*
NEW WEAPON: Flare Gun:
1.11.0 brings the flare gun to APB. This is a secondary weapon that will tag all enemy players within clear line of sight of the explosion (up to 85 meters from the explosion) on your, and your teams, HUD, for 6 seconds. It comes in two variants: 1. A standard flare gun that fires a flare in an arc (bought through the Joker Store) 2. A Firework variant that fires in a straight line (the top prize in the new Joker Mystery Box).
NEW FIXER: Speedball:
Darrel 'Speedball' Kayne is the new Joker Associates representative who has been created by the community for the community. He will sell content created by players who win contests and events. All players who have content featured on Speedball's store will receive an exclusive Joker weapon skin as well as being fully credited as the creator
District Threat Restrictions:
District entry will now be threat restricted. Players will no longer be able to enter a district more than one threat level below their current threat level (For example: A Gold player can now only go down as low as a Silver threat district). There are however no restrictions on how high above your threat level you can go and there are no longer any penalties for entering a district outwith your recommended level. District spin up code has also been changed so that there is always a district available for every threat level. Also, the district join logic has been improved to maximise the chances of players being placed in a district with greater opposition and high population.
Additional changes:
[B]
ENVIRONMENT [WATERFRONT]: The dock area has been updated with new blocking volumes to prevent players shooting through the floor and some new yachts have been added to the area too for some additional cover.[/B]
[B]
ENVIRONMENT [FINANCIAL]: Devil Dog has taken control of a popular camping spot in Havalynd...[/B]
WEAPON BALANCE: Decreasing the burst interval on the OSCAR as a slight buff (The time between bursts).
WEAPON BALANCE [N-HVR 243 Scout]: Disabling weapon switch during re-fire. You now have to bolt the sniper before you can swap to secondary (the same as the HVR 762).
WEAPON BALANCE: Obeya FBW- Damage down from 200 to 180. This makes the gun require 6 shots to kill, up from 5.
WEAPON BALANCE: Joker Carbine:
· Accuracy loss per shot reduced from 0.275 to 0.23
· Recovery Delay down from 0.145 to 0.12
· Recovery Per Second up from 2.5 to 2.8
· Modifier cap down from 1.8 to 1.6
VEHICLES: Updated the textures to allow customisation of the solid window panels on the Criminal Carrying Vehicle.
[B]
MISSION FIX: Doubled the time on the initial stage of "Undercover Runner" and "Raid Ruckus".[/B]
UI - THREAT: While in training, we now display your underlying threat level on the Character Info UI (J) - but only to yourself, other players will only see that you are in training.
OPTIMISATIONS: Various client and server background optimisations.
WEAPON SKINS: Added a special Joker Distribution weapon skin. This will be given out to players who get their content on Speedball's store through community contests and events.
WEAPONS [ARMAS]: Two new CR5 presets have been added for players who prefer using the CR5 but want the functionality of the N-TEC. Please keep an eye on Armas to see when they'll be made available for purchase.
WEAPONS [ARMAS]: A new variant of the Snub Nose has been added that has a faster rate of fire (for the ultimate humiliation showboater in all of us). Please keep an eye on Armas to see when it will be made available for purchase.
BUG FIXES:
BUG FIX [CLOTHING]: Adjusting price of "Blood Drip" stocking ® to match the left.
[B]BUG FIX (CLOTHING UNLOCKS): Added Aviator (Head) to progression at the same point as the standard Aviators. Players that already have the aviators unlocked will automatically unlock the Aviators (Head) asset.[/B]
BUG FIX [ROLES]: Adding the "Netbook 4G" to 'White Hat' role (previously only the Netbook 3G was available to Enforcers for completing White Hat 2 and 3).
BUG FIX [SERVER ASSERT]: Fixed an issue that could cause a server assert.
BUG FIX [TITLES]: 'Black Hat' title should now unlock with the Black hat role.
BUG FIX [CHAT]: Fixed an issue that was preventing whispers being ignored.
BUG FIX [CHAT]: It is no longer possible to send mail to a character you are ignoring (and vice versa).
BUG FIX [TEXT]: Reduced the length of NFA-9 'Quickdraw' description and fixing a typo.
BUG FIX [WEAPON SKINS]: Moved the dots on the OBIR and OSCAR skins to better balance the visual harmony of the skins.
BUG FIX [MISSIONS]: Fixed an issue with the mission "Political Favor" so that the Enforcers no longer "Steal" a vehicle.
[B]BUG FIX [MISSIONS]: Fixed issue where enforcers couldn't pick up the task item at the end of CRYING OVER SPILT MAGNESIUM.[/B]
BUG FIX [VEHICLES]: Renamed V20 Nightrider Rear Bumper to actually be called a rear bumper.
BUG FIX (ICONS): Fixed an issue with the intensity of icons that was making them harder to see than intended.
[/quote]
[QUOTE=GamersFirst;40304278]OPTIMISATIONS: Various client and server background optimisations.[/QUOTE]
Ah-hahahahahahaha, good one, G1/RP, you nearly got me convinced!
This should have been done at the very beginning, not after all that time since APB: Reloaded.
except it's in every set of patch notes.
[QUOTE=MartinPL;40304487]Ah-hahahahahahaha, good one, G1/RP, you nearly got me convinced!
This should have been done at the very beginning, not after all that time since APB: Reloaded.[/QUOTE]
there's always some optimization done, it's just that it doesn't really affect us all
[QUOTE]District Threat Restrictions:
District entry will now be threat restricted. Players will no longer be able to enter a district more than one threat level below their current threat level (For example: A Gold player can now only go down as low as a Silver threat district). There are however no restrictions on how high above your threat level you can go and there are no longer any penalties for entering a district outwith your recommended level. District spin up code has also been changed so that there is always a district available for every threat level. Also, the district join logic has been improved to maximise the chances of players being placed in a district with greater opposition and high population.[/QUOTE]
Holy fuck yes.
That won't prevent golds to lose missions on purpose to get on lower servers but still a good thing.
[QUOTE=StoneRabbit;40304572]Holy fuck yes.
That won't prevent golds to lose missions on purpose to get on lower servers but still a good thing.[/QUOTE]
From one of the city testers on the forums:
[quote]You pretty much have to BE bad to De-Threat. Just AFKing won't do anything, and doing well but being in the bottom 50% won't do anything. Getting kicked or leaving early has just as much effect as joining late, ala, almost no impact. Your threat will only move when something happens that the system didn't predict based on your skill before the mission.
If you are Green you will stay Green. If you do any better than what the system says a Green is at all you will threat up.
Getting a kill means you will probably be Bronze. Greens are just really, really bad.[/quote]
Should at least lower the amount of dethreaters.
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