APB Reloaded

APB Reloaded

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lega Jun 13, 2014 @ 10:29pm
Is the stabba really op?
I've been getting a lot of complaints from the people I arrest, but I feel like it's the ♥♥♥♥♥♥♥♥♥ main weapon I've used.
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Showing 1-7 of 7 comments
Glysdek Jun 13, 2014 @ 11:28pm 
When I played Crim, It seems very OP to me. But when I switched to Enf, it seems nice but not OP. You need too much shots to stun someone IMO
Blighted Wolf Jun 14, 2014 @ 1:27am 
in the right hands it is strong, but absolutely not op. most lethal guns kill faster than the stabba pendant does ... and dont forget, you gotta run up to the stunned guy and arrest him in order to get a 'kill' and having nearly stunned the guy who killed you is utterly useless when your teammate is using a lethal weapon.
BOYCOTT Jun 14, 2014 @ 3:03am 
Originally posted by Kasimir:
in the right hands it is strong, but absolutely not op. most lethal guns kill faster than the stabba pendant does ... and dont forget, you gotta run up to the stunned guy and arrest him in order to get a 'kill' and having nearly stunned the guy who killed you is utterly useless when your teammate is using a lethal weapon.

you mean, all lethal guns, assuming they fire first and don't miss, that's the way the ccg is designed to work, if you get there first and camp the ♥♥♥♥ out and have good aim, you will beat default guns, if they fire first however, a default star will win the TTK race every, single, time.
Slippyfish Jun 14, 2014 @ 8:59am 
The auto stabbas are OP. I've said this before and after I started playing an enforcer and using them. The auto stabbas are very very accurate, even at long ranges. They emit a"gas"(Co2) that confuses the enemy and hides the person firing the Stabba somewhat making it hard for the enemy to place hits on the Stabba user.

There are TONS of people who disagree and that's fine. I say they are indeed OP.

I do manage to kill stabba users a lot on my crim but it takes a lot of dancing and often a perc to do so.
Last edited by Slippyfish; Jun 14, 2014 @ 9:01am
SilentCaay Jun 14, 2014 @ 9:01am 
The LTL weapons are fairly balanced, aside from stun nades which should be 990 stamina damage just like the conc nades do 990 health damage, but the arrest mechanics aren't. The two major issues I have with LTL are because:

1) The system is risk/reward for the enfo but it lacks any sort of counterplay for crims. Enfos choose to use a less-than-optimal weapon (risk) to greatly extend the respawn time of their opp (reward) but crims don't get any way to counter this. You get to use Fragile without the penalty, which is sort of along the lines of what I'm talking about but it's not quite good enough. Some mods I'd like to see for proper LTL counterplay include something like a green mod that eliminates slowdown caused by stamina damage or a suicide pill orange mod with like a 5 minute cooldown that you can pop to eliminate the arrest wait period. Note this would ONLY be useable during the arrest wait so enfos don't have to worry about having thier arrests stolen.

2) The stand-up animation being part of the stun timer is too easily milked. The sequence should go stun timer runs out -> crim stands up -> crim can shoot. The stun timer would still be the same length so an enfo could still milk it if they were confident in thier timekeeping skills but it wouldn't be Easy Mode for them.
Last edited by SilentCaay; Jun 14, 2014 @ 9:04am
Milhofo | 華 Jun 15, 2014 @ 1:04am 
The CCG (and other LTL guns for the matter) is not supposed to win to a lethal gun in the same conditions. But in this game nothing happens the same way 2 times, if a player has good aim and gets the jump on the enemy the gun will work. Like SilentCaay said it's a high risk high reward weapon.

Crims call it OP because it's humiliating sometimes to get arrested, and some enforcers just enjoy to do a little dance, even if you're winning the mission.
BOYCOTT Jun 15, 2014 @ 2:44pm 
Originally posted by Slippylick:
The auto stabbas are OP. I've said this before and after I started playing an enforcer and using them. The auto stabbas are very very accurate, even at long ranges. They emit a"gas"(Co2) that confuses the enemy and hides the person firing the Stabba somewhat making it hard for the enemy to place hits on the Stabba user.

There are TONS of people who disagree and that's fine. I say they are indeed OP.

I do manage to kill stabba users a lot on my crim but it takes a lot of dancing and often a perc to do so.

auto stabba... ? i think you mean the stabba ccg? right? it has horrible accuracy while you're moving, you have to lead your target if not stationary while firing, i will admit accuracy bloom affects it minimally compared to lethal, though.

secondly, all it should take is paying attention and not using the noob gun, stop doing that anyway, just get the jump on a 4cer using a ccg and he's toast, everytime.
don't let us get to your objective first and camp the ♥♥♥♥ out, that's the key.


Originally posted by SilentCaay:
The LTL weapons are fairly balanced, aside from stun nades which should be 990 stamina damage just like the conc nades do 990 health damage, but the arrest mechanics aren't. The two major issues I have with LTL are because:

1) The system is risk/reward for the enfo but it lacks any sort of counterplay for crims. Enfos choose to use a less-than-optimal weapon (risk) to greatly extend the respawn time of their opp (reward) but crims don't get any way to counter this. You get to use Fragile without the penalty, which is sort of along the lines of what I'm talking about but it's not quite good enough. Some mods I'd like to see for proper LTL counterplay include something like a green mod that eliminates slowdown caused by stamina damage or a suicide pill orange mod with like a 5 minute cooldown that you can pop to eliminate the arrest wait period. Note this would ONLY be useable during the arrest wait so enfos don't have to worry about having thier arrests stolen.

2) The stand-up animation being part of the stun timer is too easily milked. The sequence should go stun timer runs out -> crim stands up -> crim can shoot. The stun timer would still be the same length so an enfo could still milk it if they were confident in thier timekeeping skills but it wouldn't be Easy Mode for them.

1. it does indeed, i've suggested and hope to see an equally difficult to use flamethrower for criminal only, you'd light yourself on fire if advancing while firing too, of course.

2. for criminals you mean? for an enforcer who fails to get to the arrest in time you are IMMUNE to stamina damage for a few moments after recovering.
personally i've yet to be able to stun and arrest more than 2 criminals at once due to the excessively low TTS (time to stun) and most often the first one gets up while the second has just been stunned and kills you, losing you both arrests and a life.

i do, obviously have max level cuffs and will pop an epi to reach them.
finally, i will just say more enforcers than not will just "lol noob" at you if you ask them to kill, but some don't mind police battery demerit and will kill you to give a faster respawn time, mostly the farmers, like me, you leeroy again quicker, so why not?

finally, the opgl CD, i love it some days, some days i hate it, recently got cop 15 and unlocked it, it can be rape, or it can easily get you screwed over, dat half ammo count hurts and getting used to the way they fly is... odd... in a lot of ways, it doesn't fly quite like an opgl grenade normally will and you don't get a rangefinder built into the scope either.

oh and did i forget to mention when you feed for people with the opgl CD they never actually arrest the criminals, you have no use for arrests when you get it, i wish some people were much smarter and more willing to just push f, sometimes.

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Date Posted: Jun 13, 2014 @ 10:29pm
Posts: 7