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Are we witnessing this ?

What a bunch of awesome developers, I thought, after playing Bad Company 2 beta, treading in the snow, shooting that awesome sounding 1911, and experiencing those over-the-top bloom effects that made BC2 seem so real, you could almost feel the weather effects frostbiting your cheeks.
I thought to myself, buying that game - can you imagine what they're going to do with WW2, when they remake "Battlefield 1942" in years to come ?

The year of 2018 is the year of realisation for a lot of first person shooter fans. And that realisation shows how synthetic our gaming industry has become.
Call of Duty betrayed their fans releasing CoD6: Modern Warfare 2. It was a good "1 month" PUB game with a memorable singleplayer campaign. But they removed modding from the game, removed dedicated servers and started the "DLC" trend, that has plagued the industry ever since.
Quake series has been touched by it as well. The newest release, "Quake" Champions has outsourced Quake to a 3rd party developer group, with a brick layer trying to pretend he's an architect at the wheel of development. The thing about Quake is that they already failed with Quake 4, and people thought they'd learned their lessons and would actually give their fans "one-last-hurrah" as "Quake5". After all, DooM2016 was such a great singleplayer game, and Quake's ever-lasting fanbase that are nearly in their 40s is still there. But no - the fans were betrayed once more, Quake has become a League of Legends game, it's gameplay got twisted into something unpure and catering to sattisfying people by giving them frags without any effort. The Quake...that started it all. First real 3D shooter.
The only game to be re-made with respect and honor to their playerbase, was the aforementioned DooM, made in 2016. These guys did every little thing right. The basic thing about it - DooM's old gameplay idea + new unbelievably good graphics. Yes, they did a few of the new mechanics and concepts, but the main idea is still there. A shoot-em-up game with a character that is brutal, no-2-sh*ts-given DooM guy.
...and then..
Battlefield. I was very worried right after Battlefield3.
The game (BF3) had a lot of poor decisions, but still felt somewhat like a Battlefield game. Yet, it was still very noticeable, that they took the Frostbite engine and the whole concept as a whole, to a different direction of "Battlefield Bad Company 2".
In Battlefield Bad Company 2 we saw:
  • DESTRUCTION, where you could level some buildings. It was somewhat scripted, but done so elegantly, it looked real. What was the expectation ? More of that with every Battlefield game, in small amounts, but more and more.
  • AMAZING GRAPHICS. I don't understand the technical reasoning behind the way BF3 was coded, but it didn't look as good as BC2. It could've been the blue tint, it could've been level design, it could've been the new player models. But it took the "wrong turn".
  • WEAPONS. It's not only great balance of the weapons. It's the small detail. Something about weapons bobbing when you run, something about the amount of recoil every gun had and the whole shooting effect, something about the sound of the guns, something about shooting every gun that had unique characteristics was so fun. Call of Duty 2 (2005), BadCompany2 and Day of Infamy has some of the best made weapons of all time. You just want to shoot them. And then you compare them with Battlefield1, where you notice that every gun has been done in a half-assed way, feels like a re-skinned variation of some "placeholder" model, and does not feel unique. My guess is - due to amount of them, it was impossible to do fine detail adjustments, such as intricate small animations of sway, bobbing, and recoil.
  • CHARACTER MODELS. I don't know what it is, but Counter Strike 1.6, Bad Company 2 and a few other games have those "cool dudes", those manly men, a child might look up to. CS 1.6 - they looked wooden and glitchy, yet, every movement your player model did, looked serious, deliberate. Great animation and model coding, with what resources they had. Bad Company 2 - the way they ran, jumped, pulled their weapons out, shot those weapons - they looked professional, deliberate, serious-face-soldiers. And every character had "ambient" sound clips, which were serious, but created some "meme" moments. You don't have to look far - THERUSSIANBADGER channel is a great example.
  • M136 AT4. If someone has not seen it yet - try RAVIC's video on it - https://www.youtube.com/watch?v=i2cFOx5NCWk . I've done some amazing things with railgun in Quake3, some amazing 1v10 in CoD2 and some crazy runs in Colin McRae rally. But nothing comes close to how sattisfying was the M136 AT4 in BC2 pre-patch. That slow travelling projectile, that scoped sight, the chopper exploading when you eventually hit it. THAT sound when you eventually hit your target after a really long "lean" and trace, and when you see the bright rocket hit the belly of the helicopter. Those vicious bright exploasions, different animations, according to which part you hit. And again, that "kill sound" that only BC2 had, paired with small text lines under your crosshair, which noted how many you fragged. It was the most sattisfying thing in any game I've played, counting from 1997 - nothing else comes close. And then - they done f-ed it up. First - it was BC2 patch, that increased the speed of the projectile, losing some of the magic. Then it was other Battlefields, that tried replicating it, but failed miserably. SRAW had a horrible aiming-sight that looked like a pre-alpha built peep-hole of darkness, the rocket speed was too high for sattisfaction, it's mechanics were way off, the sound was blunt and worst of all - the choppers exploading in the sky looked like black uneventful smoke bombs exploading in the sky, instead of theatrical BC2's exploasions followed by "kill sound" and those small satisfying lines under your crosshair, confirming the kill.
  • SPOTTING SYSTEM. BC2 had a very buggy spotting system, yet the idea behind it was very elegant. I don't know how they managed to do it, because on paper, it looks somewhat akin to BF3's spotting system. But it was not. It didn't feel that the whole screen was over-clustered with spotting nonsense in BC2, yet it did in BF3. If your teammate needed ammo - you could see a flashing icon. You could look at your teammate in the sky, flying his helo, press Q a few times, and that guy could actually see a small icon on his minimap, which noted him - there's a dude down there, who wants a ride. And it was followed by a well-done sound, which went like "hey let me catch a ride with you" character model lines. It was perfect.
  • DEPLOYING SCREEN. I do find the new "overhead" deploy screen quite nice, in BF3, BF4, BF1 and now BFV. However, they're missing a lot of features of BC2. In BC2 you could quickly change your gun's properties from that deploy screen. Now ? You have to go into menus, sub-menus, equip this equip that, wait for menus to load. You get lost between all the unnecessary bullsh*t. And currently in BFV you even have to click a button to go back to the deploy screen, otherwise you're stuck watching your squad mate. What was wrong with BC2's small camera windows, when you clicked on your squad-mate's name ? It was so elegant.
And really, I could write and write and write. With arguments and smallest of details, about BC2. I've not played a game that had better sound, visual feedback, visual fidelity, balance+inbalance, variety of gameplay, bugs, elegance in design and many many more things. If you're still interested in why BC2 was so fun, hit me up, DICE, I can explain it detail. Analysis is my jam.
Yes - a lot of things were overpowered in that game, but that didn't stop us using "underpowered" things just for fun. What is much worse, is when game developers nerf guns and items into the ground (to satify forum cries), making the whole list of guns feel the same, sound the same, and do the same. That is the epitomy of dullness. BC2 did not have anything boring, and the most fun games I tried in my life - didn't either. There was some sort of balance in in-balance. Very few games manage it.
TODAY

It is very hard to put a finger on WHY every great game franchise falls. Yet the answer is simple - money.
Developer studios with pure talent, great ideas and wish to create something huge, get put into a situation, where huge companies start pressuring them into making money, and pressure drives them into routine.
Development of new games becomes analysis of data, analysis of "casual" customer, who plays their game 2 hours a week, and they start designing games around "I clicked a button, and 30 exploasions happened", instead of "I took my skill, strapped it to my balls with superglue, clicked 40 buttons in 2 seconds, killed 4 guys that were attacking me, and chain-reactioned my c4 into 1 exploasion that actually felt like it was me doing it, not christmas-charity-game-mechanics that auto-do-it".
And I can imagine that some honest developers with great ideas get drowned in pressure, dead-lines and other bs. That becomes a half-finished game, with little attention with detail, and fans feel that. Then they go to the forums. And hard working devs feel unappreciated and betrayed themselves.
One of the greatest mistakes in all of these franchises - Quake, Call of Duty, Battlefield - is that single horrible word - betrayal. Every one of these franchises has betrayed it's roots and it's fans. Every franchise tried to re-invent the bicycle in a place where it should've stayed true to a previous game - core gameplay.
Speaking of Battlefield, and not only it - Bad Company showed what we really want in a game. One of the best examples in any game - is a gadget, that introduces multiple layers of gameplay, due to engine physics "understanding" it, and allowing you to use your creativity, rather than pre-set-forceful game mechanics.
One of the best examples is Bad Company 2's smoke launcher. You had a simple under-barrel smoke launcher, that was supposed to do 1 thing - cover your entrance into hot-zones. Yet, people started using it as main weapon, shooting enemies in the head, which meant - a frag. It was quite hard to do, yet resulted in these beautiful tango dances around objectives, where you had smoke everywhere, and a guy running around trying to do his best.
Also - you could use it to make tracer-darts disappear, if I remember correctly. So it was another layer of depth.
What Battlefield3 did, was NOT understand any of that. Battlefield4 did the same. Instead of adding more depth to mechanics in an elegant way like BC2 did, there was simply an increase of mechanics with no depth. Which resulted in gradually increasing chaos in every new Battlefield, where you'd get shot down by some random sh*t like UCAV. Battlefield1 took it to another level with grenades and other exploasives, and to this date it stands as one of the most chaotic and pointless games out there. Didn't play it much, but still bought it, just to support DICE, thinking - they'll learn their lessons.
BATTLEFIELD V

It's possible to talk about many things and many wrong directions. I'll talk about 1 - that has plagued BF games since ..forever.
Right after BF:BC2, we all imagined how cool it would be to have Bad Company with all it's mechanics preserved, but bigger - with planes and stuff.
So BF3 came. Planes would've been fun - but they introduced mobile AA. So 80% of dogfights ended fast.
BF4 was even worse, where you could not even fly, you were limited to extremely small airspace.
BF1 was no better - everything could kill you, and still, airspace was quite lacking. At least it got the AA right.
One of the best feeling BF air-combats was BF1942, BF2 and BF:FreeToPlay. I think new Battlefield could learn from it:
  • Stationary AA with limited effect on the planes means - it's a good counter measure, but not overpowered. It means - in order to fight the enemy, the primary thing to do is - dogfight him. AA can be avoided, and killed, but only using timewaste mechanics and skill, and that should be their design idea. Not overpowering any part of the map.
  • Fast speed aircraft. That would fix their dominance over the infantry, would make the pilots feel like they're actually flying something awesome, and over-head passes would feel much more awe-inspiring to both: them, and the infantry. What we currently have is some sort of cartoon - planes are so slow, they look like snails trying to do u-turns, hanging like balloons in the air. Adding to that, they're so glitchy, they tremble in the sky at low speeds, killing any WW2 immersion.
  • No-mid-air-fixes. You have to fly very low near your home base airfield, to re-supply and auto-fix. Adding to that - bigger maps and home airfields that are much further from the action. That does two things - lets infantry breathe a little, lets your dogfighting opponent breathe a little, lets yourself relax a little bit and enjoy the act of lying and most important of all - allows for better air-to-ground and air-to-air mechanics. Meaning - it allows for ordinance to be coded in a way, that it does more damage. It balances chaos in the map, and if the pilot actually does a bombing run, it CAN actually kill infantry, instead of dropping a few potatoes that have to hit directly onto someone's nose, in order to do damage. Quantity vs quality balance.
  • Camera angles. BF2 for instance - had such great camera angles. That allowed pro-longed dogfights if the pilots were of same skill, and you actually had to have great directional skill and imagination in order to come on top.
There are many more things. But I feel like these are the core.

And another thing - joysticks. This problem has plagued nearly every Battlefield game, and WarThunder as well. Mouse users are superior in aiming. And they can use SPACE key on the keyboard to keep turning. So that makes joystick users inferior to anything a mouse user can throw at them. It should be the other way around.
Of course, that will not happen. Because developers want any fat-fingered user get into a cockpit of BF109 and score some kills without too much understanding of air combat, or having to learn a thing or two. That's their understanding of "fun" - very little effort resulting into a lot of effect.
I really do think airplanes should be joystick-only deal. Yes, that would "anger" a lot of people, but dream with me a little.
I'm sure nearly every PC owner has a joystick, or a gamepad, that has playstation-controller-type joysticks. If they do not - it's possible to do a deal with Thrustmaster, Logitech or some other company in order to release "Battlefield" themed joystick that would do the job.
Now - why am I so keen on this topic ? Joysticks also balance the game. It allows for airplane guns to be coded as more powerful, since input from the user, playing a joystick, is much less accurate than that of a mouse. Which means the user misses more. Which means those huge airplane bullets can do more damage-per-shot, and reflect reality of actual planes and their huge ordinance.
Same thing with helicopters. Joysticks are harder to use, but when used properly, gives more satisfaction for the user.
What do you think ?



submitted by coyob to Battlefield

My 2 cents and some spare change(s)

Note: this is going to be a pretty long post, and there will be no tl;dr at the end. Feel free to disagree with anything I've said, but please do not downvote it simply for being long, as I think both it's length and content are justified.
So I've been having a bit of a hard time getting back into Apex, ever since the solos were removed. The feeling of getting to play without having to worry about your teammates was just so... liberating, that just the thought of getting back into squad play has been enough to make me actually play Solitaire. And this is not me trying to be funny. The thought of playing Apex has been so unappealing that, lately, I've actually been choosing to play Solitaire instead, especially whenever nobody on my friends list is looking to play.
Think about that: the experiences I had solo-queuing after the solos were over was so horrible that I adopted the habits of a 55 year old accountant with a receding hairline. But I've been trying to get back into it in the last couple of days, and I've had some insanely fun games with a full pre-made, which has made me remember how much fun this game can be at it's best, despite all it's problems.
But it's also made me think about all the problems, changes, additions and features that have actively taken away from that enjoyment, and I'd like to share some of my thoughts on the game could be improved, and what I think are some of the missteps the developers have made/are making. I know it's a long shot, trying to impact the decisions a big company makes with a Reddit post. Hell, it's stupid to consider it to be a shot of any length. So you can consider this post as just me venting and getting to put this stuff down, even if the leads to nothing but wasted time.
And hey, since nobody on my friends list is online, I'd rather spend my day off wasting time like this than queuing solo, and I already finished all the daily challenges in Microsoft Solitaire.
First of all, bring solos back. PERMANENTLY. Apex is at it's best with a good pre-made squad, but getting a good pre-made squad together constantly is simply not the reality for people in smaller regions or those who are usually awake during abnormal hours. Add to that the fact that most people would probably like to play with people who are about as good as they are, speak the language they speak, and who they get along with, and the task of finding enough many people who fill the criteria to secure a pre-made whenever you want to play becomes simply impossible.
Solo queue solves all of this: you can play solo when your friends aren't online, and you can play squads when you have a pre-made. I do not understand why solos were removed. It does not matter that the mode wasn't perfect. Add it back in, and then start ironing out the quirks. None of the problems were big enough to warrant the removal, and things like teaming can largely be removed by simply handing out harsh penalties if there's definite proof that teaming took place. Just add it back. Please. I love the base gameplay of Apex Legends, but playing with random squadmates is an absolutely horrible experience roughly about 9 times out of 10, for reasons ranging simply from too big of a difference in skill to toxicity to players disconnecting to players simply having no ability to or interest in playing as a squad.
Second of all, the loot distribution needs to be changed completely. Have all players start with white armor, a white backbag and a white knockdown, and use the newfound space to add more guns. This will help make the starts of games far less random and luck-dependant. There is simply no excuse for early fights being decided by what bin contains a Peacekeeper and what bin contains a white knockdown shield and some energy ammo.
The less randomness there is, the higher the skill ceiling will be, and the higher the skill ceiling, the more longetivity the game has. Making the game appeal to competitive gamers is absolutely your best bet for boosting it's popularity long-term, and lowering the skill ceiling is NOTHING but detrimental for the game's future as a competitive game. The competitive scene is your best marketing tool, and a goal for more serious players to aim towards. So rather than just throwing money at high profile tournaments hoping it'll stick, work on making the game a natural fit for competition, and then start building a competitive scene for it.
As a side note to that, the game currently just does not work as a serious, competitive game. Everything from the format to the points system to the production values the tournaments have had thus far have been anything from sub-par to embarrassing. But there are a ton of ways to make Apex Legends work as a serious competitive game. I can come up with at least five to ten ways just from the top of my head. But none of those matter, if fundamental things like charactegun balance or loot distribution are as messed up as they are right now.
Third, matchmaking even in the casual mode needs to be leveled. At some point, the playerbase of this game is going to consist of mostly experienced, good players. At that point, random people will simply not be able to hop on and have a good old time, because they will get destroyed by the portion of the playerbase that has been playing for a long time.
What killed Counter-Strike 1.6 and Quake 3/Arena is this: new players stopped coming in, because all the servers were filled with veterans who'd been playing for 5-10 years, and newcomers had absolutely no chance. And neither game did anything to make it easier for new players to hop on. There were bots, with whom you could play on your own server, sure, but that was not enough. There were beginner servers too, sure, but no servers between absolute beginner servers and expert players. So once you graduated from being a complete beginner, you had no choice but to hop on a regular server and get humiliated by the veterans, and that is the point most beginners simply stopped.
And I don't blame them. Make it so players can easily go from beginners to intermediates to good to great, and you won't have new players hopping on for the first time, getting destroyed and never playing again. There will be smurfs, sure, because people are kinda pathetic like that, but it will not be nearly as bad for new players as it will be in a year's time without proper, leveled matchmaking; ranked mode or no. And for the love of god, add hop-ups, gun parts and a way to choose your character to the training mode. I cannot fathom why these things aren't already there. I mean seriously, WHY can't you go test out hop-ups, characters or gun parts in the mode that's called "training"?
Explain this to me, please.
Fourth, you need to stop nerfing guns by adding randomness to them. It is the absolute WORST way to nerf weapons, considering how many other, better ways there are. If there's a single good argument for adding randomness to recoil patterns, over nerfing the fire rate, clip size or damage, I'd very much like to hear it.
All it does is it makes the game more about spraying and praying than precision and skill. And making hop-ups less common, over making them less powerful is also a horrible decision. Disruptor rounds were like the plague in season 2, and were still completely broken after all the nerfs, turning all late game fights into a game of "who found the disruptor rounds".
And what did making them rarer do? Made it more likely that just one team had found the disruptor rounds, and gained that ridiculous advantage with sheer luck. Stumble upon a rare thing and win does not appealing competitive gameplay make.
Fifth, add proper, optional, extra account authentication, and separate lobbies for people who have done it. I bet a lot of people would choose waiting an extra twenty seconds for a great game over getting to a lobby instantly, but risk running into cheaters (with whom I haven't really had any problems with since season 1, to be fair), or horrible, toxic players when queuing solo. Hell, make it possible for players to pay like 5€/month for premium status, and reward the paying players with higher tickrate servers (without lowering the tickrate of the non-paying servers). I'll pay that twice over and once more for good luck if it means I don't have to wonder why a center-mass Peacekeeper blast from hugging distance did 0 damage again.
Sixth, I do not think making the game be about camping and hiding is the right fit for it; if it's a decision in the first place, rather than a bunch of mistakes with gun balance and how ranked points are given out. But regardless, I think it simply cannot be right that a game that separates itself from every other Battle Royale shooter out there with it's movement mechanics and wide range of character abilities is made to be about sitting in a house, taking pot shots at another house where another team is sitting, taking pot shots at the team that's sitting in the third house. Yes, its a BR game, so being the last ones alive SHOULD absolutely be the point. But that does not mean it has to be about hiding or camping. It could be about outmanouvering your opponents or outgunning your opponents, and frankly, I think that would make for much more appealing competitive gameplay. You could encourage this by, for example, making the last circle be relatively small, but not nearly as small it is right now (so as to avoid making the last fights into the incoherent nade-spamming mess they usually devolve into now), and making the ring move around, forcing players to move around.
And last, but most importantly, you need to scrap the idea of releasing bigger patches less often, and instead need to at least release balance patches IMMEDIATELY as they're required; even if you risk going too far in the other direction. I do not understand the thought process behind the decision to release patches less often, and it makes absolutely no sense to me. Many guns and characters in this game are or have been CLEARLY unbalanced. Even completely broken. And it's taken you FAR too long to fix these guns and characters. Surely it can't take that much time to change the damage values of a gun, or the cooldown time of an ability, and surely these small patches with just these balance changes cannot be more than a few megs in size, and SURELY it is better to release patches as they're ready than letting guns and characters be unbalanced?
I understand that you like to test balance changes and monitor guns and characters to see if balance changes are even necessary, but very often it's crystal clear to everyone that something is clearly broken, and no monitoring is needed. Pathfinder in solos was a good example, or disruptor rounds all through season 2. You do not need to form a focus group to figure out how to fix this stuff. You don't. Double the cooldown of Pathfinder's abilities and slash the damage of the disruptor rounds. See what that does. If nobody uses them after that, then you've gone too far in the other direction, and need to pull back a little.
Who cares, these small balance patches will be what, ten megs in size? I doubt the community cares about downloading small patches like twice a week, if it's for the sake of immediately addressing characters or guns that are making the game not fun to play or other characters and guns completely obsolete.
I get that bug fixes and such take far more time to get right and avoid breaking other stuff. But for the love of everything, do NOT sit on balance patches for arbitrary reasons. There was a game some years back called Loadout. It was a fun 3rd person shooter, with the gimmick of players being able to create guns from gun parts, and use them in game. But as you'd expect, there were broken combinations, and one combination in particular was completely jacked (Tesla Beam I believe it was called), requiring absolutely no skill to use and doing ridiculous damage from basically any distance.
It took the devs like a month to fix, and that month basically killed all momentum the game had built, because that one garbage gun made everything else obsolete and the game completely unfun to play, and people just didn't return after the devs finally got around to doing something about it. Do not make the mistake they made. More balance patches, more often. No excuses. Phew. JESUS. I can't believe I'm writing this shit and not even getting paid for it.
But I'd like to end on a high note. Apex Legends is the only game since CS 1.6 and Quake 3 that I've really gotten into and enjoyed, even thinking about either resurrecting my old competitive team, or creating a new one just for Apex. The potential to be both a great competitive game for competitive gamers, and a great fun shooter for more casual gamers is absolutely there, and the changes needed to unlock it are not very big at all.
Season 3 looks to be the biggest the game has seen yet, and the thought of what could be coming in the future makes me all giddy and shit. And from what I've heard, the Halloween event could just be insanely good fun.
It's a great game, and as I've said, I enjoy it very much. But I sincerely dread for it's future, as I've been around online gaming a good while, and I've seen quite a few games with great potential come and go for one reason or another. I'm not saying the stuff I said above is the recipe for continued success, but maybe it's something to consider.
Whatever the case, it's my two cents, so take it for what it's worth (if anything), and have a good upcoming week(end) y'all. And Respawn: stop fucking this up. As much for our sake as it is for YOUR sake.
submitted by RipBerryrock to apexlegends

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