1. APB Reloaded
  2. News

APB Reloaded News

Maintenance

Hello everyone,[url=

On Monday 23rd, we have maintenance that will start at 9 AM UTC for all platforms. The estimated downtime is 4 hours. Patch notes will be added later.

Thanks,
Lixil

Holiday Cheer 2019



Starting on December 23rd through January 15th, the holidays have arrived in San Paro.

But a new drug is hitting the streets, will you be able to resist the scourge that is… “Holiday Cheer?” Those brave enough to try and resist the hallucinogenic properties of this powerful drug and fight to keep the kids safe from all that is merry can head to Beacon straight away! Be on the lookout for the Prince of Pushers… The Nutcracker Prince, with his “snow ball” launcher full of “Holiday Cheer.” Will you become dosed and join his army of tweaking Nutcrackers, or fight valiantly to keep this menace off the streets? Either way you’ll be earning new rewards!

Get the full details and list of rewards here

Patch notes 1.20.0 (1182)

Hello everyone,

A new minor patch is going up onto the Live servers for PC. This patch will be happening on Wednesday 11/13/2019. Patch will start at 9 AM UTC and will last for up to 2 hours.

Public Patch Notes:

CHANGES/FIXES
  • Fixed a visual bug related to the Masquerade Mask

Mission Joker Ticket rewards

Hi all,

Since we took over, I've been pretty vocal about the F2P implementation of APB. Aside from reducing ARMAS prices and balancing the value of G1C, I have always felt that we also needed to finish what Reloaded started.

The changes to the Joker Store were a step in the right direction, but effective Wednesday, September 18th, we will start giving out Joker Tickets as rewards for opposed missions.

For the longest time, players have only been able to earn JTs from events, Daily Activities and Fight Club. Now regular Free-to-play players will have a repeatable method for earning permanent items within the primary method of gameplay.

As you can imagine, we're approaching this fairly conservatively, so please know that all of these values are subject to change as we collect more data.

Here is how this system will work:

1) Regular Mission Districts

Opposed missions in Financial and Waterfront will offer a random chance to win from 0-10 Joker Tickets. You need to participate and complete the mission to be eligible, but you do not have to win. There is a Daily Cap to how many Regular Mission JTs you can earn, which is based on your highest threat level reached that day.

The Regular Mission District Daily Caps are:
Training - 0
Green - 100
Bronze - 100
Silver - 150
Gold - 200

This means that you can cap out at Silver, but if you reach Gold then you can earn 50 more that day.

2) Weapon Prototype Districts

In addition to the Regular Missions, players can also receive 1-10 Joker Tickets from doing opposed missions in our Weapon Prototype Districts. This doesn't sound like a big difference from Regular Mission Districts, but during our internal development, we were able to rack up tickets a lot faster.

Weapon Prototype Districts have their own Daily Cap and track the JTs earned separately from the JTs earned in Regular Mission Districts. The Daily Cap for these districts is a flat 200 for everyone.

Just to make things interesting, we have two extra rewards that can sometimes pop up if you haven't reached your Daily Cap in the Weapon Prototype Districts:
Weapon Prototype Boxes. Players can open these to reveal a temporary random Legendary for them to try with limited ammo.
A very rare 250 one-time JT reward. This wont count against your Daily Cap.

Once you have reached your Daily Cap, you can still earn Weapon Prototype Boxes.

3) Future Premium Bonus

We're going to watch the numbers, but sometime in the future we would like to add a bonus for players with Premium. This will be a guaranteed amount of JTs per mission that is added to the random reward.

There are still more changes coming. We have a new design to address the gambling issues with Joker Mystery Boxes, and a potential new way for Legendaries to be collected. But rest assured that we will continue adding more permanent character items to the Joker Store and more cosmetic account level items in ARMAS.

In fact, you'll see some new ARMAS items in this week's patch as well.

Thanks,
Matt

PATCH NOTES 1.20.0 (1161)

Hello everyone,

We are starting some new weapon tests this week and we want to explain the changes to Low Yield Grenades (LYGs) that we’ll be testing. We decided to focus each of the LYGs changes on one specific aspect: Each district variant has had its Health damage, Hard damage, and Stamina damage decreased. Hard damage and Stamina damage changes are the same in each district and we are focusing mainly on size of the explosion and amount of Health damage done.


For Test District A:
These LYGs are designed to be used in a more accurate fashion compared to live. The amount of Health damage has been reduced slightly compared to live, and requires a more accurate throw as we have reduced the size of the explosion. We’ve also decreased the radius of the maximum damage.

For Test District B:
This variant focus more on using the LYGs for area control as they do less Health damage than Test A but are the same size explosion as on live. We also wanted to add in a slight amount of counter-play, so we are increasing the fuse timer by 1 second.

Some other changes that we are making concern the OBIR and FFA. In both districts these guns will both now prevent you from weapon swapping while the re-fire or burst fire timers are active.

We also wanted to update you on the weapons that have previously been in the Test districts: The RFP changes that we are comfortable with and are moving into the next phase of testing are the changes from Test District B. This change will be put into both Test District A and Test District B. The RFP-SD will have the same base stats as the RFP. We are also moving the changes we made to the OCA from Test District B into both test districts as well.


RFP:
Health Damage: 133 -> 110
Magazine Capacity: 21 -> 24
Ammo Pool Capacity: 105 -> 120
Radius at 10m: 10 -> 20
Min Damage Range: 25m -> 15m
Marksmanship Modifier: 0.64 -> 0.32

OCA:
Fire interval from 0.092 to 0.098 seconds
Accuracy Recovery from 5.675 to 5.25