Apex Legends - A Titanfall Battle Royale

I'm 2 weeks ahead, but i'm sure with the new update in Div2 Friday that will slip by.

ranalin wrote:

I'm 2 weeks ahead, but i'm sure with the new update in Div2 Friday that will slip by.

You also paid for the extra 25. Where would you be without that?

Nice calendar! I was very concerned about being able to finish the Battle Pass after the first two days, but now I'm well ahead of schedule.

https://www.reddit.com/r/apexlegends...

Looks like a patch has dropped for all platforms and it *might* reset your account. As in you could lose all of your progression and skins...

Le0hart85 wrote:

https://www.reddit.com/r/apexlegends...

Looks like a patch has dropped for all platforms and it *might* reset your account. As in you could lose all of your progression and skins...

They have already stated it's a bug and are working on a fix. I would not worry.

They're saying it's fixed now on all platforms.

Got my first win as a duo today, lost our first guy at drop and he quit before we could get his box, won 2 engagements where we came in and cleaned up after. Then we legit snuck past a 3 person squad and it was down to 3 squads at the end, the other 2 fighting at the airfield. When we heard the gunfire we ran to them and once again cleaned it up. Feelsgoodman.mp4

I got back to back wins last night with two different random squads! One was my first Caustic win, which gave me wins with eight different Legends and the final achievement for the game!

Congrats!

I don't know what it is but I feel like I am just getting worse. I used to easily get 3+ kills per game and over the past week, I'm lucky if I get one. Maybe I'm just compounding bad habits not too sure but the influx of hackers is getting a little out of control as well.

Tempest wrote:

Congrats!

I don't know what it is but I feel like I am just getting worse. I used to easily get 3+ kills per game and over the past week, I'm lucky if I get one. Maybe I'm just compounding bad habits not too sure but the influx of hackers is getting a little out of control as well.

Could also be the player base of newbies is dying off so the lasting players are the ones more experienced.

And hackers.

Minotaar wrote:
Tempest wrote:

Congrats!

I don't know what it is but I feel like I am just getting worse. I used to easily get 3+ kills per game and over the past week, I'm lucky if I get one. Maybe I'm just compounding bad habits not too sure but the influx of hackers is getting a little out of control as well.

Could also be the player base of newbies is dying off so the lasting players are the ones more experienced.

This certainly happened in CoD:Blackout. Queue's slowed down which also was ah issue but also every group you started to run into was very skilled.

Apex in general being 1. F2P and 2. being Heroish BR drew in a lot of people that were not use to this type of BR. So there was a big learning curve for players coming from Fortnite or Overwatch etc. A lot of them either A. dropped off or B. learned the game. This could certainly change it. I have not been playing a ton so I can't really comment on skill of the players currently. Did not seem too bad when I played last week but hard to tell from a few hours.

Tempest wrote:

Congrats!

I don't know what it is but I feel like I am just getting worse. I used to easily get 3+ kills per game and over the past week, I'm lucky if I get one. Maybe I'm just compounding bad habits not too sure but the influx of hackers is getting a little out of control as well.

Thanks!

I believe I've chronicled my struggles with periods where I'm absolutely stinking. I'll take a night off, watch some tactics videos from The Gaming Merchant, and get back at it. And hey, I'm not a pro, some nights just aren't good ones. C'est la vie.

While I'm not doing better on wins, I am doing better on killing things. I managed five kills today, two in the same game. It took me long enough to find a gun combo that suits how terrible I am.

:wave:

I slept on the Devotion and have found it is a GREAT early game weapon! I also have been having difficulties with kills, but recently started switching up my play style to be more aggressive. I had avoided the Devotion for a long time because of its WILD kick and ramp up. But after sooooo many hot drops, I started grabbing the Devotion and listening for footsteps. The second I hear someone nearby, I am ready to start dumping with that thing!

As an early game, close quarters gun, I wholeheartedly recommend the Devotion!

Also, I’ve been having a TON of fun using Pathfinder and his grapples as a way to just slingshot around and always be repositioning! Had a 4 squad final battle using Pathfinder with the circle closing at Skulltown. It was soooo fun swinging around those buildings, going vertical! Also helped I got a mastiff! We didn’t win, but I was giddy that I had that experience! The movement in this game is still so great! I wish more characters had verticality in their moveset!

For early game I like the Alternator. It has a fast reload which I find to be useful in those early fights as you sometimes have to fight two or three guys at once (especially if there are multiple teams there) and being able to fire faster after getting that knock is key. But once everyone starts getting armor, it just doesn't damage enough.

Finally got what I think was my first win on season 1 with Cartoonin and a good pubbie last night. It came down to us as a full squad and 2 other squads that turned out to only have 1 legend standing, so the pubbie cleaned both up before either of us engaged. I spent the middle part of the match reviving Cartoonin, multiple times.

Felt good after getting 2nd and 3rd multiple times each night for the last week or so.

I had a game last night where the third place squad was one Lifeline who died to the storm. According to my teammates, she hung around waiting on her care package to drop. Maybe she didn't realize the storm gets stronger over time?

We won that one and another last night. Almost pulled off the back-to-back with the latter, but got 2nd place in the following match.

Anyone know how match making works in apex legends? I’ve noticed recently (and I’m a poor player) that I will have matches with very new players as a whole based on the load in screens and then the next game will be matched against 500+ kill players that are level 70+. Seems odd to me. I get smoked by the 70+ level folks and do quite well with the lower level players, which makes sense. I know I see a sample size of 6 players per match, but it very much feels that it is representative of the whole game group for that match. Just curious if anyone has an idea of how it works? Is there a player rating for everyone? Seems like this game would benefit from a rank system of some kind.

More balance changes.

Separately from the sniper category, we are nerfing the Spitfire a bit, but our goal is to still keep it strong, as it’s a rarer spawning weapon. The Wingman is receiving a few magazine size nerfs, so that it doesn’t dominate the stock gun vs. stock gun battle early on due to its super high damage per bullet. Lastly, the Havoc is getting some general ammo and charge beam buffs to bring it in line as a viable energy ammo AR that competes with the R-301 and Flatine/Hemlok. The end goal is that the Havoc pressures a player’s ability to find Energy ammo, but is less dependent on finding attachments, whereas the R-301 and Flatline/Hemlok have less ammo pressure, but a higher reliance on finding more attachments to achieve power.

G7 SCOUT / TRIPLE TAKE / LONGBOW DMR

Lowered leg shot damage reduction: 25% -> 10%

Reduced base weapon sway by about 33%

Reduced base sway speed by about 25%

LONGBOW DMR

Increased fire rate 1.2 -> 1.6

Increased magazine size

Base mag increased: 5 -> 6 rounds

Common mag extender increased: 6 -> 8 rounds

Rare mag extender increased: 8 -> 10 rounds

Epic mag extender increased: 10 -> 12 rounds

HAVOC

Increased base magazine size: 25 -> 32 rounds

Charge Beam

Reduced cost per shot: 5 -> 4

Increased close range damage: 55 -> 60

Increased damage at range: 45 -> 50

Close range damage falloff increased: 35m -> 75m

Ranged damage falloff increased: 75m -> 125m

WINGMAN

Reduced magazine size

Base mag reduced: 6 -> 4 rounds

Common mag extender reduced: 8 -> 6 rounds

Rare mag extender reduced: 9 -> 8 rounds

Epic mag extender reduced: 12 -> 10 rounds

SPITFIRE

Reduced base damage: 20 -> 18

Magazine extender attachments reduced

Common mag extender reduced: 45 -> 40 rounds

Rare mag extender reduced: 55 -> 45 rounds

Epic mag extender reduced: 60 -> 55 rounds

ADJUSTMENTS TO GOLD WEAPON ATTACHMENTS:

Gold Havoc

Now has Turbocharger

Now has 1x-2x variable holo site

Gold R301

Now has 1x-2x variable holo site

Gold Wingman

Now has digital threat

BATTLE PASS XP BONUS EVENT:

In honor of Thicc-boi buffs, we’re going to be running a bonus Battle Pass XP event. From approximately 10AM PST 4/16 through approximately 10AM PST 4/18, your first Top 5 of the day (your squad places 5th or better in a match) will grant you 1 full bonus Battle Pass Level (29,500 BPP), up to a max of level 110. You can earn this once per day.

We’ll also be finding other moments during the season to add Battle Pass XP bonuses, so stay tuned!

tundra wrote:

Anyone know how match making works in apex legends? I’ve noticed recently (and I’m a poor player) that I will have matches with very new players as a whole based on the load in screens and then the next game will be matched against 500+ kill players that are level 70+. Seems odd to me. I get smoked by the 70+ level folks and do quite well with the lower level players, which makes sense. I know I see a sample size of 6 players per match, but it very much feels that it is representative of the whole game group for that match. Just curious if anyone has an idea of how it works? Is there a player rating for everyone? Seems like this game would benefit from a rank system of some kind.

There's rumour of rank play coming, but right now everyone is in the same pool. 500 kills is low at this point. I've seen people with 500 kills just for the season alone.

I like most of these changes. Even with the one or two I dislike, you can see they're paying close attention, and trying to make the game better.

Very pleased by the bonus BP levels as well, although it would be nice to get more warning. I'm way ahead of pace for 110 anyway, but I'm pleased at the thought of finishing sooner, and being less under the gun.

Also in the patch notes:

JUMP SHIP SPEED
Increased the speed of the ship by about 50%
We felt that the ship was moving a bit too slow after watching player behavior so we’re speeding it up so players that like to drop later in the flight path don’t have to wait so long.
mrtomaytohead wrote:

Also in the patch notes:

JUMP SHIP SPEED
Increased the speed of the ship by about 50%
We felt that the ship was moving a bit too slow after watching player behavior so we’re speeding it up so players that like to drop later in the flight path don’t have to wait so long.

This is very interesting, and I think a great change. It will make jumping into areas far from the start point more common, and it may bring some interesting changes to the "jump meta".

Something's still changed with the 'jump meta' The insistence on people wanting to drop at Bunker seems to have grown and 3/4 of the match is over before the 2nd circle. Won my 2nd match just because we had swamp to ourselves. Looted it dry and by that time only 4 teams were left. We heard the shooting and went in and cleaned up. We had 3 team kills and i think under 1k damage overall. I mean hurray for the win, but that seems to be a common occurrence more and more.

ugh, you're not joking. Many pubbie matches go from my suggestion to Bunker. Why? What's so great about a couple corridors with very limited loot?

I think what people like about Bunker is what they like about Skull Town, only moreso: You're immediately playing Team Deathmatch, rather than "wander the map for ten minutes, occasionally looting".

I am happy dropping anywhere, but Bunker is such a gamble. Skull Town is at least usually a fight; Bunker is Russian roulette.

Fedaykin98 wrote:

I think what people like about Bunker is what they like about Skull Town, only moreso: You're immediately playing Team Deathmatch, rather than "wander the map for ten minutes, occasionally looting".

I am happy dropping anywhere, but Bunker is such a gamble. Skull Town is at least usually a fight; Bunker is Russian roulette.

If 3 groups of people land skull town you win the fight you usually walk out of there with at least 2 blue armors on your team and everyone having decent weapons/ammo/mods. Why, because as much as you fight there the amount of loot is vast to handle it. In PUBG I would compare to military base or Pochinki.
If 3 groups land bunker and you win. You will normally have 3 white armors with 1 of them depleted, bad weapons, and low on ammo/health items. If you drop solo you will still probably not be in great shape. It is much more comparative to the school. Which I also hated doing. I don't mind the early fighting. I don't even mind the roulette as much as winning you are still not in a good place.

Le0 and I had a ridiculous win yesterday. We were paired up with a rando who, even though it was down to us and one other squad, managed to get both of our banners and respawn us (after a miraculous escape)

We couldn't find much for weapons, I had a 2020 and an Eva with no backup ammo in either. I knocked the Mirage with about 3 shots from the shotty, poor Le0 can't find any weapons and goes down, then our teammate goes down. He'd whittled down the Octane and was yelling "he's super low!"

I come down the stairs to where he marked the Octane, see him healing and fire off the last two shots I have in the Eva. I go down, "crap, we lost" then the CHAMPION screen pops up.

Octane and I must've fired simultaneously but he went down first. What a swing of emotion, and a ridiculous comeback, considering they had us down to a 3v1.

Is the Prowler considered a good weapon? I had never really used it before, but over the last week it's been my go to. Last night I was carrying around two.

I don't know if I've just adjusted to it or if it's been changed, but the bullet drop in the heavy sniper doesn't seem to be as severe as before.