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about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by Torjakers

Broke: punching someone at the hot drop because they took the gun

Woke: carpet bombing someone at the hot drop

Fun fact: that'll do less damage than a punch. Because videogames.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by Um_Hello_Guy

As in the full rocket blast does less than 30 damage?

An individual rocket does 25; additional rockets past the first barely increase damage. You could theoretically do more damage with a Valk tac if you hit like 3 or 4 rockets on them, but they'd have to help you by moving along with the impacts. Apex is a gun game first and foremost. You're not killing anyone with Missile Swarm.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by flamingdonkey

So it will be just as useless as Fuse's tactical?

It has an arcstar-like stun (less intensity, less duration) on it, so I think it's quite useful.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by boopsie_

I like the idea of deciding "I don't wanna be here anymore" and just giving the enemies the biggest middle finger.

The trailers might be sliiiiightly overstating how effective that is. If you try this stunt in real life, you're probably gonna get killed on the way up. If you get hit by any damage in the first 2s (the boot up phase of your ult), it cancels out and sets it to 75% CD as well. It's more of an aggressive tool than a defensive one. But with some luck and maybe good cover you could theoretically use it to get your squad to safety. It's theoretically possible.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by Clashmains_2-account

Tactical just sounds like a better version of Fuze's tactical.

I think they're really different. Fuse's tac has a meaningful duration during which it denies an area, while Valk's tac lands once and is done. Valk is better for flushing people out of cover, Fuse is better for denying them a door or other chokepoint.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by bush_did_7__11

ill be honest with u im in the "she will not be good" camp here

it seems super up in the air, ill still main her cause ill take any titanfall i can get but i genuenly dont think shell be too strong out the gate

Edit: im not saying thats a bad thing btw, im very excited for vallyrie, and if i get proven wrong then good

Again, no pun intended, its up in the air, shes new and it all depends on how she works in the moment to moment gameplay

Ideally id like the ultimate to be an ability to get out of a bad situation as opposed to starting engagements with it

And id like her tactical to be scary but not gamebreaking

Very excited to play valk

I rarely make predictions (because games are wild and unpredictable), but my only concern is she might come in TOO strong. I'm definitely not worried about her releasing under powered. The levers are there to make her balanced, but I definitely tuned her on the strong side.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by stefan714

Judging from the trailer, I don't think she will go as high as a jump tower, maybe 70-75% as high.

She goes about 120% of the height of an average jump tower (fun fact: they all have different heights).

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by baboytalaga

I choose to interpret her passive as being a double jump lol. Looking forward to trying her out.

Double jump is the input you use to activate it, but then it absolutely feels like a jetpack. If you keep it on for the full duration you get about 8 seconds of flight time.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by Athiaa

Rip console users. How do you jump & aim at the same time without extra buttons/pads ?

We have specific jetpack control schemes with a view to supporting controller. The default scheme, "hold", keeps the jetpack on as long as you hold down the jump key. That's great for keyboard and mouse, but not great for controller. For controller we recommend the "toggle" scheme where you can let go of jump once the jetpack's on, leaving your hands free to do other things. If you want to turn the jetpack off, you just press jump one more time.

And like the poster below me says, no shooting your guns during jetpack. You CAN shoot your tactical however.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by Generik25

So it’s like just max 25ish damage? Or 25 for every rocket?

25 for the first rocket, 3 for every additional rocket (or 2 if you're Fortified). Don't quote me on exact numbers, but the TLDR is it doesn't really matter if you hit them with one rocket or four, you'll roughly do the same damage.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by Free-ON

Appreciate the detail! If you don’t mind sharing, about how long is the cooldown after she fully depletes her fuel?

I don't know that I ever mathed that out. For design like this, precise numbers are less important than playtest to playtest feedback. It sure feels like it takes a good long while, but of course you can start flying again before your fuel is completely full.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by JC527

I know this is about the damage with ensuing rockets, but will that arcstar-like stun effect increase in duration with multiple rockets that hit?

Nope; it'll just be refreshed, so it'll count from the LAST rocket impact.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by [deleted]

[deleted]

But here's the thing: it turns out the Caustic nerf was fine. He's still performing solidly, still getting picked in the ALGS. It knocked a frustrating, overperforming character down to a healthy level where he's still usable and powerful in the right circumstances. We would not have gotten there had we taken small steps and found 2 or 3 times that we didn't nerf him enough. It's always best in game design to take big swings and adjust back down.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by Anon_Bourbon

still getting picked in the ALGS.

But what has happened to his stats in pubs/ranked? I feel that should be the standard for how a character is tweaked

He is still absolutely one of the strongest characters in low level pubs. The less people know how to play around the gas, the stronger he is. At the highest level we have good data for last I checked he dropped from literally third place to.. 6th? 7th? Something like that. Still above average. He's fine.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by azizking73

How high does her passive go when you double jump, is it the same hieght as horizons tactical or is it a little higher than a regular jump

You can fly straight up for 8s if you want. That'll get you quite a lot higher than Horizon Q. Not sure why you'd spend that time tho.

about 3 years ago - /u/DanielZKlein - Direct link

Originally posted by DogeyLord

Gibby/bangalore ult : am I a joke to you?

Bangalore ult serves you a written notice of where it is going to do damage three weeks in advance, so if you get killed by that, it's really on you.