Apex Legends

Apex Legends Dev Tracker




26 Apr

Comment

Originally posted by T0funa

Hi. Loba main here just slightly concerned why fixing the worst tactical in the game warrants a nerf to her only decent ability.

We're not just fixing it (bug fixing that is; there's still the occasional bug with it, but anecdotally from my testing it went from maybe 3-4 out of every 10 attempts failing currently to maybe 1 in a 100) but we're also buffing it: full movement speed while it's in the air, no slow down when you arrive. Honestly patch notes can't do it justice; you gotta feel it. I'm a Loba main on live and playtests are night and day.

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Originally posted by paradoxally

Did a reputable leaker say this? It sounds strange they'd nerf Bangalore like this.

Edit: nvm just saw Shiv comment on this. rip.

Pro-tip: there are no reputable leakers. They're all inconsiderate assholes who spoil the hard works of game dev teams for a little bit of clout.

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Originally posted by HighTreazon

Currently it still does damage. I just saw on Twitter that with Season 9 they will be nerfing Bangalore’s smoke so that it won’t damage enemies at all. This is a huge bummer because I frequently use it to test enemy shields and force them to hit cells, not to mention the occasional knockdown. There is even a tracker for hitting enemies with the smoke that I paid for… if this rumor is true then I’m actually pretty gutted. (And yes I know that it currently barely does any damage but it’s mostly about the intel gathering rather than agg)

This is definitely not true. If smoke canisters stopped doing damage that would be a bug we'd fix.

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Originally posted by HighTreazon

Can you comment on the Bangalore smoke canister no longer doing damage? What was the rationale there.

EDIT: This has been officially debunked by the Dev! Apologies if I contributed to a panic.

That's the first I hear of this! Where did you get this from?

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Originally posted by CallMeTheZagNut

Is there a reason the team decided against allowing Valk to fire her weapons in the air when using her VTOL jets? She already moves slowly enough in air from what I’ve heard for her to not be a huge nuisance. I feel like this decision doesn’t do justice to such an integral part of Valk’s kit by not allowing her to counter fire in the air unless she’s free-falling.

Absolutely, yes. This was a line in the sand we drew super early on.

Our theory is that one of the greatest things about Apex combat is that it *can be* (isn't always, but can be) proactive rather than reactive. What I mean by that is that in many other games, particularly games with a low TTK, combat comes down to how quickly you react to what the enemy does. Apex creates 3v3 engagements where you can predict to some degree what the enemy will do and get ready for it. This feels a lot more satisfying in the long run than just having amazing reflexes (and those reflexes of course still matter). A core element to enable proactive combat is what we call well defined front lines: you know where the enemy is relative to you and crossing the front line is a definite moment of escalation. We achieve this by, ironically enough, slowing movement down a lot. Titanfall 2 definitely never had well defined frontlines: everyone was just grappling, double jumping, and wall running all ov...

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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.

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It's just, uh, permanently parked.

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Originally posted by TeamAquaGrunt

her strafe speed will be the most important thing imo. if she can strafe super fast and fly around in the air, she's going to have the same problems that Horizon has. but if she can't strafe fast, she's going to be food in the air.

it's also worth noting that her flight doesnt seem to cause a lot of visual clutter like Horizon's tactical, nor does it have the immediate height, so hopefully they've learned a few lessons going into Valk.

Her in-air strafe speed with jetpack is very low for that exact reason. She can disengage jetpack and re-engage it for a quick burst of movement, which makes you a little harder to hit, but this maneuver eats a good chunk of jet fuel.


25 Apr

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We're always looking this type of feedback so yes, 100% agree this should get updated. Ill share this with the team and see if can do something about this.


23 Apr

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Originally posted by BloodMossHunter

i cant imagine how you guys are probably on season 13 now going "oh yeah, valk. anyway, back to this vampire stake mechanics we're working on."

Yeeeeaaah when people ask me about the new weapon I'm like... wait... which one of the ones we've been playtesting for a year? Oh right it's the bow! Wow that's old ;P Character wise we're figuring out seasons 13 and 14 atm... just to give you an idea. But specifically the balance changes that people often try to read out of these trailers? We can't know until we live in the meta. Like ask me what meta changes I wanna make next season and the earliest I could possibly know is two weeks into the season.

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Originally posted by Forexz

"Bogeys" would be weird to use as you already know what you're up against, it's meant for unidentified aircraft which could be friend or foe, they're all "Bandits"

Well what if you don't know who's shooting at you? You only heard bullets whizzing by? Wouldn't that be a bogey? ;P (I think we use the terms pretty haphazardly)

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Originally posted by daffyduckferraro

Looking forward to valk, hoping she is strong on launch

Oh she'll be strong. Terrified right now she might be too strong, but I've called my shots and now all we can do is wait.

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Originally posted by Savings-Breath-1280

People need to chill out on all the Gameplay Deviations. Just because something doesn't work ingame as shown here in the trailer, doesn't mean it will be in the game. It's not a gameplay trailer, just a cinematic for fun. If you want to spot actual gameplay changes, keep your eyes open in the gameplay trailer.

Also these trailers are created with so much lead time we generally don't even know what the gameplay changes will be when we script the trailer.

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Originally posted by MrBabadaba

I want valk to just say random almost useless Air Force quips like that throughout the entire match lol.

Hope you like bandits and also bogeys

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Originally posted by NC_Pitts

Is rev still your fave legend??

Yup!

Well until the 4th

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Damn I have the same Banner!


22 Apr

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Originally posted by xfearthehiddenx

What if the L-star had a sudo "magazine"?

What I'm referring to is a 20 round count of ammo that gets "held" in the gun. Not as an actual mag. When you pick it up it has 20 rounds, and when those rounds run out it pulls from the inventory. If you drop it, it pulls up to 20 rounds out of your inventory. This way the gun would still have ammo (Unless of course you ran out) in it like any other gun. But you wouldn't be able to "steal" the ammo from it.

Not a bad thought, and we looked into that! Hard to explain, but it would be more trouble that it's worth to repurpose the existing system to work in that way. It wouldn't really save any dev time to try to make mags work in a way that doesn't require "reloading", or could "reload while firing", etc. etc. Mags have a bunch of logic that assumes some consistent functionality around reloading and other stuff, and it would be risky to try to adjust what a "magazine" means. In general, it helps stability to make sure systems do a specific thing and do that thing in a safe and consistent way when possible! The more you start trying to have systems do all sorts of different variations of things while being "the same system", the more you tend to get weird bugs and issues.

All in all, the LSTAR doesn't really have a magazine for any of the ways we define "magazine" in script and code. It's cleaner and safer (and probably faster) if we just try to make a system for what the LSTAR...

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Originally posted by Yahga2

if you love solving problems so much, then what's 2+2? hmm? good luck, been tryna figure that one out since kindergarten.

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Originally posted by AmusedApricot

We are trying to find a good solution for this! It's tougher than it seems. As noted by others, the LSTAR uses ammo in a different way. Most guns have ammo on pickup because the ammo in the magazine doesn't count towards ammo in your inventory, so they can spawn with a full mag and not have it affect your inventory at all. The LSTAR's ammo count is just the amount of ammo you have in your inventory, so if you pick it up with no ammo in inventory, then it's 0 which stinks. Hopefully it's not a problem every time much because guns have their ammo spawn next to them, but it definitely is too common that you get one with 0 ammo and can't use it, which sucks.

There are a few solutions that seem possible but have some pretty big problems that make them untenable. The most obvious one is "what if you got free ammo in your inventory when you picked up an LSTAR?", but then people could get infinite ammo! This leads into "what if the LSTAR only gave the ammo when it was pi...

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Thanks all for the comments, sorry I can't go through and respond to each. I don't mean it in a rude way, but suffice to say that if you have thought about it in the time it took to read this comment, I guarantee we have also thought about it as an option haha! I can't really go through and explain each technical piece and why this and why not that for each option, but I promise it's not as easy as "but why not just do this obvious thing" -- if an obvious answer was tenable we would have done it already, that's all ;)!

We're working on it, but we want to do it the right way. There are probably gross hacky ways to fake it and maybe make it work, but that likely leads to bugs and hidden issues that might not crop up until the future. Ideally, we get some sort of stable decent solution that is robust and ready to go for any future weapons we want to do that might also not have magazines 👀

Hope everyone enjoys the new season!

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Originally posted by CMDProGamer

This probably already crossed the conversation, but what if you just put a little counter next to the infinity “selection type”. Add a default of like 20 permanent ammo in the LSTAR, so picking it up will not add any ammo to the inventory. If the player has no energy ammo, have the gun use the “default ammo” it has. If the game player does have energy ammo, have the gun target the stacked ammo. I realize it could be finicky trying to make the gun switch between the 2 ammo types mid fire, but I think it’s possible. I have no clue how hard it would be to code or play test, as I have no experience with it. Just an idea I had. And like I said it was probably passed around before.

Edit: selection type meaning like the r301 single fire or rapid fire

We are trying to work with a similar concept! It's just pretty complicated and risky from a code/script standpoint, so it wasn't ready for this season unfortunately.