Apex Legends

Apex Legends Dev Tracker




playapex: ALGS Year 4 Split 1 Playoffs | Bracket Stage | Elim Rd 1 | Apex Legends — streaming for about 3 hours

13 Sep


12 Sep

Comment

I'm passing this thread to the audio team as this has been a really big issue. But the info here is really great! Thank you all for your due diligence on trying to fix it on your end and reporting your finding. This really does help to nail this issue down.

Also for anyone else who sees this, please let us know as all the additional steps you've taken on your end to fix this as this is our next big issue to tackle. Also the situation in game you were in that it occurred (ie. Reviving someone, initial drop, characters in party, and console ( PS4 vs PS4 pro, etc)). Every single piece of info, no matter how small does go a long way. Videos also help.

Cheers and thanks you!


11 Sep

Comment

Originally posted by [deleted]

[deleted]

If the community finds it I usually personally see them here. We also have devs looking at our forums and others places too, so I'll get bugs that way. If you can, dm me a screenshot and I'll take a look. Thanks!

Comment

Originally posted by Guitaristb72

This dev looking at OP like a proud papa

It true 8)

Comment

When I opened this sight line up for season 2 I had been waiting to see someone to nail this shot. Nice one!

Comment

Originally posted by kill-time01

Can I have something confirmed or denied please? I read some where and it "Seems" to be that all ammo types have the "same drop" regardless of the gun shooting them.

IE: Light will have "x arc" always, so p2020 will have the same drop over range as the g7? and heavy/eng also.

Pretty sure its bunk but people hold on to this a lot.

No, the guns have different muzzle velocities.

Comment

Originally posted by kill-time01

My typical snipe misses are around the 200-300 mark with the long bow 4x -6x scopes. The tracer drop off is either at their feet or on adjustment of what I "See" I over shoot by some inexplicable margin. Happy to go test this out.

Not ruling out that you haven't encountered a bug, but in local testing I cannot reproduce this at all. You can see results for a 500m test here. I also tried both the 4x and 6x at 200 and 300 meters with accurate results.

https://imgur.com/a/PzfH732


10 Sep

Comment

Originally posted by CubanOfTheNorth

Is the ping necessary when the scope should tell you the distance to target? Or could that also be bugged? (Not personally having this issue, just wondering)

For the optics that do that, that should be fine, as long as you're adjusting your aim to the mildot after range finding but before firing.

Comment

Originally posted by DeadpanLaughter

Wait, really? This explains why I have so much trouble using the scope. At 200m the 200 mark never lines up. I always have to be between 100 and 200. Is there some way y’all could make this easier on the users? If anything, just adding to the scope what it is zeroed to? That way I know for certain the center is meant for XX meters.

If the 200 isn't lining up that's a bug. You can verify if it's working or not by pinging a location, checking the reported distance, lining up the mildot, firing, and checking the impact point vs. where you pinged.

Comment

Originally posted by OrlandoMagik

Another issue with the snipers is that you guys have decided to make the center zeroed at 50m, instead of 100m, with the first mil dot being 200m, so you have this f**ked up 150m not evenly rounded zone of confusion between the center and the first dot.

That's a good point. The 50m had to do with the ranges that engagements actually tend to take place in Apex, and the exaggerated velocity and drag of the projectiles (there are reasons for that too, but they're outside the scope of this discussion). The combination created instances where targeted headshots at average engagement ranges (generally far less than 100m) would pass over the head of the target, due to the upward trajectory required to zero at 100m.

That said, I believe at some point we increased the sniper class weapon projectile velocities, so it seems worth revisiting the zero distance. I realize that user adjustable zero distances could also help resolve this, but it's a pretty meaty feature to add for a type of gameplay (long range sniping) that isn't really how Apex tends to be played. (that doesn't mean it's completely off the table)

Comment

Originally posted by weeenusaur

Can we get a clarification on what actually happens there?

Projectile has a velocity, the velocity is modified by gravity and drag. I think the calculations are done using Runge Kutta 4, which is pretty standard in games.

Comment

Originally posted by deXrr

The thing that causes problems is that the game is very selective about what realistic (if exaggerated) mechanics it acknowledges: It has the progressively worse drop, but the bullet velocity is always constant, which is sort of a mindf**k.

EDIT: Apparently my data about this is off. See Respawn response below. (The point from the rest of my comment stands, although I am now unsure of what exactly is the culprit.)

This also leads to the rather insane case where you have to lead people who are no more than a few meters away from you with shotguns and SMGs, because instead of having their bullets start out fast and rapidly lose speed over distance, the game averages the two extremes and has them move like softballs all the time.

> ...but the bullet velocity is always constant

For the record, this is completely untrue. Where did you get such an idea?

Edited for clarity; quote shortened to relevant portion