RespawnSean

RespawnSean



16 Apr

Comment

Originally posted by The_Schmeez89

Hey Respawn, thank you for the response and the constant work you are doing. I love this game. It honestly have kept me from going into a downward spiral with my depression. Hopefully we will see many great new products from you in the future.

Yo, thanks for playing, and hang in there.


19 Mar

Comment

Originally posted by Celriot1

Do you feel the same way about heal bhop'ing?

Definitely, but no fix ETA yet

Comment

Originally posted by StarkOfWolves

So dumb, stuff like that should stay in the game in my opinion, it raises the skill ceiling.

I agree that the game is fun to master because skill gaps exist, but this one is not intended.


18 Mar

Comment

Originally posted by Leeeeeee-RSPN

The level 100 Havoc skin is the first ever 3-stage evolving Legendary weapon skin.

As you get more kills (within the match), its eyes glow and its nostrils emit smoke, etc.

This was really fun to work on. It's the first reactive weapon skin that the weapons team has created at Respawn (unless you count the Pro Screen from R2)

Recommend ironsight for flexing during late game kill feeds, the smoke blasting and eyes glowing in ADS looks amazing.


14 Mar

Comment

Originally posted by Kurouneko

Wouldnt the Havoc with the lazer be faster? Thought it was hitscan

hitscan is instant so I wasn't even including it, but you're right, that single fire mode on the Havoc is faster than any projectile.

Comment

Originally posted by GolldenFalcon

Appreciate the honesty, but I struggle to see why inconsistency could ever be cool and fun.

I 100% agree with you. I wasn't being clear in responding to OP's actual issue. Please see this comment for more

Comment

Originally posted by akuakud

Thanks for the response, but im pretty sure the person you originally responded to with that comment was asking why there is deviation in travel time from different shots of the SAME gun, NOT why there are different projectile velocities between guns. Having different velocities between different guns is certainly 'cool' and a mechanic used in many different shooters, nothing unreasonable there. But if the OPs findings are accurate then thats cause for concern.

I gotcha. it was my mistake, I wasn't being clear about responding to the actual OP concern.

we are looking into OP's findings for sure. The last thing we want is for our learnable, predictable gunplay to be compromised with unintended randomness.

Comment

Originally posted by Crazeddoctor

Yeah I was making a joke on how almost everyone seems to hate the singlefire.

lol, I gotta be crystal clear in these comments. thanks for your feedback on the damage falloff =)

Comment

Originally posted by akuakud

Umm care to expand on this response and your reasoning? You thought it was cool and fun to have different bullet velocities for different shots on the same gun thus adding inconsistency and randomness to a competitive game? How is it fun to miss a shot because of inconsistency and RNG? I dont understand this logic as thats literally the opposite of fun. Im sorry but this is a terrible mechanic and should be fixed ASAP, no one wants more RNG and inconsistency in a competitive game.

Variable outgoing projectile velo on the same weapon would NOT be cool or fun. That's not what I meant to say.

Here's what I meant. Different weapons have different projectile velocities so they feel different and players can learn each weapon's feel. DMR projectiles will always be slower than G7 projectiles, for example. But each of those DMR shots should be identical.

What I was saying, was that we thought it was cool and fun that energy ammo weapons would have faster projectile flight times than other weapons in their respective classes.

Comment

Originally posted by Crazeddoctor

I’m guessing havoc is being left out? Damn the select fire is so bad even the devs are ignoring it /s

I’m kidding but the damage drop off happens too fast imo. It seems even at 100m it drops like a rock in damage

Havoc in autofire mode has the fastest projectile flight speed & least dropoff in the AR class. Single fire mode is hitscan so that's pretty much instant, but it has the charge time.

Comment

Originally posted by armoredporpoise

Can you comment about where shotgun rounds rank in travel speed? Are all the shotguns the same, and does the precision choke affect the speed of the shot?

Shotgun class has the lowest projectile speed in the game. Fastest -> slowest in that class: Peacekeeper/EVA, then Mastiff, then Moz

None of the attachments or hopups affect projectile flight speed (except Havoc selectfire changes to hitscan)

Comment

Originally posted by ZoidburgElbow

Big dick move commenting. Respect.

not trying to big time anyone, I like weapon threads =)

Comment

Originally posted by youtooms

Maybe some battlepass info finally?

nahhh tho that's /u/Jayfresh_respawn territory

Comment

Originally posted by ThisIsFlight

Can you give us a reason why this deviation is in place? Sniping is already a second-class play-style in Apex simply based on the fact that players are forced into close engagements the longer the round goes and mobility is so high. Why go on to make it even further unreliable by adding travel time deviation on to already stupendously low bullet velocities from rifles that are meant to be used at long range?

Reason is... we thought it was cool and fun

We may want to change up the ranged combat meta in the future, but in the meantime I appreciate you giving thoughtful feedback.

EDIT: clarified this comment here. Variable outgoing projectile velocity for the same weapon would not be cool or fun.

Comment

Originally posted by TinyBabyBread

Yeah, the Triple Take's bullet travel is literally half of any other sniper. I knew it was fast but this surprised me

Energy rounds are always the fastest in their weapon class. Fun fact, the highest velocity rounds in the game are fired by the Devotion

Edit: We saw this post and are taking it seriously. It's definitely not intended behavior for projectiles from the same weapon to take a variable amount of time to hit the same target. I was adding some info about the general design of how energy rounds should be different, which was not really on topic, so it was confusing. My bad

Comment

Originally posted by TheRealYagot

Also worth noting that the EVA 8 does not have its spread reduced when ADS'ing, but the Mastiff does. (Left is without ADS, right is with ADS)

I wonder if this is intentional? I would think maybe the Peacekeeper is intentional, since it has the Precision Choke slot, but the EVA 8 doesn't, so I'm not sure.

EDIT: I was curious if someone else noted this and searched "Peacekeeper spread" on this subreddit and just found this thread, which shows essentially the same thing but clearer. Going to keep my post up because it seems some people are still learning from it, but do check out u/Handsome_Claptrap's thread if you want to see the spread shown more clearly.

the thread you linked is pretty good.

the only weapon not mentioned in that post with default ADS choke is the Triple Take... and with the Precision Choke hopup equipped it chokes it down even more over time while ADS.


07 Mar

Comment

Originally posted by CommissarTyr

I hope you are aware of the bug that makes non-default FoV configurations skew the scope rangefinders

fix inbound watch for it in a future update... no ETA to share right now.

Comment

Originally posted by [deleted]

So Respawn are robots

The hard question is, how could we balance a live game for 50 million players without using data as part of our process? I honestly don't know how we could feel really confident that we were making the right decisions on what to even consider adjusting.

Plus, we are making a promise to you that when you learn our game you don't have to relearn everything all the time. So tweaking live game content is something we want to be really careful about.

Conversely, when I'm tweaking new stuff here for dev playtests it's a lot more freewheeling FOR SURE. During production before launch when none of you played the game with us... that's when we went mostly on gut feel, even though we were also relying on math and spreadsheets to help with passes on TTK, etc.

Comment

Originally posted by Mendokusaii

Can someone clarify -

Skullpiercer Headshot damage multiplier reduced from 2.5 -> 2.25

Is this change for hop-up or for the hop-up on wingman specifically? Did an unintended nerf for longbow go through?

I got you guys. ONLY Wingman x Skullpiercer is affected.

Wingman Base: 2.0x | Skullpiercer: 2.25x

Longbow Base: 2.0x | Skullpiercer: 2.5x

Comment

Originally posted by Xpalidocious

Can we please talk about the bullet dropoff arc on long range rifles? I don't understand why the G7 and Longbow specifically feel like they take a physics and math degree to operate accurately, but I can shoot an AR/LMG/pistol from across the map with minimal adjustments. I feel like there's no incentive to pick up these guns, and I switch to my Wingman anyways to land those long range shots in the heat of battle. It just feels really backwards that the long range weapons are the worst to use at long range.

thanks for the feedback!

we are eval'ing all of our live game data to make sure weapons are appropriately powerful in their intended ranges.

as a hypothetical example... if our data shows us that the snipers are underpowered at long range, we might look at projectile dynamics as one factor to adjust.