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Matchmaking time in duos and trios
Due to the disastrous Wildcard event, I've been playing exclusively in pubs for the past few days. Duo matchmaking times are TERRIBLE. Trio matchmaking times aren't much better. In the mornings and evenings, my matchmaking averages 5-10 minutes. I use a tracker, and practically half the lobby is always the same people. This can't continue in the long run... Do something about SBMM to shorten the matchmaking time. Oh my God, it's just pubs. This isn't the ALGS. Why are you doing this and harming the game?Solved106Views0likes11CommentsHow to Fix the Solo Queue Nightmare: Individual Penalties for Ranked
TL;DR: Apex Ranked shouldn't punish the whole squad for one random teammate’s reckless behavior. This concept introduces targeted Individual RP Penalties for hot-drop dying and solo-wandering in Platinum and below. To make it fair, it includes a macro-level Vicinity Audio Cue (POI-wide, outskirt clusters, and moving trains) to warn you of enemy drops, alongside built-in Disconnection Amnesties so lagging out doesn't unfairly penalize players. Penalties can stack up to a maximum of 2.5x RP cost if a player breaks both rules. Hello Legends and Community Managers, As a dedicated solo queue player, I’ve been thinking a lot about the current state of Ranked team dynamics in Platinum and below. Right now, it feels like competitive strategy takes a back seat because one reckless teammate can wipe out an entire squad's hard-earned RP with zero personal accountability. I wanted to share a comprehensive, structured concept that shifts the punishment directly onto individual toxic behaviors—like reckless hot-dropping and isolating from the team—while introducing smart macro-audio cues and disconnection safeguards to keep it completely fair. I would love to get your feedback on this system design! The Problem Right now, Apex Ranked mode punishes the entire team collectively for one person's bad choices. When random teammates force reckless hot-drops or wander off without communicating, serious solo players have their hard-earned RP wiped out. Changing placement points doesn't change reckless behavior—players only care when their personal progression is directly halted. Ranked is not Pubs; it is a competitive environment meant to reward teamwork and strategy, which is why individual punishment must be added to hold offenders personally accountable. The Solution: Individual Accountability Mechanics Instead of tweaking overall placement points, let's introduce targeted automated penalties for individual bad behavior in Platinum and below, supported by an advanced macro-awareness audio system. 1. The Reckless Deployment Penalty (Early Game) The Trigger: Any individual player fully eliminated (thirsted/box out) within 60 seconds of landing. The Knockdown Safe Zone: If a player is knocked within the 60 seconds but their squad defends them until the timer expires before they are fully eliminated, the penalty is not applied. The Warning (Vicinity Audio Cue): A new macro-level character voice-over notification alerts players that multiple teams have landed in their zone. It triggers the exact millisecond the first player of an enemy squad touches the ground. It is strictly for initial dropship deployment (not Ultimates, Evac Towers, or Ziplines) and follows distinct positional rules: * Major POIs: Silence if only one team lands. If multiple teams land, it triggers POI-wide using full volumetric columns (height/altitude like the top of a tower does not bypass it). Each team gets exactly one warning per match; a late-landing Team C will get a warning, but Teams A and B will not be spammed again. * Isolated Outskirt Clusters: Buildings 50m–100m apart are dynamically grouped into a separate, single Isolated Zone. Buildings 100m+ apart are completely separate zones. Cues only fire if multiple teams land within the same cluster. These zones never leak audio warnings to adjacent major POIs. * The Moving Train POI: The train is treated as its own mobile, self-contained POI. Its trigger zone moves dynamically with the carriages and is completely isolated from the ground map. If only one team lands on the train, it is silent. If multiple teams land, a mutual audio cue fires strictly for the players on the train. * Disconnect Safeguard: If a disconnected player lands (e.g., following their Jumpmaster), they are still treated as an active enemy asset. Their landing fully triggers the zone's multi-team check and audio cues for other teams. The Penalty: The individual player who died suffers a locked-in Double RP (2.0x) entry cost deduction for the match, even if the remaining team survives or respawns them later. Disconnection Amnesty: A disconnected player will be completely spared from this added RP deduction if they were already disconnected before the Jumpmaster jumped from the dropship. 2. The Perimeter Penalty (Mid Game) The Trigger: An individual stays farther than 150 meters away from their designated squad anchor for more than 1 minute, gets downed, and dies. The HUD Warning & Timer: To ensure complete transparency, players receive an active HUD warning once they exceed the 150m boundary. A character voice line triggers alongside a small, red visual countdown timer in the bottom-middle of the screen, right beside the Ultimate ability icon. The timer ticks down for the final 30 seconds of the 1-minute window so the player always knows their penalty status. The Anchor Logic: Because teammates cannot be at the exact same location, the "anchor" is defined dynamically to protect smart players: * All-Solo Squad: The anchor is the closest of the two players who are currently sticking together (staying within 20m–50m of each other). This confirms the other two players are playing as a unit, proving the runner is the one abandoning the squad. * Pre-made Duo + Solo Squad: The Solo player automatically becomes the anchor. This prevents uncommunicative duos from running off together and abandoning their third teammate. The Penalty: The isolated runner takes an individual 1.5x RP entry cost deduction. The abandoned teammates are completely protected. Disconnection Amnesty: Being disconnected before the 1-minute perimeter timer starts automatically forgives the extra RP deduction. 3. Penalty Stacking Rule Maximum Deduction: If an individual player triggers both infractions in a single match (e.g., they hot-drop, get knocked early, get respawned, and then immediately run 150m+ away from the team and die again), the penalties combine. The Cap: This results in a total 2.5x RP entry cost deduction for that match, maximizing the punishment for throwing games. Proposed Rollout Plan: The Pubs Trial To ensure a smooth transition, Respawn should trial the new Vicinity Audio Cue system in Public matches first. This allows the community to get used to the macro-POI alerts, the outskirt clustering distances, and train-specific logic without any penalty anxiety, before the full accountability system goes live in the next Ranked season.10Views0likes0CommentsSeason 30, bug Report
Currently at 21:00, the screen is frozen while watching the ally's game and it is no longer possible to play with the dark screen. I was playing with my friend, but even after I was revived, I was the only one who continued to have a dark screen. It is possible to move the round cursor and change the settings while watching the game, but it is no longer possible to play. There was no penalty notation, so I left the match, but I got a penalty. Please correct it. I will write the same sentence in Japanese below (because I am Japanese,) 現在21:00において、味方観戦中に画面が固まり真っ暗な画面のままプレイすることができなくなった。フレンドとプレイしていたが、蘇生されても自分だけ真っ暗な画面が続いたままだった。観戦中の丸いカーソルを動かしたり設定を変更することは可能だが、プレイ自体はできなくなってしまった。ペナルティーの表記がなかったので、マッチを離脱したが、ペナルティーを食らった。修正お願いします3Views0likes0CommentsNew Season, New Energy Weapons...
To quote the dev, they "took a big swing" with energy weapons this season. Here's how it went for me in my first match. I picked up my volt and tripletake from an arsenal... that I had to wait for... and noticed immediately that they're self-charging. Cool. Got into my first mid-range poke and noticed that the game kept auto switching me to my volt without me choosing it manually. After switching back several times in frustration I finally realized that the game was switching me to a weapon that wasn't OUT OF AMMO. I kept switching back anyway. And waiting to get enough charge to use the gun. Now, I don't know if the devs actually play the game, but in Apex tenths of a second can often make a difference. Sometimes THE difference. And there I was sitting on top of my rock in the perfect position to do untold amounts of damage, get downs, maybe even a kill, MAYBE even a wipe. But no. I'm WAITING for my gun to recharge. I quit that match as soon as I realized that I would have to ROTATE before I would be able to start unrestricted shooting again. So here I am no longer able to shoot a gun at will because of some new mechanic which is seemingly designed to PREVENT ME FROM PLAYING THE GAME. WHAT WERE YOU THINKING????????reconzero6 hours agoSeasoned Ace48Views2likes2CommentsPlease Consider Reworking the Metallic Banshee Universal Heirloom
Dear Respawn Entertainment Team, I recently received the Metallic Banshee from the latest randomized Universal Heirloom event. This was the first time I had ever spent money on Apex Legends, so I was genuinely excited when I obtained a Universal Heirloom. Unfortunately, after using the Metallic Banshee in actual gameplay, I felt extremely disappointed and upset. My biggest concern is the way the weapon looks and moves while running or walking. The flexible section swings around too loosely, making the weapon feel soft, unstable, and awkward rather than sharp, powerful, or threatening. For an expensive Mythic-tier cosmetic, it does not feel polished or satisfying to hold. Some members of the community have even compared its current appearance and movement to an inappropriate adult prop. Although that comparison is crude, I believe it reflects a genuine problem with the weapon’s silhouette, rigidity, and movement animations. Please consider substantially reworking the Metallic Banshee. One possible solution would be to redesign it as a transforming chain sword. During normal movement, the chain could retract, tighten, and lock together to form a solid sword blade. This would give the weapon a cleaner silhouette and make it feel firm and natural in the player’s hand. During melee attacks, inspect animations, or special rare animations, the chain could then extend and separate, allowing the weapon to retain its flexible identity. This transformation would make it feel more mechanical, distinctive, and worthy of being a Universal Heirloom. Suggested improvements include: Making the weapon rigid and sword-like during normal movement. Reducing the loose and floppy swinging animations. Allowing the chain to extend during attacks and inspections. Improving the running, drawing, attacking, and idle animations. Giving the weapon stronger sound effects and mechanical feedback. Adding more detailed and memorable rare inspect animations. I understand that cosmetic design is subjective, and I do not intend to disrespect the artists and developers who created this item. However, this was my first purchase in Apex Legends, and receiving an heirloom that I find uncomfortable and disappointing to use has genuinely affected my experience. Universal Heirlooms require a significant investment from players. I sincerely hope the team will listen to community feedback and consider reworking the Metallic Banshee rather than leaving it in its current state. Please give this heirloom the quality, identity, and polish that a Mythic-tier item deserves. Thank you for reading my feedback. Sincerely, A disappointed Apex Legends player7Views0likes0CommentsPlease Consider Reworking the Metallic Banshee Universal Heirloom
亲爱的Respawn娱乐团队, 我最近在最新的随机通用传家宝活动中获得了金属女妖。这是我第一次在《Apex 英雄》上花钱,所以当我获得一个通用传家宝时,我真的很兴奋。 不幸的是,在实际游戏中使用金属女妖后,我感到极度失望和沮丧。 我最担心的是武器在跑步或走路时的外观和移动方式。柔韧部分摆动过于松散,使武器感觉柔软、不稳定且笨拙,而非锋利、强大或威胁感。对于一个昂贵的神话级外观来说,它并不打磨,握着也不令人满足。 社区中甚至有人将其当前的外观和动作比作不合适的成人道具。虽然这种比较很粗糙,但我认为它确实反映了武器轮廓、僵硬度和动作动画的真实问题。 请考虑大幅重做金属女妖。 一个可能的解决方案是将其重新设计成变形链剑。在正常移动时,链条可以收回、收紧并锁定,形成一把实心的剑刃。这样武器的轮廓更清晰,握在手感更坚实自然。 在近战攻击、检查动画或特殊稀有动画时,链条可以伸展和分离,使武器保持其灵活的身份。这种改造会让它感觉更机械、更独特,也更有资格成为通用传家宝。 建议的改进包括: 使武器在正常移动时变得坚硬且如剑。 减少松散且软塌的摆动动画。 这让链条在攻击和检查时能够伸展。 改进了奔跑、绘画、攻击和待机动画。 这让武器拥有更强的音效和机械反馈。 增加了更细致且令人难忘的稀有检查动画。 我理解外观设计是主观的,我无意不尊重创作该物品的艺术家和开发者。不过,这是我在《Apex 英雄》中的第一次购买,收到一件让我感到不舒服且失望的传家宝,确实影响了我的体验。 通用传家宝需要玩家投入大量资金。我真心希望团队能听取社区反馈,考虑重新设计金属女妖,而不是让它保持现状。 请赋予这件传家宝应有的品质、身份和精致度。 感谢你阅读我的反馈。 此致, 一位失望的Apex英雄玩家8Views0likes1CommentRev Rant (season 30)
Out movements buy, you’ve ruined my main. Axle Octane - unlimited stim Loba - default 2 x ring toss with faster cool down than 1 Rev jump Lifeline flight Horizon lift & flight PATHFINDER - can grapple 3 time in 10 seconds and if Rev jumps 2 feet it’s on 20 second cool down Gibby melee running (how tf is that even possible) (I’m tired of getting chased down by axle, octane and pathfinder) (one game it took pathfinder multiple grapples and used 2 ults to finally kill me) I was so pissed! (Main) Revenant - movement has been outdated with the introduction to Axle make Rev able to crawl up non straight structures Make Rev be able to crawl up straight structure while holding pounce charge Go back to Rev Reborn Ultimate were pounce cool down is shortened while in ULT Make crouch crawl speed a little faster the devs have completely forgot about revenant not even a Marked skin in the shop. youve made me hate APEX more than ever. at least balanace the characters. CHUCKAKACHUCKChuckAKAChuck16 hours agoNewcomer7Views0likes0CommentsThe new bloodhound rework is a heavy nerf.
It's possibly the worst rework ever made.And it looks really suspicious, because after using his old ultimate to quickly dispose of a Sheila and loba inside of a predator/ master's lobby Couple days later, the update was announced and now he's unplayable looks really suspicious if anybody needs a nerf, it's mirage.He acts like the main character he never receives a nerfGraystar13t18 hours agoSeasoned Newcomer41Views0likes0CommentsCan we Add Random Heirloom Toggle ?
Dear Respawn Team, I hope you can add a random heirloom option in the game, just like the random weapon skin function. Let players turn on this switch, and the game will randomly select owned heirlooms every match automatically. Now many players have collected lots of character heirlooms and universal heirlooms. It is really troublesome to switch them manually every time. This small quality of life change will bring great convenience and fun to all players. This function is simple to achieve and will not affect game balance at all. Thank you very much for reading and considering this suggestion!142Views2likes2CommentsIn-game Role Icon/Letter
Players should be able to select the role they prefer in the main menu and have it displayed by their gamer tag using either a small icon/letter. For example: "L" for In-game Leader "F" for Fragger "A" for Anchor When I mic up I usually ask my squadmates "who wants to be the IGL?" Most times they respond by saying "it doesn't matter" or "we'll follow you", but when the match starts everybody does their own thing. Stratgeic confusion sets in, especially since most solo queue players are accustomed to primarily "skirmishing" in team fights instead of "holding hands". If players are able to select their role and have it visible pre-match this could help with settling in-game debates about who's predominantly leading, fragging, or anchoring. This could help players understand their squadmates thought process and playstyle, especially when no mics are being used. For example: If my squadmate has an "L" icon it let's me know that they want to be followed, choose the fights, play a specific way, etc. If my sqaudmate has an "F" icon it let's me know that they want to initiate team fights, need more assistance with rebounding if they're knocked, pushing fights aggressively after an enemy is knocked, etc. If my squadmate has an "A" icon it let's me know that they want to help the team rebound, control space, be the third wheel, etc. This setup wouldn't be a magic wand for better team play, it's just a simple information tool. Obviously, players could all have the same icon, at times, when loading into a match. For example, most players will probably select to be the IGL. Although, more information regarding your squadmates thought process is better than no information at all. I usually play Wattson or Crypto. These legends have Anchor roles. Although, any legend can be whatever role the player wants them to be depending on playstyle. Naturally I prefer to be the IGL, but I play Anchor mostly when solo queuing in Ranked. Most times when I play with a stack they allow me to IGL, because I'm really good at it.31Views2likes4CommentsComplaint regarding the predatory split Battle Pass system
I recently bought the Battle Pass without realizing there were only 3 days left on the active split timer. Because I work a full-time job, I have limited free time and couldn’t grind out the track in 72 hours, meaning I lost my coins and unlocked absolutely nothing. There needs to be a clear, aggressive warning pop-up on the shop page if a player attempts to buy a Premium pass that is about to expire in less than a week. Not everyone can log in every single day to track the seasonal calendar. For those of us with busy work schedules, these short 6-week windows turn a casual game into a stressful chore. If we pay real money for a pass, we should have a fair warning before it's instantly locked away forever.SpriteChan20 hours agoSeasoned Newcomer9Views0likes1Commentenergy ammo regen x shield cell mechanic proposal
the changes to energy ammo do seem interesting but i feel like this really nerfs these weapons into the ground, to only hold 2 mags at a single time massively holds these weapons back and i understand the auto regen is to help balance it out but i feel like its a little too slow for how fast paced apex can be. my proposal is to integrate shield cells to buff energy ammo regen whether it be by increasing how fast the ammo regens, or by instantly giving a set percentage of ammo back upon use. along with being able to use shield cells to increase energy ammo regen with this change to shields cells there needs to be a draw back to balance it, i propose there be a cooldown to how often you can use shield cells to increase ammo regen say 18-27 seconds. this change would also bring shield cells back into the spotlight somewhat, myself personally i find myself carrying almost exclusively batteries and only a stack or 2 of cells. the infinite batteries amp and overflow healer amps give you more freedom to also carry more cells, but with high tier loot becoming harder to find the healing meta shifts even more so to batteries, i feel giving shield cells another purpose will help make players truly think about what purpose they want their loadout to serve, and make managing inventory space a bigger part of the skill gap in apex, while giving energy weapons just a little more potential in fast paced fighting scenarios.22Views1like1CommentConsider making teammates ults/tactical more visible
Currently when someone has their ult they can press a button to tell their teammate their ult is ready. However why not make that more visible for example if the players ult is full their player icon glows. Make it visible to the whole team on how much ult is charging and if their ult is full. Consider doing this with their tacticals too. This will make the game a better experience for people that can't always use their mics in game.Moshiro21 hours agoRising Rookie9Views1like1CommentBattle passes
This latest pass has got to be the worst one yet. Are you guys using AI to design these hideous battle passes? They get progressively worse as you guys put them out. What are all these copy and paste ugly skins you have. I was excited to see there was finally a vantage skin and lo and behold it’s so ugly. Yall should put a little more effort into these, people are paying hard earned money for you to just be disappointing and push out this stuff [CM edit - profanity]Klodizzle22 hours agoNewcomer12Views0likes0CommentsBangalore Is Obsolete
When I first started Apex eight months ago, Bangalore was my first and favorite character. I cannot play with her anymore because she has fallen behind the current meta. Power creep, insanely fast mobility and recon Legends, and more impactful team utility from newer characters have made her smoke-and-gunplay-focused kit less effective in many high-level matches. She is no longer considered a top-tier pick in the current competitive landscape. A bit of speed may bring her back.About aim scripts
On TikTok like I search up apex and see like 30 cheaters Ea is one of the richest companies and can’t even create an anti cheat for titan 2 scripts zen xim like apex is meant to be hard and like 50% of preds use aim scriptsMaxIsproxd1 day agoSeasoned Newcomer17Views3likes2Comments
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