Forum Discussion

Re: Why was Anvil Receiver removed? (late post)

@Zulkiers That would increase loot pool clutter. And taking out other hop ups and rotating in others has been a things since season two or three.

7 Replies

  • DK9027's avatar
    DK9027
    3 years ago
    @NitoTanaka jeez I feel so old remembering back to all that. Been a week one player for forever and finally took this season off to recuperate my love for it. Hopefully some fun new weapons, items, legends ect. To come.
  • @DK9027 G7 and TT with sniper scopes... kinda miss it ngl, 30-30 with sniper optics would prolly be real fun, but i agree, gotta look ahead and see whats coming.
  • Zulkiers's avatar
    Zulkiers
    Seasoned Ace
    3 years ago
    In my opinion, Every gun should have a hop-up, and their own version of Threat scope.
    ARs, Marksmans, and LMGs not having threatscopes is kind of a bummer.
    My idea for those threatscope was a cross between the 2x-4x and threatscoping tech. Good zoom capability and threat detection.
    Or just allow them the 1x. Or even make the 1x a universal like all other 1x sights.
    But again, mostly about Hop-Ups here.
    Say, did L-Star or Sentinel ever have a hop-up?
    I started playing when they introduced Vantage so I don't know all of what used to be.
    But I do think every gun should have their own hop-ups available.
    I miss the Anvil Receiver, made it really fun for how I tended to use it.
    Now I hardly use the 301, and instead use L-star and a Sniper (Longbow, Sentinel, or Kraber)

  • DK9027's avatar
    DK9027
    3 years ago

    @Zulkiers The r-301 single fire is still really good. I would argue you could fire it in quicker succession and deal as much if not more damage as anvil rounds.

    The only way I could see every weapon having a hop up available is if they were already built in like some game modes. But that would require a ton more balancing if they were all in at once.

    I would be interested to see difference weapons with more unique perks that didn't require hop ups. Like some of the weapons I came up with in my season concepts.

    The scatter shot: a shotgun with ricocheting rounds.

    The RAD shot- a radiation AOE grenade launcher.

    The shredder- an energy burst pistol

    Or the M.S.G. (Map specific guns) I made with perks that reflect the map their found on. Such as:

    dealing more damage the longer its fired.

    Dealing damage directly to enemy health but using your own med kits to do 

    Shooting in the air to reveal 

    All this and more would provide new and unique gameplay and new ways to strategize and take risks.

  • Zulkiers's avatar
    Zulkiers
    Seasoned Ace
    3 years ago
    @DK9027 Not at the ranges I use single fire. Can only get one hit in before they duck, and it used to be almost G7 class with Anvil. Now G7 and Longbow, especially Longbow, are much better for those scenarios. 2 shots break that purple shield.
    I'm sad they put L-star in the Skydrops, but it deals about twice the damage now. I haven't used one yet but I was killed by one, 35 damage per round. Did they really set it that high or was that person hacking? I didn't report them because either way I'd've died. Lousy connection and all. Plus I think it's actually set that high.
    Will be fun to use if I can ever get one again.

    Currently I use SMGs, Longbow, and Peacekeeper. Sometimes Mozambique, hardly Eva. Sometimes G7 or Triple Take.
    Triple Take I find better no choke and used with Irons, makes good energy shotgun at 40 damage per hit. Or is that partial hit?
    I hate the prowler, you only get 4 shots with the bloody thing (expending 20 ammo). I prefer the others as better chance to hit, even if it's lousy damage.
    Ricocheting Rounds is something they have in Titanfall 2, but as a Sniper Mod. Mods also work differently in that game.
    I don't know how in the world you could damage someone with a Medkit, or why you'd want to waste a 100% heal to attempt to, and probably miss, deal a bit a damage to an opponent?

    I'm better as a sniper, as close quarters I lag out on half the time.
    One shot every now and then, thus Anvil was epic for my playstyle.
    It drew me to the 301 as I could swap between high damage sniping and moderate damage high auto firerate, all on ONE GUN.
    Now I hardly use 301 because R99 and Alternator are basically like it, with faster firerates, bigger magazines, and the ability to use threat scopes.
    A 2-4 threatscope would solve that drawback of using ARs, Marksmans, and LMGs.

    As for weaopn Ideas, I have many.

    --HMGs - slow movespeed and they overheat instead of having a magazine. They draw ammo from your backpack. Kinda like L-star, but for other ammo types. LikeLight and Heavy. Possibly Sniper, maybe shotgun.
    --Another Pistol called Bolter that uses Heavy ammo
    --More AutoPistols - rapid firerates and automatic but less damage
    --More Burst Weapons, but none for Heavy (except pistol) as it already has Hemlock (Rifle) and Prowler (SMG). G7 and EVA might be classified as the light and Shotgun Rifle Burst weapon as they have Double Tap Trigger hopup (two-shot burst capability hopup)

    --NEW Ammo type and weapon set: BEAM.. similar to energy but insanely weak, massive ammo capacities ad storages, and are consistent beams ... Rifle would have 200 mag, 1 dmg, 25+ RPS,
    -------Ammo stacks in pallets of 3 at 200 per pallet, assault carry an extra pellet per stack making 800 instead of 600 per stack

    --Flamethrower and Fuel would be awesome, and it might use Energy or Beam ammo, Volt-ish Firerate, Eva Cone, Thermite DPS and/or Firerate
    -----Use Thermite as ammo? I doubt that'll work well....

    ETC
  • DK9027's avatar
    DK9027
    3 years ago
    @Zulkiers The idea behind the "risk runner" is that it bypasses shields like some legend abilities. However, the decision to use it plays into the high risk high reward aspect of things in converting it to ammo. Running a lifeline with the team or dedicating more space to syringes and medkits could mitigate the repercussions.

    I've made a hundred and one season concepts, and after a while, you throw whatever at the wall to see what sticks while still trying to make it work halfway decent. Such as new ways to play and use items to gain different advantages and have some draw backs to go with them.

    I like alot of your ideas. If we were to get a flame thrower it could be use for a good AoD if fired at the ground and be used as a larger thermite. The draw back could be either the flames on the ground or straight from the weapon has a larger damage affliction but taker a longer time in between to inflict it.

    If you're interested here's my other stuff. Maybe bounce ideas around if you like.
    https://answers.ea.com/t5/Creators-Corner/D-K-s-legends/m-p/9975794#M5742

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