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Zak_Light's avatar
7 years ago

A Mirage Ultimate Rework Proposal

Mirage's new ultimate would function like a more realtime version of his active. 5 decoys would be created based on a positional grid , say 5 meters to 25 meters (just an average radius) from his current position in a randomly chosen direction (excluding altitude, obviously). So, say there could be decoys spawning at 17 degrees, 90 degrees, 264 degrees, 35 degrees, 143 degrees, etc, each a varying distance in the mentioned range. This takes into effect the radius of his ultimate ability so that you can obviously see "there's a Mirage there" like any other legend's ultimate ability, instead of making it something harder to pin down.

 

With this, the 5 decoys would not have randomly chosen behaviors, but would follow the behaviors of the Mirage. So if the Mirage moved West, the decoys would all move West, etc. I'd propose that collisions would still affect the decoys so that they don't just move through walls, though I don't know if it'd be hard to code that. However, I'd also propose the idea that Mirage moving into a wall himself still brings his decoys to run in that direction, meaning he can send them running forward while he stays behind cover. Additionally, they reflect his action behaviors: shooting, crouching, jumping, etc. It'd be especially interesting to see if they could all also replicate his active ability, but I feel that could be overpowered. I can understand that with server ping and all that, there may be a delay between the Mirage's movement and the decoys' movements, and that could be an intentional part. The slight delay in changing movement patterns could be the way someone could discern which is the actual Mirage.

 

This creates much more confusion on individual targeting, but still creates it so that the ultimate can be seen and countered. It's much more a counter/protection to something precision based like a wingman or sniper, where you have to choose a target. Additionally, they function much better as decoys, since you'd have to reason that one of those decoys is one you need to shoot, forcing you to make the decision on shooting, risking hitting a decoy and giving away your position, or holding your fire. It lets the Mirage stay in the game and stay prepared for combat, unlike his current ultimate that really disables him from his combat role while active. It also feels balanced, if buffed up from its current state - it can be hard countered by wide area attacks, not even shooting the decoys and just waiting for it to run out, or position/terrain forcing his decoys to basically out themselves as being decoys. It's a couple seconds that can provide openings, confusion, and insight into who's shooting at you, which is what I feel Mirage should be about as an attack role.

1 Reply

  • I just think his decoys needs to move around instead of stand and he needs to actually be invisible or be able to use his gun while stealthed

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