Forum Discussion

hhnbbfggty66's avatar
6 years ago

*Adjusted* To Respawn: Peacekeeper pellet size increase fixed PK hit-reg but...

Okay, the Peace keeper pellet size increase was good.

The pellet size increase brought out the Peacekeepers full potential.

The pellet size increase helped with hit-registration.

In effect the Peacekeeper was not buffed, but was fixed.

This is good.

Now, the pellet that were not registering are now registering.

We are now expericing the true Peacekeeper!

I believe now is a good time for a rework.

Now the damage is more consistent, so the damage can be reduced.

I say:

Decrease the damage to 75.

Increase headshot multiplier to 2x.

Increase firerate to 115+.

Increase the spread to larger than the hipfire reticle.

Increase pellet size a little more.

Increase range damage decay.

Pellets should deal:

75% damage after 15m

50% damage after 20m

25% damage after 30m

Damage decay while choked:

75% damage after 25m

50% damage after 50m

25% damage after 75m

This will make the Peacekeeper a high firerate little brother to the Mastiff, that rewards players for headshots. This wil rerole PK as a highfire-rate lever action skirmish shotgun.

https://m.youtube.com/watch?v=8fMN8a3ZRUY

5 Replies

  • @hhnbbfggty66  This is honestly the only sensible response i've seen to the PK issue...and will probably be the last. 

    Thank you for bringing something constructive to this forum. XD

  • audiofilomx's avatar
    audiofilomx
    6 years ago
    @hhnbbfggty66 I post something like him since the beginning of the season 3 with the first PK buff and i only received: "its your fault" and "The Pk is balanced" and i always said since the beginning of the game that PK is Super OP.
    My approach its a little bit different:

    1.Remove one of its 11 pellets, now will have 10 and reduce damage by 2 on every pellet in body and leg shots and 3 in headshot (that will land maximum 126 on low profile characters, 84 on body and 63 on leg with no shield.
    2.Increase current bullet dispersion by 30% on hipfire and 15% on ads,
    3.Reduce size magazine to 4, and change the choke effect to reduce dispersion by 10% or maybe remove it from pk.
    4. 75% damage after 15m
    50% damage after 20m
    25% damage after 30m
    That is from the guy above, its a good idea, its a shotgun, not a sniper.

    All of that will increase the risk of using the weapon a lot because you will now need 3 shots to kill someone even in low profiles will reduce its sniper capabilities and will increase risk for using it.
  • EA_David's avatar
    EA_David
    Icon for Community Admin rankCommunity Admin
    6 years ago

    That's an interesting way to approach the current PK turmoil, thanks for approaching this from a different angle. 

  • @EA_David
    I am not to sure whats a good firerate.
    Im thinking:
    Firerate Base: 115
    Firerate Level 1: 135
    Firerate Level 2: 155
    Firerate Level 3: 175

    To make this work the spread have to be large, so no all pellets will hit the target but you will be able to hit close strafing targets easier. You may not deal 75 damage, but maybe 55 or 35, with easy follow up do to the high firerate. Also the large spread would allow you to spam hit multiple targets in quick in and out skirmish situations.

Featured Places

Node avatar for Apex Legends Feedback

Apex Legends Feedback

Give feedback about the Legends, maps, weapons, loot and more in the Apex Legends community forums.Latest Activity: 3 hours ago
34,455 Posts