Forum Discussion

Maun0_Mato's avatar
6 years ago

Bullet velocity too low

Like the topic says, I've never seen a game where you have to lead your shots so much... in close combat.

Add some laggy situation in the beggining of the game and you won't hit anything as the guy you are shooting is teleporting and you are throwing rocks at it.

The bullets travel at ridiculously low speeds.

I don't mind adjusting for bullet drop and leading on longer ranges, but man this is the future we are playing in and compared to WW1/WW2 shooters these remind me more or muskets compared to real guns.

So add bullet velocity but more drag/gravity effect to balance the bullet drop, which is fine by the way.

14 Replies

  • Feel the same way too.

    I know its a different game, but in BF2042 Beta it felt much better to shoot and hit with their kind of meta then it is in Apex. 

    I can't stand the fact that what ever gun or rifle I would have, I would miss someone at a range between 0-3m, no matter what recoil that weapon would have.

    Even at 1m I have to lead the flatline fro example 3-5mm (34" Monitor) in the direction the OP is running to hit his head. Every APEX Legend must have some sort of Jedi Force Speed...

    Thats so ridiculous...

  • DesertDust91's avatar
    DesertDust91
    4 years ago

    Generally speaking Battlefield series has very pleasant gun play, Battlefield 1 for example was very fun, i had like 900 hours in it and i left it only because i needed something new and it was simply enough. 🙌 Battlefield V isn't bad in that regard too. People from Dice always do it as they should. If someone killed me in BF i knew it was my fault.

    But returning to apex - there is nothing better like having fully concentrated peacekeeper shot and hit for 8 damage(because someone still manage to move a bit),  or hemlok with burst which could hit for 60 + and hits for 17 for no reason. Oh well. I avoid those two weapons exactly for that reason, and other people seem to do the same.

    Apex would benefit from increasing the bullet speed at least of some weapons but i don't think it will happen.🤨

  • Wimoweh's avatar
    Wimoweh
    3 years ago

    If you are able to shoot each other, then the bullet fly tie is way too slow... Or if you can dodge a bullet, same.

  • @Maun0_Mato Bullet velocity is a big problem! Gravity and Velocity need to be at least close to reality, even in fantasy shooters. Much needs to adjusted in APEX because this very enjoyable game becomes super aggravating when "Bullet Velocity" is why you miss... That's on you devs. Leading an opponent from >10m away is so ridiculous it makes the entire game seem like a huge gimmick.

    Because in APEX a character can dart back & forth(without getting tired or consulting gravity/inertia) quicker than bullets can travel at them. That makes absolutely no sense whatsoever. Bullet velocity should be a constant. At 10meters away the bullet should leave the gun and make contact in less than 1/10th second, that is not the case in APEX. 1/10th of a second is so fast the "SEEING THE BULLET" gimmick is proof devs aren't working in the realm of believable reality.

    "This is a fantasy shooter" Oh, I get this criticism and I file that away with the "Why do you play if its aggravating". The answer to both is, the game has to be enjoyable, which it mostly is, but inane moments compile to make me aghast at these clear(to me) discrepancies.

    In APEX you always have to use Kentucky windage, at any distance, to hit targets because bullet velocity is not a constant but depends on a series of factors none of which are based in a believable reality. Why even have crosshairs, they just get in the way of seeing the bullets, which is the only real way to reliably hit targets, fire a few and see where they land.

    For example, I recently was >5m away from an opponent, I had a charge rifle. I clicked mouse to shoot, first bullet hit opponent right in the chest. Then I get knocked, second bullet from charge rifle never fires. HOW DEVS? This all happened faster than bullets travel approx 10meters. How does getting knocked stop the “in progress” firing of a weapon? This is just dumb. I’ve thrown numerous nades and abilities that never land or explode because I was knocked during the process. Throwing a nade that disappears is, again, a huge problem for the feeling of a believable reality.

    Last point: if we can slide cancel we should also be able to gimmick cancel. If my character throws up a peace sign after using an ability, we should be able to click through and cancel that gimmick’s VFX and start firing. I’ve been killed multiple times in the game “in progress” of some unnecessary VFX, unable to shoot or slide or do anything other than catch bullets with my face.

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