Forum Discussion

Mixthatup's avatar
7 years ago

Issues with Gunplay and Trigger delay

I tried to figure out why the aim in Apex feels so weird and here are a few things I found out.

Trigger delay. That's the biggest thing I figured out yet and it's can be pretty annoying.

Scenario 1: You are clicking to fast and your shots are fired up to a few hundred milliseconds later when you actually clicked the mouse button. You totally missed the sweet spot but the gun fires anyways, just later. You can see that by trying to fire the Longbow at the same speed/interval as the G7. Some shots will not go off, some shots will go off at about the right time, and some will be delayed and not go where you meant to shoot. The same issue with shotguns. Now, I'l explain the big issue here. If you in general are used to the guns firerate, but missclick just once because of stress or anything, the whole salve afterwards will be delayed and you will probably miss the whole salvo.

Scenario 2: Wou are sprinting and want to Fire because suddenly an enemy appears. Your first shot will be delayed. Same thing will happen if you stand up after sliding. The delay is there again. This get's especially annoying if you currently use a shotgun where the first shots matters a lot.

Mostly affected by this issues are semi automatic guns like shotsguns or snipers.

These issues make twitch/flick shooting pretty annoying, especially if you rely on this kind of aiming. It totally needs to be fixed.

In chaotic situations you don't have the time to think "ah, I need to get my click rotation back on track so better skip one shot."

7 Replies

  • I rely on flick shots and haven't noticed delay, probably your mouse issue or something.
  • So my mouse delays clicking after sprinting? I doubt that. Try it out yourself. I explained pretty accurate how to reconstruct the issues.

    I never said you can not rely on flick shooting, I said that one misclick could break the following shots if there are times exactly.

  • Prupisek's avatar
    Prupisek
    7 years ago
    If i recall right there's a window after sprint where you can't shoot instantly which is actually good idea to prevent shoot sprint mechanic, now you have to slow down at least
  • Sure, it is. But it's not a good solution to let the shot go trough 200ms later. It's also good that you can not rapidly fire a sniper. But it's not good to make it still fire 200ms later. The timeframe where the shot is recorded and done afterwards, in a period of time where the weapon is on "cooldown", is ways to hight.

  • Prupisek's avatar
    Prupisek
    7 years ago
    From my personal experience its not a issue, it forces you to use walk if you feel like instant shooting will be needed behind corner instead of rushing everywhere with sprint.
  • Kuro466's avatar
    Kuro466
    7 years ago

    This is a tricky issue.

    With buffering, some shots come out with a big delay, like you describe.

    With no (or short)  buffering, some shots would not come out at all, because you clicked when weapon is in an unfirable state. Preferably there would be a clear sound to let you know it heard you but the weapon is unfireable.

    Im general, its easier for experts to learn the sources of delay and wait, rather than training novices to deal with "ignored" clicks.

    They could add a slider for "maximum attack buffering", but i suspect most users wouldn't even know what this is.

  • I think they should take a look at battlefield. It handles it pretty well and is a commonly played game. It's definitely there, but by far not as noticable.

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