Forum Discussion

Anjunakrokus's avatar
3 years ago

The Nemesis should be nerfed. Here's how and why

I understand that they wanted the Nemesis to come out swinging and be a real contender with the R301 and Flatline.

But right now, the Nemesis is fully outperforming both of them at all times, the flatline and R301 aren't even contenders. 

  1. Recoil: The Nemesis has an easy recoil, slightly easier than the R301 and significantly better than the Flatline.
    • Nemesis ~ R301 > Flatline
  2. Damage: The Nemesis deals 17 damage per bullet, Flatline 18, R301 13.
    • Flatline ~ Nemesis >> R301
  3. Iron Sights: The Nemesis has great Iron Sights, the Flatline and R301 have terrible iron sights.
    • Nemesis >> R301 ~ Flatline
  4. Dps: The Nemesis has a minimum dps of 180 and can ramp up to 196, the Flatline has a dps of 180, the R301 has a dps of 176
    • Nemesis > Flatline > R301
  5. Reload time: The Nemesis has a faster reload time, but no tactical reload. Its reload time varies between 2.7 and 2.43s. The Flatline between 3.1 and 2.16, the R301 between 3.2 and 2.16.
    • Empty: Nemesis > Flatline ~ R301
    • Tactical: Flatline = R301 > Nemesis
  6. Damage per Mag: The Nemesis deals 340 to 544 damage per mag, the Flatline 360 to 540, the R301 234 to 364.
    • Nemesis ~ Flatline > R301

So while the R301 and Flatline have different areas where they excell in (R301 is easier to control, but the flatline hits harder), the Nemesis is essentially dominating or equivalent both of them in every conceivable way.

The Nemesis would be in healthier spot if it wasn't always the better choice.

How would I nerf the Nemesis?

I would make the following changes:

  1. Nerf the start dps to 160
    1. Nerf its damage by 1
    2. Nerf its starting fire rate by increasing the duration of a single burst
      • Start RPM changes from 637 to 600
  2. Nerf the final dps to 192. (Buff the final fire rate).
    1. The ramp up now shortens the burst duration as well as the burst delay time. 
      • Final RPM changes from 692 to 720
  3. Nerf the charge up bursts.
    1. You need 6 bursts to fully charge the Nemesis.
      • After 3 bursts it has the dps of the R301
      • After 4 it exceeds the Flatline

The Nemesis now start of with a worse dps than the R301 and Flatline, but uses its charge up mechanic to eventually exceed theirs.

A fully charged up Nemesis is still the best choice, the uncharged Nemesis is just no longer strictly better (even though it will still compete due to the superior recoil and iron sights)

5 Replies

  • MrGreenWithAGun's avatar
    MrGreenWithAGun
    New Ace
    3 years ago

    Because I came across this thread, I decided to try the Nemesis out as my primary and I was surprised how effective it was in taking the opponent down to the floor.

    I am now torn between Triple Take & Nemesis and Triple Take & RE45, simply because the first two share the same ammo type. But I love me RE45 because with a 25 clip I can drill a person into their box in one clip. And that is truly satisfying.

  • Midnight9746's avatar
    Midnight9746
    Hero+
    3 years ago

    @MrGreenWithAGun This gun is more broken than when they allowed the Wingman, EVA8, and other guns ruin the game when those were meta. Everyone has the Nemesis and its not even funny.

    Edited: Here's a better solution... care package both the Nemesis and the Charge Riffle. There's no need to keep the Alternator or Sentinel in the care package when these two guns exist, (especially with how broken the Nemesis is).

  • No need to make every weapon a pea gun, no weapon is "broken". In incapable hands, no weapon is good, and the other way around. Flatline and R301 didn't deserve their previous nerfs either. If anything, make the unpopular weapons stronger. Apex is already very forgiving, when it comes to taking damage.
  • MrGreenWithAGun's avatar
    MrGreenWithAGun
    New Ace
    3 years ago

    Do you all think that the root of the problem is that there are too many weapons in the sandbox and that drives the developers to try to differentiate them, only to make more problems due to the complexities of having so many weapons to begin with?

    I like the "ammo class" idea a lot. But I don't understand why sniper rounds are used in a hand gun, nor why a sniper round would generate a laser beam weapon effect. Those two weapons should simply be removed.

    Then you have light ammo spitfire, which seems over powered for a "light" ammo.

    You see what I mean?

    The Triple Take is truly a nice weapon. If it was one of two that used the energy ammo, then i would be good with removing all but the Volt and Triple Take perhaps?

About Apex Legends Feedback

Give feedback about the Legends, maps, weapons, loot and more in the Apex Legends community forums.33,503 PostsLatest Activity: 19 hours ago