It would be nice to see some change to the ttk there's no reason I should unload a whole SMG clip in to someone's head and upper body just to get killed by them with a pistol. I feel it's a little lo...
Hey all, this childish bickering ends here and now. If you cannot post without insulting another user then please refrain from posting as from this point on, any poster insulting, abusing or belittling another user will be facing action.
Was watching my son play yesterday and multiple times got the drop on people (behind them) with and SMG (supposed to be a cqc shredder right?). Unloaded a whole clip...hitting every shot only to have to reload while the person turned around to shotgun him.
SMG is not a precision weapon it's a spray weapon and within its optimal range should not take more than a clip.
He's a 16 yo avid Fortnite and Destiny player and aim is not an issue.
Either TTK is too high or certain weapons need a major buff to actually work as intended. Otherwise you end up with another BR game where shotguns are the only viable cqc weapons and that would be sad for this game.
I may not have 20 yo thumbs anymore but taking more than a clip with most weapons will not serve this game well. People need to look at the bigger picture.
When the novelty of the game wears off and people can't make the 'big plays' the numbers and social popularity will suffer.
This exactly.... every game this this this.... TTK is worse than black out on release, every game i get the drop on people, i shoot first, i hit first yet i die first. What happens is i shoot, i hit a few bullets (because half of the bullets don't register due to crap servers), they then jump 20ft in the air, then teleport to the side then im dead in a split second.
This game has soo many issues right now, 30hz servers, what seems like fire rate is tied to fps (feels like but unable to confirm so good chance im wrong), armour is far too op...., magazine size too small, weapon balancing issues, janky movement, getting stuck on stupid obstacles ankle high etc.
Once its all fix it will be a much better experience as right now its frustrating, getting to the last 2 teams, my 2 team mates get downed and its a 1 v 2/3 and i'm supposed to some how kill them both with what feels like a bb gun with a tiny magazine.
I just hope they fix it fast before the hype drops off.
You are way over inflating your argument, can you not have it stand on its own merit instead of trying to say other people agree with you? Because other people agree with me and would say you don’t know what the hell you are taking about but I don’t feel the need to try to peacock up what I’m saying like you.
The best way to solve this arguement is in game. If you see me you use your triple take. Meanwhile I’ll be ripping your face off in game with a peacekeeper.
I'm not saying that people agree with me. I'm saying that your information is wrong. No one needs to agree with me here.
You wanted to compare the triple take with the scout and now you compared the triple take with the peacekeeper. I'm not even going to point how the peacekeeper is broken, that's subjetive, but instead i will bring one simple thing: One is a sniper another is a shotgun. The fact that you used both to confront each other shows that you have no idea what you are talking about.
Yeah i know its client side, which is an issue in its own right, i watch video play back of me unloading into a player and the ammo going down doesn't match the numbers popping up, its like data is being missed when its sent to the server (i have damage set to floating btw).
It may be completely wrong but could also be possible, just because on my client registers a hit doesn't mean the server receives it.
@Darkmascot Data being missed when it's send to the server i neve experienced but that i give you that might be happening. Well... you can always make a test with a friend and make a video.(Both of you queue at the same time and jump in a random place and test)
But with all due respect. That video talking about the networking for the game now is being used to make all kinda of excuses, like i said it's impossible to be a hit registration issue because it's your computer that registers the hits. But packages being lost in between may be.
PS: Also godamn the number of kids in this forum. First we have a guy that think his opinions are arguments, then someone ran out of arguments; created a new account to insult got caught and acted like it never happened. Now this kid trying to look tough because "he will show me".... It would be funny if it wasn't tragic.
@Darkmascot This game is client sided. The network has problem but what you said is straight up wrong.
In this game no matter what happens if you hit the enemy in your side the server will count it as a hit, no matter what.
You are simply missing half of the bullets, it's not a register problem.
Not trying to pick a fight... but just saying THIS one is completely wrong.
Bit late to this, but you're flat out wrong.
There's not a single source game that has clientside hit detection for projectiles
"if you hit the enemy in your side the server will count it as a hit, no matter what."
This is possibly the most wrong statement you've made I've seen so far. Not a single source game has clientside ONLY hit detection. Most source games have mostly hitscan weapons with a few random projectile based weapons thrown in. The Hitscan weapons have a mix of clientside + serverside hit detection.
Ex. for hitscan
say you were playing CSGO (another source game), and your using a Scout. You headshot someone on your screen, does that mean the shot registered? NO. Your client must tell the server that you headshot someone at X point for both of you via X viewangle with X amount of interpolation at X tick. The server will then simulate whether or not the other players head was actually at the location with that amount of interpolation + your ping and then decide whether or not your shot registered.
Ex2. for projectiles
You're now playing Team Fortress 2 (another souce game), and you're playing Soldier. You fire a rocket at a soldier shortly after they rocket jumped (you're intending to airshot them). You have ~90ms of ping time and the server is ~66 tick. Your rocket being fired is delayed by about ~105ms you fire abd ut goes straight through the enemy soldiers right knee. Why? Because projectile hit registration is fully server side and because the soldier was moving so fast when your rocket passed through the soldiers knee the server already had them several meters past the point you saw the rocket collide with the enemy soldiers model.
Ex3. this time Apex specifically.
At this point in time every weapon is projectile (minus Havok in single fire mode). This means that if 2 players fire at each other at the same time they could in theory hit each other and potentially kill each other. Now we can know because of this whether or not if the game is partially client-side or fully server side hit registration. Have 1 user with low ping ~15ms and 1 user with a significant margin more ping ~100ms and have them fire at each other from a relatively short distance where whoever's shot first dies. If the game is truly fully client side both users would die. If the game is at least partially server side the high ping player will die. To understand whether or not the game is fully Server side, if the high ping player has projectiles render on their screen of their shot and see the shot hit the other player and do nothing (such as the Team Fortress 2 example above) would show the game is in fact server side.
Fortunately I got Ex 3 on stream.
What do you think occurs right after this frame where I shoot a lifeline with ~54hp or less remaining? https://i.imgur.com/GLddTGj.png
(please note the lifeline directly in center of crosshair, with the projectile trails leading directly to her, and the blood cloud starting to form around her)
From this, we can infer that the client renders projectiles and even hits regardless of if the server does. Because clearly in this situation the server doesn't even have these projectiles as existing.
Not to mention the numerous other times I've used an EVA-8 or Peacekeeper where I'll see 7+ pellets hit the character model (if you're close enough the hit spots are a bright red) and anywhere from 1-3 pellets actually register. *this issue only happens on some servers, it doesn't just come or go within a match for me. I can only assume for those I'm getting matched onto the Oregon servers that I have 90+ms ping too rather than the Dallas, Iowa and East coast ones that I have 25-45ms ping to.
I mention shotguns specifically because typically speaking you're close enough to see those shots hit and know for sure that they hit on your screen.
I can confirm that. I had a game where I shot someone, the projectile trail traveled right through them, I got downed at that moment on my side while my shot did nothing at all. They weren't even moving.
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