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Well, I would recommend, like I said, long range engagement. You know that ideally she's going to want to push close, to max out use of her passive and the tactical, so a player is going to want to try and use the Ult to help push.
To counter, you need to be ready to do one of the following:
- Accurate long range shots to crack armor by the time they close, before they are in range of their guns to give you the advantage.
- Rapid rotation / tactical withdrawl. If you can arrange to not be there when the wrecking ball brings them in, you can better choose the terms of the next engagement.
- Maggie doesn't care about Rampart Walls, but walking into a hail of Sheila is still a bad idea no matter what your kit is.
There is also always the option of drawing a Maggie team into a 3rd party, then pulling back and picking them off at range.
For me the goal is to win or survive the BR as long as possible. Kills is a happy bonus when they happen.
Of course, all the the above planning goes out the window when you get 3rd (or 4th, or 5th) partied and then you just have to adapt quickly. Too many people in those cases forget than running is an option.
Also note this is based on limited video footage and her not being in the game yet. "Real world" data and scenarios will cause this to need to update. She might release and then we discover she's not OP at all once played against everything else.
@Kyldenar I'm not sure any of that would work as there are multiple external factors in the game, but let's see how it plays out as @Cheese9Man said.
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