Forum Discussion

pastaclown's avatar
6 years ago

Peacekeeper

I just want to address this tweet here: https://twitter.com/PlayApex/status/1197992233649131521 and note that none of the changes actually "nerf" the Peacekeeper in a way that's effective or truly noticeable in the given circumstances. Standard Peacekeeper damage is 10 damage per pellet, with 11 pellets in a round, upped to 15 damage per pellet IF you hit someone in the head. 

TL,DR: Nothing's changed, and this "Nerf" is exactly the same as the "Low-Profile" nerf. A nerf in name only, not actually accomplishing anything in functionality or fundamentally changing play styles. 

Edit: I was also going to go on a stint ranting about how the poor hit-reg is on the servers the developers are using and how that's also contributing to how strong the PK is, but this post is long and I'll save it for another day.

Headshot multiplier was 1.5 proposed to be nerfed to 1.25 which means without a helmet and no body shield you take 137.5 damage vs. 165, which doesn't mean anything because you're dead anyway. With a body shield and no helmet, that means you'd survive one more round from the Peacekeeper. (which you would've taken anyway because PK takes 2 rounds to down someone with white, blue, purple, or gold armor anyway, and who exactly is min/maxing each and every PK round to hit the head every single time? No one. It's a shotgun, you're aiming center mass anyway. Even with choke you'd still have to wait to charge the PK, and if you're IN PK range, that's not an option, and if you're using it to hit long distance shots, chances are you're still not gonna be able to hit all 11 pellets to the targets head just due to pellet dispersion in the first place.)

With a purple/gold helmet (25% damage reduction) plus purple body shield you'd take 124 damage if all pellets hit you in the head with a 1.5 multiplier which is a still a 2 shot kill. With the 1.25 multiplier your damage drops from 15 per pellet to (rounded down) 11 damage per pellet. Meaning with a 1.25 multiplier, it'd still take 2 shots to kill someone. Which means nothing has changed.

Re-chamber time increased you say? Using a simple proportion we'll see that it is increased ever so slightly (using the proportion of ttk before nerf/1.1 = x/1.2, using the information from this article: https://www.rockpapershotgun.com/2019/03/11/apex-legends-peacekeeper-stats-post-nerf-dps-ttk-spray-pattern-peacekeeper-shotgun-tips-2/) to 1.03 seconds with any body shield to 1.12 seconds. A mere, 0.09 second increase from before. If anyone can, please tell me if you can feel or see a 0.09 second difference fighting against someone using a PK? 

No RepliesBe the first to reply