Forum Discussion
Let's discuss!
L-STAR
For me, not a game changer. I do not see many players using this against me. I've tried it a few times, but for me, the muzzle flash of the gun is blocking all of the view.
I find it extremely hard to follow an enemy player and continuously hit the shots on him. I think it can use a buff in the sense that the muzzle flash must be reduced.
Also, I haven't seen the L-Star in the last few rounds. New weapons are exciting, but new care-packed weapons don't change the game that much tbh.
HOP UPS
Contrary to the L-Star, the new hop-ups have definitely changed the meta. I love equiping the disruptor rounds to the alternator, and the P2020 with hammerpoint rounds are also insane! The disruptor rounds were too good, but they have been nerfed significantly. I don't think these need to change.
However, maybe get new voicelines that actually call out all the different hop-ups, because it is quite annoying to have to look at the text to know what my team is needed!
- 7 years ago
L-star = useless because its only in crates. GL finding it with ammo
Disruptor = OP if u can connect 4 consecutive shots to the head
Hammerpoint = bind mousewheel to attack and p2020 like an AR at someone with white armor. Mozambique still garbage with 3 shots.
- 7 years ago
Gotta agree with most of the L star complaints here, the muzzle flash is far too much for any effective ADS, no point having all that power if you can't see where you're shooting and hip fire is a big no no with it's fire rate.
Not really bothered with the disruptor rounds, as effective as they are i'd still rather run a mid range weapon.
Hammerpoints i hated initially, until i turned my trigger sensitivity up and ran it on a p2020. This thing absolutely shreds early game, love it!
Even on the mozambique it is damn powerful, but its a bit too situational for my liking personally.
- 7 years ago
I know this thread is a little old now but I've been thinking today about the new hop-ups and I have a thought on the best way to balance them.
I think this goes for both Hammerpoint and Disruptor rounds, the damage should stay the same, but the falloff for the buffs should be a lot more drastic at range, which would make sense right as both hop-ups sound like something that would be more effective at close range?
Distruptor rounds
0m - 15m - 1.7x
15m - 50m - 1.7x - 1.2x
50m - 100m - 1.2x - 1.0x
100m+ - 0.8x
Hammerpoint rounds
0m - 10m - 2.4x
10m - 50m - 2.4x - 1.6x
50m - 100m - 1.6x 1.2x
100m+ - 1.1x
It feels kinda dirty when you drain someone's shields from serious range with the alternator, it doesn't feel like something you should be able to do.
Anyway I'm interested to hear what people think of that, and whether it would change the meta.
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