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@GH0STEDbyME I could have elaborated better on a lot of it, didn't have my hopes that someone would reply so I appreciate that greatly.
The movement/hitbox was a last minute addition that could have been refined though I want to state that I'm okay with the AD spamming, it's good to not have stale fights where it mostly comes down to the weapon having the best DPS because standing still/being an easy target, that's good! However without any form of tagging with shields under the incarnation of low profile characters, it heavily favors them.
With those decisions the game is bound to be really unfair with characters that are small, it's more than just size but visual feedback that can be extremely off putting, especially with fast ADS weapons. Why?
I can't provide 100% factual evidence, but in my personal experience playing Wraith I find myself dying much less if at all compared other Legends which leads me to believe that it's objectively fact that (Not just Wraith.) most Low Profile relative to that, end up being extremely agile and quick to do anything with the speed everyone shares because their existing bodies have to keep up with the values that were defined.
Put in perspective, I don't think the hitbox is exactly the issue but the fact that specific hitbox can wiggle all over the place without much punishment. 5%+ Damage is definitely insignificant as TTK doesn't really change unlike Fortified which can. However if those small hitboxes would get slowed down/tagged just ever so slightly as a result of being hit, it would be much better of a solution to the issue in many ways, the accuracy of the registry could heavily benefit too.
Obviously, I wouldn't ask Respawn to use extreme values for Low Profile to slow down on hits, I don't have the current values either though I don't think it even exist? For all the people I have ever shoot at, they've never seemed to slow down at all, I can even provide footage to show.
Anyways, that's my /proper/ suggestion for fixing the problem with hitboxes, Legends that are harder to hit should be affected more by tagging if it exists, if not it should be added and shields should not prevent it. That'd easily take care of the frustration most players complain about.
Into the weapons;
Mastiff does /kinda/ feel inconsistent as I have heard and kinda saw, but after testing it typically came down to range, how dead center the spread is and if aiming down sight or not, I couldn't replicate or have evidence that it is actually inconsistent at all without seeing there was user mistake, but I won't lie, having RNG in the pellets spreading apart of each other should not be a thing.
As a shotgun we'd expect it to always do decent damage hitting anyone at close range but I think all there is to blame is the design because it contradicts expectations at a certain threshold. Per say, DPS wise, it's definitely above all the Shotguns but that's not the only problem we got here, it's also the only Shotgun with shells manually loaded which in various situations puts it above all, hence why it feels very contradictory to give it so many shots, including above the Peacekeeper.
Next;
Hemlok is simply above all assault rifles, is that a bad thing? Yes, very bad? How to fix? Perhaps just damage to be the same as the Flatline? I highly doubt that we should change much but the damage. It should be for players to pick if they'd prefer have something that has less kick but deal the same amount of damage as the Flatline at the cost of how it's being used. Being that the gun can equip a barrel though.. That puts it in a position where it should have more kick, about just a bit higher than the Flatline even if it's 3 round burst so that barrels have actual value.
Finally;
Wingman besides magazine size has everything going for itself, it's the best gun in the game and I can confidently say so by how any game I have one in my hands, they often end up as a win if I don't get third party over and over. Everything can be done with that thing, peek fights, sniping, out pace encounters with movement and power at the same time.
Refining the suggestions;
I brought the CSGO example because I've seen it a lot, the Desert Eagle itself to be accurate you need to be still and tagging heavily influences the user because of it's already slower moving speed which is 92% slower compared the max speed. Quite different from Apex!
We could go the simple way and nerf damage to 36. TTK is increased by one shot on level 1/2/3/4 shields and 2 shots on level 5. Increase base headshot at 2.5x to have the same 90 damage and add a 1x multiplier at 40+ meters because the Skullpiercer with it's newer added headshot at 3x for 108 damage should also remove the restriction of distance which adds a lot of value to the so frowned upon hop-up. We end up with somewhat more skillful Wingman without changing it's early encounters against unarmored.
Or
You'd think that it would be stupid, but have a look at it. We could nerf damage to 30 which would increase unarmored and armored TTK, however we'd increase base headshot multiplier by 3x to keep the same 90 damage while still having the +40 meter limit, like before as we buff the hop up even more at an increase of x3.5 for a total of a close 105 again, base magazine size to 6 and level 1/2/3 to 7/8/9 then finally have it's firerate brought back to the similar old 3 shots per second or precisely 3.58 RoF / 215 RPM. That way we pretty much have a P2020 that's potent at all times rather than just against unarmored with the bonus of rewarding skillful players with better damage on headshots.
As for RNG! It didn't mean it as a complain but rather make better use of it by not having weapons that dominates the pool, like we already have to put up with that! Why have the weapons making it worst? So it goes back to what I've been saying for the balance. I may have sounded like it's a complain, but rather I wanted to put in the light that because there's RNG, end game weapons shouldn't exist in other than care packages. Per say, if someone finds a Mozambique and I find a Wingman in the current state of the game, we definitely know who's gonna win regardless of the aim. (Wingman is pretty much the ultimate Mozambique right now.)
However if I had to say play with the 2nd suggestion Wingman, we'd have a more even match depending on the players skill because the stakes are mostly even. Both are fast, however one is deadlier and easier to use closely while the other you'd favor range because it takes more damage to kill.
To finalize with the crouch spam, let's say CSGO as an example again. You can technically spam, but only for about 3-4 times before the crouching is slowed, which would honestly be healthy for the game as it'd favor opportunities in a limit amount and make those who don't have covers at less of a disavantage by making the aggressor unable to peek so much safely indefinitely.
Again thanks for reading and I'd love to hear more feedback, I really want the game to be better. It's really unfun how toxic the meta can get as of late and the sighs of it dying by many who have predicted it are not too far off. For everyone to just have a Wingman required to win will drive away potential players.
I agree it's a good gun but it's a difficult gun for most people to use. It comes no place near a 99 or volt in CQC I have tried to use the wingman vs a volt or 99 and it's only effective if the enemy is horrible at recoil control with the 99 or volt. You will get melted instantly before your wingman can do much.
- 5 years ago
@DarthValtrex I've never really noticed a kick to the wingman when firing consecutive shots in quick succession, if im aiming upper torso and do this it'll generally remain as upper torso shots. I think the difficulty in this weapon where people struggle is
a) the hit reg seems weird at times.
b) the players own ability to track a target whilst maintaining fire.
What I would say about this gun compared to others is considering how large the hipfire reticle is, it doesn't actually reflect on just how accurately this gun can be hipfired, especially with the newest hop up which is highly underrated and as far as i'm concerned more useful overall than SP's.
If you're playing pathfinder for example with the wingman in hipfire, your grapple reticle might aswell act as ADS as you can hit with some serious accuracy close range.
- DarthValtrex5 years agoHero (Retired)@MandatoryIDtag You might be right, I just know that you have to some what slow down when firing it for the gun to be effectve. I don't know how to describe what slow down is and have always blamed it on the animation of the gun kicking up a fairly large amount.
I agree the SP is just not worth it. The benefit received from the SP does not outweigh the benefit received from the quick draw. The quick draw improvement to the gun might seem minimal but it's beneficial every time you use the gun. Where as the SP is only beneficial if you land headshots.
I like the gun most of the time.
- 5 years ago
@DarthValtrex I'm PC, I understand what you mean by the "kick", however in the game itself... It's an animation without much impact on the actual gameplay other than visual hinderance. The recoil is about as bad as the P2020 when you shoot it, if it was more like the RE-45 at the first 4 shots per shot then I'd understand why people think it's a hard weapon. (Might just be personal bias, but I really don't have issue using it.)
Although I agree, if we are to take the Volt or R99 in a perfect scenario against the Wingman. In theory, yes the Wingman does lose, but let's not forget about it's mobility while to achieve such damage on the Volt or R99, we have to aim down sight, which easily puts them at the greater disadvantage which is why it feels really unfair compared the SMG's that need more hits to be valid.
Per say, the Wingman body shots simply feel too strong with it's ability to dodge around. Too rewarding compared having to track someone with an SMG. I don't think slowing down the weapon ADS is a good idea when it's the greatest strength of it and what people are the most used to (Some have said otherwise and should it be nerfed, I don't agree). Ain't nothing wrong if it dealt damage as big as a P2020 Hammerpoint but permanently whether it's shielded or not. It's a pistol afterall, shouldn't be slowed at all.
I've included the recoil patterns of the gun in this PNG attached to display what I mean by not having any kick.
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