I finally got the kill leader achievement and it wasn't because I wiped a squad in the first minute.
Fully loaded Alternator may be my favourite gun now.
Fully loaded Alternator may be my favourite gun now.
Used to be mine too until I started running the RE-45. Made me forget the Alternator
Not certain but I think the RE-45 is on paper the better gun. The issue is that it is less forgiving than the alternator.Used to be mine too until I started running the RE-45. Made me forget the Alternator
I wrote an article about Apex's ranked mode recently, published today.
The r301 is probably the best all around good gun. It doesn't have the close range burst damage the R99 has but that thing fires like a LASER.Really, all the light ammo guns excluding P2020 and Scout are in the high tiers in my book, and R99 is something I'll grab every single time I find it. R301 is a close second.
P2020 with hammerpoint is very underrated my dudes. Ppl were going crazy over the disruptor rounds being able to just take massive chunks out of base health is real good. It's a pistol as well so swapping to it is pretty fast. You will wipe squads with that fucking thing. It does 37 dmg to body brehs, and this is a gun with so much ammo and a big enough clip that you can just spam fire and you're going to hit twice and murder something.
RE: the RP point system, it def needs an overhaul. I don't like the idea of revives and respawns counting. Too easy to abuse and feels kinda weird to reward you for your teammates dying. You can argue that respawning/reviving is already helping you get more RP just by actually having your team up and running to help.
I think the main issue of frustration is the feeling of having a decent early-mid game and breaking even or losing points even if you felt you did good.
I would boost the point values for surviving to top 3. It feels like there is a HUGE point jump from finishing 3rd/2nd to 1st. When in reality 90% of the time that top 3 fight happens simultaneously due to someone waiting for the other teams to start fighting and then jumping in.
If we reward damage, I think it should be if you do 500-600 damage you get 1 RP. 200 Damage is nothing and you can get that on one character if they heal. 500 at least means you got into some decent scuffles. Another idea is to scale the RP with the rank you are. I think everyone is in agreement that Bronze - Gold is relatively easy. It's plat where the 3 rp to play is where ranking up can get tricky. Maybe damage won't give RP until you get to plat, and then it gives you 1 point. At diamond it gives you 2. And so on.
The reason I don't think damage should give you more is I think the much more important fix to put in is "Assist counts as kill" The BIGGEST frustration is when I do 700 damage games and get 0-1 kills for it because someone stole it at the last second. It's a team game. Reward me for team behavior.
Kills should be counted if
1. You got the last damage tick to down/kill the guy
or
2.You did at least 30-50% of damage
I agree that RP for revives/respawns could be too easy to abuse. But, I really do think there should be more incentive to trying to bring the team back into the game, because as it is, it is often more pragmatic to bail on your team in a bad situation to try and place, rather than risk sticking your neck out and then everyone loses points. Maybe make it so if 1 person dies and is respawned, both living teammates get RP for the respawn.
By giving RP to revives/respawns, it would lessen the risk of getting into early fights for squads. But yeah, the potential for abuse is definitely there no doubt about it. I'm of two minds with it for sure. Maybe also limit the RP for revives/respawns to a cap of 3 bonus RP instead of 5.
I think a max of 5 RP, 200 damage = 1 RP, up to 1000 damage is reasonable. A game over 1000 damage against squads of approximate skill is outlier, not common, similar to games with over 5 kills. So 5 kills and 1000 damage would be 10 RP. Similar to Chronospherics article where he mentioned that he'd like to see kills bumped up to 2 RP per kill, for a max of 10. I just think that it should be 5 for kills, 5 for 1000 damage in a game.
RP award scaling is an interesting idea, but I think it overly complicates how RP is awarded, personally, especially factoring in the increasing RP cost as you climb ranks also.
I get wanting it to be more along the lines of "assisting counts as kills", as that's not just damage but rewarding teamwork, but I just think rewarding flat damage done is a cleaner way. If you deal 90 damage and then that opponent goes and gets picked off, under the "assist counts as kills" method of rewarding additional RP, you'd either get 1 RP if the teammate finished them or none. But if it was set to 200 damage = 1 RP, then that 90 damage outright would mean nothing, but it was still worthwhile to shoot that person because it contributed to possible future bonus RP. Essentially, making it "do damage, get RP" would encourage more shooting/engaging across the board, while also being cleaner in terms of player readability.
I agree that top 3 point distribution should be adjusted across first, second, and third, along with placement RP adjusted overall. I think this sounds OK:
10 for 1st.
8 for 2nd.
6 for 3rd.
4 for top 5.
2 for top 10.
So, in platinum, with my thoughts, a max point game would be:
10 for first, + 5 for five kills, + 5 for 1000 damage dealt, + 3 for bringing teammates back into the game/keeping the team alive - the 3 RP to enter. So 20 RP for a max RP Platinum win, of which the conditions to get that would be super slim. (5 kills + 1000 damage + multiple revives/respawns would be once in a blue moon)
Eh I think some of those changes would make it TOO easy to rank up. As I could just hug the outskirts and snipe away for damage + placement RP.
I think another legends will combat Watson so no need to remake current gadgets to prevent the camp meta. Remember this is where we are currently at and doesn't mean the meta will be a camping meta forever in rank. A couple more aggressive or disabling legends and things will be totally different just based on abilities along with map releases and or changes.
To me ranked is better than casual in everyway unless I don't want to play with a headset. Just the team play alone is better and people seem to try to do better as well. There is an actual purpose unlike casual mode that is almost always hot drop kill, die, rinse and repeat with no thinking involved.
I read your article and I think you make some pretty solid points about the current nature/meta of Ranked and the variables that influence this meta-play.
But I have slightly different opinions/ideas to combat this current "hide-more-than-seek" meta gameplay, and these actually come from some of the factors you correctly point out in your piece.
I think 5 RP points for 5 kills is good, and as you mention, more than 5 kills against teams of roughly approximate skill is not consistently realistic. But I would like to see RP awarded for damage dealt, perhaps up to a cap of 5 RP just like kills. I'm thinking 200 damage dealt (the damage required to kill 1 Level 3 shielded opponent) should give a player 1 RP. This way, team-shooting and damage dealing is more incentivized, and the sting of teammates (or opponents) poaching kills is minimized. And rewarding RP for both the kill and damage dealt would still further reward the players that do more of the damaging and finishing.
Then, I think RP should be awarded for both revives and respawns, perhaps also up to 5. I'm not sure if 1 revive should equal 1 RP and a respawn should equal 2 RP. Maybe you need 2 revives for 1 RP, then a respawn counts as 1 RP. But this is also a risk to implement, because then you could have instances of players throwing themselves off of maps to boost people. Maybe they could implement a suicide/fall death penalty where if the player dies to self-inflicted or team-inflicted damage, they'd lose RP. Still, I think that helping the team should be rewarded more.
I agree that they should do more to de-incentivize the super bunker-down meta that's really surged with Wattson's introduction. I understand that that's by design and that they wanted to specifically encourage that playstyle more. But there's no doubt that this method of play is currently the smartest choice.
And I also think that they should maybe reduce the points for placement like you mention, but I think placement should still be top priority of course.
TL;DR: Damage should give RP. Keeping your team in the game should give RP. Placement RP should be reduced very slightly.
Yep, this is my worry. The issue now is camping. This would only exacerbate that. Whereas if assist as kill was implemented, people would be more likely to get into fights to rack of kills.I don't think giving RP for damage will encourage risk, it will encourage more sniping and turtling to chip for RP.
I'm getting extremely tired about this S2 battlepass, I gotta be real here. I feel like compared to S1, I'd already be level 110 at this point, but here I'm stuck on level 76 and it's slow as hell, forces me to play challenges that seldom are interesting to me, thus forcing me into playing in a way that isn't what I truly wanna do? I feel like I'm doing chores everyday, sometimes wasting 4 hours over stupid daily challenges that are absurdly long (mind you I had 2 challenges that were about getting headshots today... aka one of the things I hate most doing in this game) and idk, I'm just not enjoying myself.
Yes, I do get rewarding damage giving more power to teams poking with snipers, I do. But, I'd argue that dealing damage does have tangible effects in that it saps resources from damaged opponents as well as encourages more gunfire from all parties, which in turn would attract more, other players to deal damage and engage with those who are shooting.
I think rewarding damage, while simultaneously reducing placement points, while also giving a few points to keeping teammates alive would be the factors that would most encourage multiple playstyles (conservative engagement avoidance [defensive play/placement as the means to rank], conservative engagement [sniper nests as a means to rank] aggressive action [hot drop success as a means to rank]), while awarding the most natural, successful way to do well in Apex the most: consistent, small-scale engagements throughout the duration of the match.
Maybe whoever does the most damage to an enemy before they're able to heal is rewarded with the kill RP? I say this to try to address "kill stealing" complainers and avoid RP for assists, because then you're just encouraging the worst of players to put a bullet in every enemy before fully engaging.
It's annoying that every idea has to be distilled down to 'what's the worst behavior this can encourage?' because that's what happens.
Anyway, just spitballing.
Consider that there are 13 weeks in the season and you're well ahead of the curve to reach 110. You can start picking and choosing your dailies and weeklies to some degree and still clear the pass comfortably. Also, you'd only need to do 10 of the 21 dailies to max your +2 level bonus, so you don't need to fret too hard on ones you consider a slog. (I type all this, but don't even follow my own advice despite being in the same boat as you...haha.)
It varies in a way that's difficult to determine if the damage was really meaningful at all. Sometimes it's better to stay quiet and let other people initiate, and drawing attention via gunfire isn't a good option at all.
I think the extent that damage is meaningful varies based upon your positioning, your heals, your opponents heals.
Because realistically in ranked, if your doing damage, your trading damage to some extent. So if your heals are lower than your opponents, then damage is actually a net loss for your team. It can contribute negatively and lead to bad situations later. At the same time, if your positioning is bad, damage on a well positioned team is only going to lead to you being third partied.
So what I mean is, damage is sometimes useful, but sometimes harmful. So I think in that sense, it doesn't make a lot of sense for it to be universally rewarded.
Maybe whoever does the most damage to an enemy before they're able to heal is rewarded with the kill RP? I say this to try to address "kill stealing" complainers and avoid RP for assists, because then you're just encouraging the worst of players to put a bullet in every enemy before fully engaging.
It's annoying that every idea has to be distilled down to 'what's the worst behavior this can encourage?' because that's what happens.
Anyway, just spitballing.
Yeah I know I'm probably going to complete it with ease, but I'm still really bothered knowing that I would already be there if it had been S1's system at play here. That thought alone is enough to piss me off a bit, and I wonder where are all the people who complained over and over again about how much S1 was a grindfest, cause S2 is WAY MORE grindy than S1, making it look like a walk in the park. Guess they're easily fooled/distracted by challenges, idk.
I feel stuck into doing challenges that barely bring me any fun, and want to complete the battlepass as soon as possible so that I'm finally free of this hassle and can play Apex without any voice in the back of my head guilting me into playing a certain way or whatever. Maybe that's just me though, and maybe I'm more sensitive to this kind of pressure, but in the end, it's just not fun.
I know Respawn wants to do player retention and all, but let me breathe omg. I just wanna play Apex in a carefree way. If anything, maybe that's just on me though, but this system isn't working for me, and I won't buy S3 battlepass knowing it ain't good for my mental health or whatever (I know I sound dramatic, it ain't that deep tbh, but it's weighing on me still, and I just wanna enjoy the game in a pure way and not feel like it is a chore. There's already a ton of things in life that are truly tedious to do, I don't need to add one of my favorite video games to that way-too-long list).
Yeah I know I'm probably going to complete it with ease, but I'm still really bothered knowing that I would already be there if it had been S1's system at play here. That thought alone is enough to piss me off a bit, and I wonder where are all the people who complained over and over again about how much S1 was a grindfest, cause S2 is WAY MORE grindy than S1, making it look like a walk in the park. Guess they're easily fooled/distracted by challenges, idk.
I feel stuck into doing challenges that barely bring me any fun, and want to complete the battlepass as soon as possible so that I'm finally free of this hassle and can play Apex without any voice in the back of my head guilting me into having to play a certain way or whatever. Maybe that's just me though, and maybe I'm more sensitive to this kind of pressure, but in the end, it's just not fun.
I know Respawn wants to do player retention and all, but let me breathe omg. I just wanna play Apex in a carefree way. If anything, maybe that's just on me though, but this system isn't working for me, and I won't buy S3 battlepass knowing it ain't good for my mental health or whatever (I know I sound dramatic, it ain't that deep tbh, but it's weighing on me still, and I just wanna enjoy the game in a pure way and not feel like it is a chore. There's already a ton of things in life that are truly tedious to do, I don't need to add one of my favorite video games to that way-too-long list).
Well if the datamining pans out, we'll have some more flexible respawn options in the near future with portable beacons.Respawn ships could benefit from being quieter and drawing a bit less attention. Some additional respawn ship options would be nice. Perhaps some heroes focused on getting your team back in the game.
This is me, I only get a few hours a week and I've progressed 5 levels farther so far this season than what I ended last season with. The system seems designed for players with less time, and I'm ok with that, because that's me :) I get the frustration of the heavy players, but y'all will hit it anyway even if you stopped chasing challenges.I have a friend who I play with whose time to game is far more limited than mine and he almost never plays on weekends, and he's said that this season's structure, so far, has worked far better for him, that he's gained a lot more levels than he had in S1, since it's not limited to simply total in game survival time/high placements.
Yes, the BP is designed specifically for player retention. And I find it incredibly hard to believe that you all would be done with this Season's BP by now if it were just like S1. I play regularly, almost every day, but not an extreme amount. Maybe 2, 3 hours tops a day, and I'm at level 63 or something in the BP I think and we aren't even to the halfway point in the season. Granted, I've also done most of my weekly challenges by now, and I've knocked out the weekly resetting ones each week so far (5 & 10 Dailies).
In season 1, it took me about all season long to make it to 110. I hit 110 about ~2 weeks before the end of last season. This season I'm going to easily get to 110, no problem.
I have a friend who I play with whose time to game is far more limited than mine and he almost never plays on weekends, and he's said that this season's structure, so far, has worked far better for him, that he's gained a lot more levels than he had in S1, since it's not limited to simply total in game survival time/high placements.
Not really sure how it'll go but I'm sure that people would prefer duos or quads over solo. At least in ApexTold you guys theyd do a solo mode. It's a huge chunk of a playerbase that is missing.
They need to dedicate resources into a proper solo mode because it's going to be silly and unbalanced with the Legends, but it's going to feel very fun to not worry about teammates
Solo players will Want to play the smooth Apex gameplay with unlimited freedom to move around and not be held down by a downed teammate or a random. People dont want to get third partied or deal with 1v3sNot really sure how it'll go but I'm sure that people would prefer duos or quads over solo. At least in Apex