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MULTI Apex Legends

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Gestern auch den epischsten Sieg aller Zeiten geholt :ugly:
War schon fast peinlich. Wir haben Absprung weit von der Aktion weg und gelootet, und dann immer versucht zu den Shootouts als dritte zu pushen.
Naja blieb bei dem Versuch, die Überlebenden waren immer schon weitergezogen...
4A6604C5-D7E8-4D3F-9B7A-9CCBE7D41A55.png
 
letztens war einer mit 1200 Schaden und ohne Kill

oder ich hatte vier Kills mit knapp über 200 Schaden (hab das Gefühl das schon mal gesagt zu haben)....schwankt natürlich krass


gestern bin ich direkt bei der ersten Begegnung nach zwei Minuten verreckt und konnte nicht mehr wiedergeholt werden, aber hab mir echt das ganze Spiel zu Ende angeguckt, weil die anderen beiden so gut waren :D und die haben das Ding gewonnen mit 10 und 9 Kills oder so.
 
relativ starke Änderungen mit dem Patch:

from April 16 to April 18, your first top five finish of each day will grant you an entire battle pass level

Increased the speed of the drop ship by about 50%

CAUSTIC:
Fortified Passive Perk added: reduces damage taken by 10%
Gas Damage per tick increased: 1 -> 4
Ultimate Throw distance increased: 28 meters -> 33 meters

GIBRALTAR:
Fortified Passive Perk added: reduces damage taken by 10%
Gun Shield health increased: 50 -> 75


G7 SCOUT / TRIPLE TAKE / LONGBOW DMR
Lowered leg shot damage reduction: 25% -> 10%
Reduced base weapon sway by about 33%
Reduced base sway speed by about 25%

LONGBOW DMR
Increased fire rate 1.2 -> 1.6
Increased magazine size
Base mag increased: 5 -> 6 rounds
Common mag extender increased: 6 -> 8 rounds
Rare mag extender increased: 8 -> 10 rounds
Epic mag extender increased: 10 -> 12 rounds

HAVOC
Increased base magazine size: 25 -> 32 rounds
Charge Beam
Reduced cost per shot: 5 -> 4
Increased close range damage: 55 -> 60
Increased damage at range: 45 -> 50
Close range damage falloff increased: 35m -> 75m
Ranged damage falloff increased: 75m -> 125m

WINGMAN
Reduced magazine size
Base mag reduced: 6 -> 4 rounds
Common mag extender reduced: 8 -> 6 rounds
Rare mag extender reduced: 9 -> 8 rounds
Epic mag extender reduced: 12 -> 10 rounds

SPITFIRE
Reduced base damage: 20 -> 18
Magazine extender attachments reduced
Common mag extender reduced: 45 -> 40 rounds
Rare mag extender reduced: 55 -> 45 rounds
Eprc mag extender reduced: 60 -> 55 rounds

ADJUSTMENTS TO GOLD WEAPON ATTACHMENTS:
Gold Havoc
Now has Turbocharger
Now has 1x-2x variable holo site

Gold R301
Now has 1x-2x variable holo site

Gold Wingman
Now has digital threat

Die dicken Jungs verbessert, die Spitti geschwächt, Wingman nur noch vier Schuss, Longbow und Havoc besser...aber vor allem das schnellere Schiff könnte sich auf Spielverlauf und -gefühl deutlich auswirken
 
Wie egal mir so eine Level-Nummer einfach ist :D

Und auch Skins jucken mich nicht. Da gucke ich noch eher auf die trophies, um ein motivierendes Ziel zu haben.

Bei Trials Rising hab ich auch noch 150 ungeöffnete Kisten. :gerri:
 
Electronic Arts: Apex Legends Disappointment Signals Substantial Pain Ahead
Summary
  • Twitch and Google data show interest in Apex Legends is fading quickly.
  • Popular streamers and influencers are quitting Apex.
  • Apex is wildly overvalued for a fading game.
  • With Apex making up a substantial portion of EA's valuation, EA's stock faces substantial declines.

Gefühlt ist Apex' Momentum verflogen, indem man einen enttäuschenden Battle Pass und seit Release zu wenig bedeutsame Updates geliefert hat.
 
Ich als leidenschaftlicher Spieler finde es schade, dass Spiele nur noch anhand von Twitchzahlen und der Meinung von Streamern/Influencern gemessen werden, vor allem wenn einem Ninja eine million Euro in den Arsch gesteckt wird, damit er es am Releastag zockt und pushed und dann noch behauptet wird, es hätte kein Marketing gegeben. Mich lässt Apex völlig kalt, aber der Einfluß von gekauften oder auch nicht gekauften Streamern ärgert mich extrem. Das Hat zur Folge, dass Spiele bald entwickelt werden, um streamtauglich zu sein. Mir als Zocker ist der ganze Streamkram egal und ich spiele, damit ich beim zocken unterhalten werde und nicht beim zugucken wie andere Leute spielen. ich befürchte, dass wird noch einen großen Einfluss auf künftige Spiele haben. Schmeckt mir garnicht.
 
An Update on Apex Legends from Respawn

Hey all, Drew and I will be sticking around for next hour or so to answer questions that we can \[as of posting this at 10:35am PDT today\]

​

To say that the launch of Apex Legends exceeded our expectations would be an understatement. 50 million players the first month (and growing) is staggering for any studio, let alone a new IP from a relatively small team who, for many, were taking their first swing at a free-to-play game.

Rapid growth is a wonderful thing to achieve, and we’re thrilled with the response we’ve received since launch. However, that growth comes with some clear challenges, and we’ve hit a few bumps along the way, including missteps with our updates, not giving players enough visibility into future content, and properly setting expectations on how we plan to support Apex Legends.

We are 100% committed to the long-term growth of Apex Legends, and supporting the millions playing every day. So today we want to reset our commitment to you and give you some insight into where we are as a development team and how we’re approaching live service for Apex Legends.

Getting a huge player base in a very short period means exploits, bugs, cheaters, and more come fast and frequently, and we’ve had to react and direct resources to play whack-a-mole with lots of unexpected issues. Since launch, we’ve shipped a [number of server](https://www.reddit.com/r/apexlegends/comments/atr8gq/respawn_check_in_server_patch_2222019/) and [client patches](https://www.reddit.com/r/apexlegends/comments/b2zorz/season_1_wild_frontier_patch_notes/) that have [addressed a range of issues](https://www.reddit.com/r/apexlegend...patch_notes_patch_going_live_around_10am_pst/).

While we’ve made some good progress towards a healthier game, as our community grows issues have come up that need to be addressed. The stability of Apex Legends is very important to us, and we’ve been doing a lot of work internally to improve our processes across the board. As we are getting our house in order, some of the critical things we’re prioritizing to address are:

​

**Slow server performance at the beginning of a match**

· So far, we know that it affects some datacenters more than others, it happens on many different server configurations, and it doesn't seem to hit multiple server instances running on the same machine. In other words, it's not that a machine is overloaded and everything on it is running too slow - it's that one instance on the same machine seems to be doing more work than the others, and we're trying to nail down what work it's doing and work backwards to understand the root cause. But this is extremely high priority for us to solve, and we'll keep you updated on our progress.

​

**Audio Issues**

· Currently testing some potential fixes that will hopefully address many of the performance issues we’ve seen reported.

​

**Cheaters**

· [We’ve been doing a lot of work behind the scenes](https://www.reddit.com/r/apexlegends/comments/ayzbhj/respawn_check_in_382019/). This is something we will always be more secretive about to avoid telegraphing our moves to cheaters, but we’ll be sharing more on the progress made next week.

​

**Hit Registration Issues**

· We are adding engine features to help track down and report instances of incorrect hit registration in playtests so we can force the bug and reproduce the issue consistently. While we have made some progress with some fixes locally, more work needs to be done to address the root of the problem.

​

Over the next few weeks we’ll talk more about the work that’s being done in these areas and provide updates for when we’ll be addressing them in future patches.

We know that, in addition to addressing issues with the game, everyone is hungry for new content. The studio culture that we’ve worked hard to cultivate, and the health of our team, is very important. We take those things into account when we discuss our content roadmap, the production schedule, and the frequency in which we can update the game. Our long-term goal is to ensure Apex Legends always feels alive and thriving, with a focus on quality of content over novelty or speed of release. At the same time, we want to maintain our culture as a development team and avoid crunch that can quickly lead to burnout or worse.

At launch we shared a high-level view of our roadmap, showcasing how we would be taking a Seasonal approach to live service. Today we wanted to provide more clarity on what you can expect for content and cadence of updates in the future:

​

**Season Launches**

· The beginning of each Season will start big with a new Battle Pass, a new Legend, something new for the meta, and more.

​

**Thoughtful Updates throughout the Season**

· Just as we've done since launch, we will continue to address exploits, needed balance changes, bug fixes, and small features throughout the course of a season. For complete transparency our goal isn't, and never has been, to patch or update content on a weekly basis. We believe strongly in the importance of large meaningful changes to the game that have a lasting impact, thus our focus on a Seasonal release cadence we laid out at launch and we will continue with in the future.

​

**Improved Communication**

· We need to provide more visibility into the future and what we’re working on. That doesn’t mean we’re going to start telling folks everything they want to know when they want to know it, but you can expect more transparency on future updates and fewer surprise drops.

​

At EA PLAY in June, we will give you the first details on what you can expect from Season 2. We’ve seen all the feedback on Season 1 and look forward to showing you the improvements we’re making. For Season 2 you can expect a Battle Pass with more meaningful content, the introduction of a new Legend, the debut of a new weapon... and you didn’t expect Kings Canyon to stay the same forever, did you?

Lastly, as for other games in development at Respawn, it is important to understand that there are entirely separate development teams working on Apex Legends and Star Wars Jedi: Fallen Order. Additionally, in order to fully support Apex Legends, we are pushing out plans for future Titanfall games and no resources from the Apex Legends team are being shifted to other titles in development here at the studio, nor are we pulling resources from the team working on Star Wars Jedi: Fallen Order.

We know we have a lot of work ahead of us, but we’re up to the challenge and are looking forward to building Apex Legends to its full potential together with our players.

​

Drew McCoy / Executive Producer / Apex Legends

https://www.reddit.com/r/apexlegends/comments/bhbhi9/an_update_on_apex_legends_from_respawn/
 
Heute endlich die Decked-Out-Trophy geholt :D BP bei Level 96. So langsam gehe ich die 100 S1-Kills mit allen Charakteren an. Danach mal schauen, was bei der Damage-Badge mit viel Snipern geht.
 
Heute endlich die Decked-Out-Trophy geholt :D BP bei Level 96. So langsam gehe ich die 100 S1-Kills mit allen Charakteren an. Danach mal schauen, was bei der Damage-Badge mit viel Snipern geht.

Ist bei mir auch letztens endlich gefallen :D

Kills/Spiel geht etwas hoch bei mir, vor allem Schaden/Spiel

aber ganz oft haben die Leute mit hunderten Kills ganz schön wenig Siege für die krassen Zahlen


übrigens ist jetzt bei mir Longbow auf Platz 1. Dazu dann ne 301/99/Spitfire und am besten immer viele Granaten
 
Meine Lieblingswaffe zur Zeit die RE-45.
Also nicht im Sinne von "Ich finde das ist die beste Waffe im Spiel" sondern mir macht die als Zweitwaffe im Nahkampf extrem viel Spaß und ich finde sie ist einigermaßen unterschätzt.
 
die rattert ihr Magazin auf jeden Fall ganz schön zügig leer, ja

und die Longbow nehme ich übrigens am liebsten mit dem 3x Visier. So richtig snipen mit x6 oder x8 hab ich nicht drauf, aber mittelweite Distanzen sind dann gut zu machen. Und seit dem Patch schießt sie ja auch viel schneller.

Damit kann man dann in Schach halten, während die Teammates angreifen oder man selbst nach dem Zerhauen der Rüstung in den Nahkampf übergeht.
 
Bin auch nicht mehr so festgefahren, auch wenn die meisten Waffen natürlich für R-301, R-99 und Spitfire Platz machen müssen. Longbow muss ich auch mal intensiver ausprobieren. Eva 8 finde ich btw besser als Peacekeeper :ulgy:
 
Ja, mach das mal...die ist echt beliebt geworden.

Man muss dan halt natürlich wie gesagt nachsetzen, sonst wird das gerne ne Runde mit 800 Schaden bei einem Kill oder so :D
 
Da will man schön am Sonntagabend 3-4 Stunden Apex zocken und dann sind die kompletten EA-Server down :heul:.
Hoffe heute Abend läuft wieder alles... :klopf:
 
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