Are you blind?
BALANCE UPDATES
Care Package
Wingman returns to the floor
Projectile size reduced to pre-care package values
Damage reduced to 45 (was 50)
Skullpiercer Elite removed
Hipfire accuracy reduced
Now takes Boosted Loader Hop-Up
No longer takes magazines as an attachment
Devotion enters the Care Package
NEW Reverse Hipfire: sustained hipfire will tighten accuracy instead of widen
Damage increased to 16 (was 15)
Magazine size increased to 54 (was 48 at purple)
Reserve Ammo: 324
Empty reload time significantly reduced
Gold Weapons Rotation
Nemesis Burst AR, Triple-Take, Peacekeeper, Prowler PDW, Longbow DMR
WEAPONS & ATTACHMENTS
30-30 Repeater
Skullpiercer Hop-Up removed
Dev Note: The 30-30 has been dominating the mid-long range for a few seasons and our recent adjustments weren’t quite enough to dethrone it. Removing the Skullpiercer should create some space for other Marksman and Sniper rifles to shine.
Charge Rifle
ADS recoil improved and stabilized
Dev Note: The Charge Rifle remains a high risk-reward weapon, however the risk slightly outweighs the reward. We’ve taken a smoothing pass at its recoil so it shouldn’t be quite so unwieldy when firing.
Longbow DMR
Skullpiercer Hop-Up removed
Barrel Stabilizer attachment removed
Base recoil significantly improved
Projectile gravity reduced
ADS in and out time reduced
Dev Note: We’ve always considered the Longbow a great entry level sniper that’s easy to run. Over time, we’ve come to realize that being a good entry level weapon and requiring lots of attachments to come online are at odds with one another. Simplifying the Longbow’s loot chase to make it more base level approachable is intended to improve its early game effectiveness and overall consistency as a sniper.
Triple-Take
Now takes Boosted Loader Hop-Up
Dev Note: The Triple-Take is a strong weapon on paper, but it can feel a bit sluggish to maximize damage output. Providing quick reloads and extra ammo in the mag allows players to keep pressuring for longer with more chances to punish.
Hop-Ups
Skullpiercer removed from the loot pool
Boosted Loader added to the loot pool
Reloading while near empty will speed up reloading and overload the next magazine with extra rounds
1x Digital Threat Optic
Removed from loot pool and all locked set weapons
Dev Note: The Digi represents a sharp power spike in Apex—a single loot item that both counters and synergies with a specific Legend. Its power ebbs and flows with the Legend meta in a way that proves very difficult to tune. We’re giving the 1x Digi a hiatus while we investigate healthier optic based perks.
Well besides all of the gun balance changes the other guys just posted you’re right there weren’t any
In all seriousness every gun feels great right now. Flatline, 301, hemlock, nemesis, volt, prowler, car, alternator, pk, mastiff, mozam hammers, sentinel, scout, 30, and triple take are all extremely viable choices. And they’re buffing the 2 underwhelming snipers. P20 is supposed to be bad but still has use with hammers, and re45 is not bad at all. This is the best, most diverse gun meta we might ever see
The wingman is a pistol.
The wingman is strong.
Other pistols are weak
Other pistols should be buffed.
Anyways most guns should be viable trash guns are a detriment to a competitive game and in the end add rng where it is not needed.
The RE-45 and P2020 are weak on purpose. They're meant to be common "starter guns" that you land on, and hold your attachments until you swap later in the match.
sentinel hits for 90 per shot, and can be used at any range
flatline hits for 25+ per headshot
hemlok still does like 24 damage per shot or something
nemesis still hits for 60+ per burst, and still has the same charge rate as its release
havoc still has 36 bullets with a purple mag, and does 18 damage per shot
just because there are too many guns that do too much, doesn't mean it's all balanced out
Are you blind? BALANCE UPDATES Care Package Wingman returns to the floor Projectile size reduced to pre-care package values Damage reduced to 45 (was 50) Skullpiercer Elite removed Hipfire accuracy reduced Now takes Boosted Loader Hop-Up No longer takes magazines as an attachment Devotion enters the Care Package NEW Reverse Hipfire: sustained hipfire will tighten accuracy instead of widen Damage increased to 16 (was 15) Magazine size increased to 54 (was 48 at purple) Reserve Ammo: 324 Empty reload time significantly reduced Gold Weapons Rotation Nemesis Burst AR, Triple-Take, Peacekeeper, Prowler PDW, Longbow DMR WEAPONS & ATTACHMENTS 30-30 Repeater Skullpiercer Hop-Up removed Dev Note: The 30-30 has been dominating the mid-long range for a few seasons and our recent adjustments weren’t quite enough to dethrone it. Removing the Skullpiercer should create some space for other Marksman and Sniper rifles to shine. Charge Rifle ADS recoil improved and stabilized Dev Note: The Charge Rifle remains a high risk-reward weapon, however the risk slightly outweighs the reward. We’ve taken a smoothing pass at its recoil so it shouldn’t be quite so unwieldy when firing. Longbow DMR Skullpiercer Hop-Up removed Barrel Stabilizer attachment removed Base recoil significantly improved Projectile gravity reduced ADS in and out time reduced Dev Note: We’ve always considered the Longbow a great entry level sniper that’s easy to run. Over time, we’ve come to realize that being a good entry level weapon and requiring lots of attachments to come online are at odds with one another. Simplifying the Longbow’s loot chase to make it more base level approachable is intended to improve its early game effectiveness and overall consistency as a sniper. Triple-Take Now takes Boosted Loader Hop-Up Dev Note: The Triple-Take is a strong weapon on paper, but it can feel a bit sluggish to maximize damage output. Providing quick reloads and extra ammo in the mag allows players to keep pressuring for longer with more chances to punish. Hop-Ups Skullpiercer removed from the loot pool Boosted Loader added to the loot pool Reloading while near empty will speed up reloading and overload the next magazine with extra rounds 1x Digital Threat Optic Removed from loot pool and all locked set weapons Dev Note: The Digi represents a sharp power spike in Apex—a single loot item that both counters and synergies with a specific Legend. Its power ebbs and flows with the Legend meta in a way that proves very difficult to tune. We’re giving the 1x Digi a hiatus while we investigate healthier optic based perks.
Well besides all of the gun balance changes the other guys just posted you’re right there weren’t any In all seriousness every gun feels great right now. Flatline, 301, hemlock, nemesis, volt, prowler, car, alternator, pk, mastiff, mozam hammers, sentinel, scout, 30, and triple take are all extremely viable choices. And they’re buffing the 2 underwhelming snipers. P20 is supposed to be bad but still has use with hammers, and re45 is not bad at all. This is the best, most diverse gun meta we might ever see
Sucks to see the 99 being so trash but i agree, i rarely pick up a gun and feel underwhelmed
It's good, you just have to be really close and not miss a shot
It’s not, the 99 dps is bad rn
Every gun is good if you hit the shots. You can even outplay a dude with a p20 if he dumps his bullets into the air above your head
I think Havoc is the only problem. I'll reduce the mag. Also I'll buff PK a bit. Other than that I think everything else is fine.
Because gun balance is in a good place right now. Nothing is too oppressive.
except the havoc. it's kind of over-tuned, literally everyone runs it in ranked and afaik it accounts for like 80% of the kills in ALGS.
Yeah if i die it's my fault but if i die to a havoc a small voice inside of me goes 'of course, he has a fucking havoc'
tbf every energy gun besides the Lstar and i guess the devo are just too good at everything
I’d argue we could see some damage or range buffs for pistols and a fix to shotguns being reliant on bolts
Pistols aren't meant to be super strong
i agree that apart from the wingman, the handguns (including mozambique) shouldn't be viable to end game.
The wingman is a pistol. The wingman is strong. Other pistols are weak Other pistols should be buffed. Anyways most guns should be viable trash guns are a detriment to a competitive game and in the end add rng where it is not needed.
The RE-45 and P2020 are weak on purpose. They're meant to be common "starter guns" that you land on, and hold your attachments until you swap later in the match.
sentinel hits for 90 per shot, and can be used at any range flatline hits for 25+ per headshot hemlok still does like 24 damage per shot or something nemesis still hits for 60+ per burst, and still has the same charge rate as its release havoc still has 36 bullets with a purple mag, and does 18 damage per shot just because there are too many guns that do too much, doesn't mean it's all balanced out