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Apex Legends · Patch Note
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Apex LegendsSep 9, 2021, 1:29 PM

Rampart's Big Maude: The Ultimate Mod Shop!

Official Post

But that’s not all – Rampart has also infiltrated the Arenas, bringing her modded weapons to the fight. With special discounts and ever-changing deals, she’s shaking up the weapon meta by replacing base versions with her modified creations. This means lower tiers of the selected weapon will be unavailable, so strategize accordingly and keep an eye out for the latest deals. Rampart’s takeover is in full swing, and it’s time to experience her ingenuity firsthand.

RAMPART TOWN TAKEOVER – BIG MAUDE

After a few rough starts to her previous shops, Rampart is pulling out the big guns with the mod shop of her dreams. Finally, she’ll be able to show the Outlands—and Big Sister—what she’s always been capable of creating.

Enter Big Maude, Rampart’s custom shop (also a giant tank, what else would you expect?) located near Lava City in World’s Edge. This POI is big enough to accommodate a few teams fighting over the shop itself, and she’s also built a wonderful paintball course out front that acts as a spill off location if the drop just looks too spicy.

Inside the shop, you can use collected materials to purchase Rampart’s Custom Modded Paintball Weapons from the new Vend-it Machines. These guns cost a bit, but they come fully kitted at different tiers. This should give players a reason to rotate here mid-game if their weapons just aren’t as upgraded as they’d like.

As usual, be on the lookout for extra lore sprinkled around. Rampart’s shop is back open for business!

RAMPART ARENAS TAKEOVER

Rampart has slipped into the Arenas and is offering modded weapons at special discounts! These marked-down modded weapons replace their base version for the match, making lower tiers of that weapon unavailable. Her special deals update frequently, so be sure to check what’s available in your match and plan accordingly.

RAMPART’S HEIRLOOM: PROBLEM SOLVER

While the brick-and-mortar location might be in Battle Royale, Rampart’s bringing her entrepreneurship into the Arenas too in “Rampart’s Arenas Extravaganza,” with special discounts meant to inspire players to change up their usual loadouts. For all of her hard work, Rampart’s getting a “Problem Solver:” a brand-new Heirloom pipe wrench, complete with a gumball dispenser. Who could ask for anything more? Oh, well – how about an upgrade to Sheila?

  • Early Leaver Warning has been improved to help people from accidentally leaving before their party is dead.
    • You now need to hold the confirm button down for a small amount of time
    • The highlighting is different colored than other prompts to catch your attention
    • Red text warning showing your leaving penalty added
  • Added character portraits to “detected” widget for recon characters.

BUG FIXES

UI

  • Fixed a bug where Streamer mode wouldn’t anonymize the names on the scoreboard in Arenas mode
  • Fixed issue for when players would randomly get un-readied while matchmaking in Ranked.
  • Fix for Ranked Arenas: longest win streak number was incorrect for some players when viewed in the Stats screen.
  • Fixed cases where players would still see Ranked icons when switching over to Arenas while inspecting personal stats.
  • Fix for cases where the player would still see the Abandon Penalty countdown when getting other messages like RECEIVED PREMIUM CURRENCY.
  • Removed the red speaker icon that would show up on the upper right corner of the screen that served no purpose.
  • Fix for when the Playlist Selector would sometimes flicker.
  • Players should no longer encounter a string issue in the Timeline when they have a “;” in their username.
  • Fixed cases where the name of killed players was not always showing up when a player died.
  • Fixed a rare bug that can cause the Observer to get stuck on the Intro Screen at the start of a match.

Fuse

  • Motherload ultimate will no longer highlight enemies far below the ring.

Seer

  • Increased the hitbox for Exhibit Ultimate to better match the model.

Loba

  • Loba can no longer glitch into Skyhook when using her tactical.
  • Fix cases for when Loba’s ultimate visualfx do not appear while aiming down sites.

Rampart

  • Fixed bug that could get players stuck under the map after dismounting from Ramparts Turret on a Trident.

Bangalore

  • Fix for the times when pinging a Prowler would trigger a voice line that mentions a removed hop-up.

Lifeline

  • Switch Only – Fix for cases where players couldn’t complete training due to her Ultimate malfunctioning,

Gibraltar

  • Fix for cases where it appeared that Gibraltar’s Ultimate caused dropped audio.

Wattson

  • Fixed a bug where Wattson would start matches with 30 fences.

Valkyrie

  • Fixed an exploit where players could get continuous missiles after exploiting Valkyrie’s passive/tactical as well as use the Vtol jets infinitely.

Sentinel

  • Fix for when players would still see “Amped” or “Revved up” from Sentinel or Rampage after swapping weapons.

Wingman

  • Fix for reactive skins, “Precision Calibur” and “Attention to Detail” where part of the skins appeared stuck in place when shooting.

World’s Edge

  • Various fixes on World’s Edge cleaning up some bad collisions, exploitable hiding spots, and areas where players could get stuck.

Firing Range

  • Fix for the mysterious fire show that could appear in Firing Range and cause a crash.

MISC

  • Fix for cases where players were able to reach farther than intended when punching an enemy player.
  • Private Match Fix – Observers should no longer get stuck on the intro screen for the duration of the match.
  • Fix for Audio fluttering that could happen when killing someone during self-revive.
  • Various fixes to improve overall game stability.

DEV NOTE: TAP-STRAFING AND MOBILITY TECH

Earlier this week, we announced our intention to “remove tap-strafing,” a decision that was met with surprise by many movement enthusiasts. Tap-strafing is a term associated with different sorts of movement, depending on who you ask. Internally, we generally use it to describe what many associate with scroll-wheel strafing.

To be more explicit, this change targets multiple rapid directional commands after jumping. Movement should feel unchanged for controllers and for M&K (mouse-and-keyboard) players who hadn’t heard of the term “tap-strafe” until this week. Thanks to the work of a couple of our engineers, this is now easily tunable on the fly, and we have the ability to iterate on or even revert it completely without a client update.

Our goal is to remove some of the sharpness in momentum conservation around 90°+ angles. That’s what I’m thinking of when I use the term “tap-strafe” throughout this post. Things like wall-bounce redirects back onto that same wall should feel unchanged, but movement afforded by scroll-wheel strafing will be removed.

Since tap-strafing is a unique M&K mechanic, many platforms have asked about our approach to controller-specific systems like aim assist. As Apex and its players evolve, it’s only prudent for us to continue to evaluate whether or not aim assist needs adjustment.  When top-level controller players say they would be alright with nerfing aim assist, we definitely take note. Players should not feel forced to use a specific input type to stay competitive

When people say, “Gee dang it, Respawn’s balancing decisions cater to controller players,” the best answer I have is: “When it comes to accessibility, we often must consider controller players given the constraints compared to M&K. But, accessibility isn’t the same as balance design, and it’s a strawman argument to treat it as such.”

This is why we believe tap-strafing exists solely as a design problem. Even in a M&K-only Apex world, or a scenario where controller and M&K could tap-strafe just the same, we don’t believe it would be a healthy change with the freedom it currently allows, for three main reasons:

The first issue: it’s highly inaccessible. By “inaccessible,” we mean that it’s an opaque technique that’s practically impossible to learn organically (and the most egregious examples require a strange keybind).

Secondly, tap-strafes have terrible readability and limited counter play. Path grapples and Octane pads aside, I’ve seen clips of players breaking ankles with victims (including high-skill players) who are at a loss for what to do. While it’s not terribly prevalent, I’m concerned about how this could continue to evolve as more players adapt and further develop their tap-strafe mechanics.

The third point, and the most problematic, is how tap-strafing is exacerbated by movement abilities. I can buy that a tap-strafe at normal velocity in a gunfight occurs infrequently and is relatively mild enough to not immediately kill with fire. But Path grappling past and tap-strafing back into your face with a Mastiff, or Octane cranking 90s while maintaining ridiculous speed both bring up greater gameplay concerns.

Mobility creep is something to be very mindful of in this game. While many love the freedom that Apex’s movement system affords, constraints are just as important. It’s not surprising that mobility legends are highly popular. Why don’t we just do more of that? Well, over time (and I’d say we are already seeing it) mobility creep can open up a Pandora’s box of new problems to solve. How is third partying affected by mobility? Within a fight, how are frontlines defined? How quickly can I close the gap on an enemy? As a game, Apex is designed to work well with a finite number of movement possibilities.

I feel it’s important to note that limitations don’t always equate to lowering skill-gaps; there are skill-gaps in working within constraints. One could argue that bunny-hop healing lowered the skill-ceiling—players could make up for misplays with less constraints on their ability to safely heal. Different types of skill expression are changed when we touch something like perfect air control, for better or for worse.

Hopefully this provided some context, and as always, we’re happy to hear your thoughts.

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