Apex Legends Wattson
Of all the great changes that come in Apex Legends Season 11: Escape, a very small part of the competitive FPS game player s player is particularly pleased. But with a mignity 1.8% picking quota, Wattson has seldom seen lately. But now Respawn gives the static Defender something love in the hope that we will see more of her on the new map Storm Point.
As mentioned in the patch notes, Wattson s poor selection rate is more than compensated by its exemplary profit rate. According to Apex Legend status, this is in Battle-Royale mode with incredible 19.3% - what makes you currently most successful legend in the main game.
According to Respawn, there could be several explanations for this: Your defensive style of play correlates with higher average placements, Wattson Mains are diehard loyalists and their hitbox is the smallest in the game since the adaptation of Lifeline.
Despite their success, Respawn is aware that the data does not quite agree with its generally low perception. Therefore, is the aim of these changes to redistribute their invisible power into the parts of their kit that characterize the battlefield in a unique way. By making watton visibly more effective, the studio apparently hopes the gap between its poor game rate and its high earnings rate remedy.
With balance optimizations, updates to the quality of life and new ways to place your deployables on the way, a lot happens when Wattson gets in Escape. The full overview of the Wattson buffs, Nerfs and Apex Legends changes can be found below.
Changes to Apex Legends Wattson
Generally
Improved reliability and responsiveness when placing Watts s tactical and ultimate in-world objects. Wattson can place your tactical and ultimate objects on valid surfaces over Wattson s eye level (in a reasonable extent).
General increase in hitbox size to compensate for the removal of low profiles in the legacy update.
Tactics - Perimeter Defense
The damage when crossing a fence was increased by 33%. (15 to 20) Debuff duration in crossing a fence increased by 100%. (1.5 to 3 seconds) The time to be hit again by a subsequent fence effect was increased by 100%. (0.5 to 1 second). Charging time by 50% shortened (30 to 15 seconds). Increased placement range by 50%. The delay between switching off and reactivating fences after an ally has crossed it was reduced by 60%. (1.0 -> 0.4 seconds) Wattson now moves with unarmed speed while preparing / placed zaunknotes. Zaunknoten can now be placed as soon as the weapon is ready instead of waiting for the end of the animation.
Ultimate - scan
The pylon output was significantly revised.
The number of active pylons that can place Wattson was reduced from 3 to 1. The pylon is now forever (instead of canceling after 90 seconds). The pylon now has a pool of 250 shields that can be distributed to players nearby, rather than effectively infinite shields. The recharge rate of the pylon plate was increased by 150% and smoothed the regeneration rate. (2 / second -> 5 / sec, or more precisely 1 / 0.5 seconds -> 1 / 0.2 seconds). When a pylon has no shields, but does not load the shields of the players more, but can still incoming ordnance zap. If you suffer during the regeneration of shields on the pylon damage to the continued regeneration delayed by 1 second.
Pylon cannon zapping was revised moderately.
Ammunition is now being tapped when the pylon realizes that she would meet every surface within range and line of sight of the pylon instead of being tapped as soon as it comes into range. As part of changes current problems should now be resolved where the pylon weapons not shattered reliable (particularly in relation to air attack abilities and weapons that bounced off of surfaces near the pylon).
In addition, the UI on the show floor and the HUD elements now the number of screens on which remain in the pylon. You can check the percentage of remaining shields in a friendly pylon by pinging it.
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