User:Osvaldatore/Sandbox

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Osvaldatore's Patch Notes
(Copium Edition)

Legends

Ash Icon.svg Ash
  • Arc Snare.svg Arc Snare
    • Increased projectile speed from 1200 to 1800 hammer units per second.
  • Phase Breach.svg Phase Breach
    • Increased placeable distance from 63 to 100 meters.


Ballistic Icon.svg Ballistic
  • N/A


Bangalore Icon.svg Bangalore
  • N/A


Bloodhound Icon.svg Bloodhound
  • N/A


Catalyst Icon.svg Catalyst
  • N/A


Caustic Icon.svg Caustic
  • N/A


Conduit Icon.svg Conduit
  • N/A


Crypto Icon.svg Crypto
  • N/A


Fuse Icon.svg Fuse
  • N/A


Gibraltar Icon.svg Gibraltar
  • N/A


Horizon Icon.svg Horizon
  • N/A


Lifeline Icon.svg Lifeline
  • N/A


Loba Icon.svg Loba
  • N/A


Mad Maggie Icon.svg Mad Maggie
  • N/A


Mirage Icon.svg Mirage
  • N/A


Newcastle Icon.svg Newcastle
  • N/A


Octane Icon.svg Octane
  • N/A


Pathfinder Icon.svg Pathfinder
  • N/A


Rampart Icon.svg Rampart
  • N/A


Revenant Icon.svg Revenant
  • N/A


Seer Icon.svg Seer
  • N/A


Valkyrie Icon.svg Valkyrie
  • N/A


Vantage Icon.svg Vantage
  • N/A


Wattson Icon.svg Wattson
  • N/A


Wraith Icon.svg Wraith
  • N/A


Weapons

Charge Rifle Icon.svg Charge Rifle[note 1]
  • Changed ammo type from Sniper Ammo.svg Sniper to Energy Ammo.svg Energy.
  • Increased ammo required and consumed per shot: 1 ➜ 2.
    • Increased magazine size: 4 / 5 / 6 / 8 ➜ 8 / 10 / 12 / 16.


EVA-8 Auto Icon.svg EVA-8 Auto[note 2]
  • Removed from the Care Package.
  • Increased damage per round: 6 ➜ 8.
  • Reduced rounds per second: 3 ➜ 2.


Kraber .50-Cal Sniper Icon.svg Kraber .50-Cal Sniper[note 3]
  • Increased legshot multiplier: ×0.8 ➜ ×1.


L-STAR EMG Icon.svg L-STAR EMG[note 4]


Longbow DMR Icon.svg Longbow DMR[note 5]
  • Increased damage per round: 55 ➜ 60.
  • Reduced rounds per second: 1.3 ➜ 1.2.
  • Reduced headshot multiplier: ×2.15 ➜ ×2.


P2020 Icon.svg P2020[note 6]
  • Increased damage per round: 18 ➜ 20.
  • Reduced headshot multiplier: ×1.5 ➜ ×1.25.
  • Reduced magazine size: 14 / 16 / 18 / 21 ➜ 10 / 13 / 16 / 20.


Prowler Burst PDW Icon.svg Prowler Burst PDW[note 7]
  • Reduced damage per round: 15 ➜ 14.


R-301 Carbine Icon.svg R-301 Carbine[note 8]
  • Reduced magazine size: 18 / 20 / 25 / 28 ➜ 18 / 20 / 24 / 28.


R-99 SMG Icon.svg R-99 SMG[note 9]
  • Reduced damage per round: 11 ➜ 10.
  • Increased magazine size: 17 / 20 / 23 / 26 ➜ 20 / 23 / 26 / 30.
  • Reduced vertical recoil.


RE-45 Auto Icon.svg RE-45 Auto[note 10]
  • Reduced headshot multiplier: ×1.5 ➜ ×1.25.


Triple Take Icon.svg Triple Take[note 11]
  • Increased damage per round: 21 ➜ 23.


VK-47 Flatline Icon.svg VK-47 Flatline[note 8]
  • Reduced magazine size: 20 / 25 / 28 / 30 ➜ 20 / 22 / 26 / 30.


Wingman Icon.svg Wingman[note 12]
  • Reduced damage per round: 50 ➜ 42.
  • Reduced rounds per second: 2.6 ➜ 2.4.
  • Increased headshot multiplier: ×1.9 ➜ ×2.


Loot

Attachments

Barrel Stabilizer.svg Barrel Stabilizer[note 13]
  • Added Barrel Stabilizer lvl4.svg Level 4.
    • Flash Hider Perk: completely removes all muzzle flash and smoke when firing.


Shotgun Bolt.svg Shotgun Bolt[note 14]
  • Increased EVA-8 Auto fire rate bonus: +10% / +20% / +30%+15% / +25% / +35%.


Anvil Receiver.svg Anvil Receiver[note 15]
  • Added. Compatible with R-301 Carbine, VK-47 Flatline.
    • Semi-auto fire mode consumes 2 ammo per shot.
    • R-301: ×2.25 damage multiplier, 3.5 rounds per second.
    • Flatline: ×2 damage multiplier, 3 rounds per second.


Disruptor Rounds.svg Disruptor Rounds[note 16]


Hammerpoint Rounds.svg Hammerpoint Rounds[note 17]
  • Removed EVA-8 Auto compatibility.
  • Reduced P2020 damage multiplier: ×1.5 ➜ ×1.35.


Selectfire Receiver.svg Selectfire Receiver[note 18]
  • Added. Compatible with EVA-8 Auto, G7 Scout, Prowler Burst PDW.
    • EVA-8: unlocks 2-burst fire mode, 7 / 6.4615579 / 6.086955 / 5.618739 rounds per second, 0.8 / 0.76 / 0.72 / 0.68 burst delay.
    • G7 Scout: unlocks 2-burst fire mode, 10 rounds per second, 0.4 burst delay.
    • Prowler: unlocks full auto fire mode, 13.25 rounds per second.
  • Changed rarity from Epic to Legendary.


Turbocharger.svg Turbocharger[note 19]
  • Added Charge Rifle compatibility.
    • Increased rounds per second: 1.3 ➜ 1.85.
    • Reduced charge time: 0.85 ➜ 0.73.
    • Added 35% damage penalty.


Other

Helmet.svg Helmet[note 20]
  • Level 1 removed from Starter Kit and returned to ground loot.


Weapon Comparison

General

The following table lists the most important statistics for the main weapons in Osvaldatore's Apex Legends.

  • Damage values are obtained ignoring Abilities and Perks modifiers.
  • DPS values are calculated from scoring bodyshots only.
  • RPM and DPS values for Shotguns are calculated with a Shotgun Bolt.svg Shotgun Bolt equipped.
  • RPM and DPS values for Nemesis Burst AR Icon.svg , Devotion LMG Icon.svg , and Sentinel Icon.svg are calculated with the weapons being at their highest fire rate.
  • Magazine size values for L-STAR EMG Icon.svg show the maximum number of consecutive shots that can be fired before overheating.
  • Reload Speed values are expressed in seconds.
  • Projectile Speed values are expressed in hammer units per second.


TTK

The following table lists the time to kill (TTK) for the main weapons in Osvaldatore's Apex Legends.

  • Damage values are calculated ignoring Abilities and Perks modifiers.
  • TTK values are calculated from scoring bodyshots only.
  • TTK values for Nemesis Burst AR Icon.svg , Devotion LMG Icon.svg , and Sentinel Icon.svg are calculated with the weapons being at their highest fire rate.
  • TTK values for Bocek Compound Bow Icon.svg are calculated with the weapon being at its highest Tempo level.


TBA


Notes

Wannabe Developer Notes (Will Never Get Hired)

  1. Should be self-explanatory as to why the Charge Rifle, which fires a plasma orb, should be using Energy Ammo. "b-but the peacekeeper" Making the PK consume 12 ammo per shot is very stupid.
  2. Any EVA-8 instance of damage not being 8×8 is objectively wrong. Also, this weapon works perfectly as ground loot with the given fire rate.
  3. The legshot multiplier increase is to prevent Fortified Legends with red shield from taking 2 shots and still be walking.
  4. The L-STAR not having Barrels is sad, unjustified, and makes it fall even further behind most other weapons, considering it's not gonna be a popular pick even with them.
  5. Why make it have a higher headshot multiplier than other Snipers when doing this is as good, makes it stay in line with other weapons in its category, and makes it more satisfying to use?
  6. P2020. Also, the headshot multiplier being low fits a low-caliber Pistol.
  7. 0.98 TTK? No thanks.
  8. 8.0 8.1 Anvil Receiver shenanigans.
  9. In an effort to reduce TTK on some weapons, I was thinking about dropping the R-99 damage to 9 and increase the magazine size even further so that it'd look like an actual low-damage SMG, but then it would've been mogged by basically all weapons in the game including the P2020. To compensate the lower damage, along with a magazine increase, I've thought about reverting the S20 vertical recoil nerf while keeping the horizontal one.
  10. The headshot multiplier being low fits a low-caliber Pistol.
  11. Nice.
  12. I really hate this weapon.
  13. L-STAR's best friend is finally back.
  14. Following EVA-8 fire rate nerf, and to put it in line with other Shotguns.
  15. This Hop-Up makes the respective weapons' singlefire mode a valid alternative, and should be appreciated more.
  16. The Peacekeeper doesn't need buffs. Also, adding back RE-45 compatibility gives you more options on how to use this weapon. Hammerpoints? Disruptor? Both at the cost of weird recoil and needing twice as much of the most requested ammo in the lobby? Options.
  17. Following EVA and P2020 changes.
  18. Selectfire my beloved, featuring the (hopefully) permadeath of Double Tap.
  19. This Charge Rifle compatibility is actually straight from the game files as of S18. And since I've moved the Devotion in the Care Package, what better time to bring this compatibility out?
  20. Like Backpacks, I feel like Helmets are a powerful item that should not be given from the start.


Other Notes

  1. TBA
  2. 2.0 2.1 This weapon does not reload.
  3. The Mastiff reloads its rounds one by one, therefore its reload times vary depending on how many rounds are inserted. Tactical reload animation for the first round lasts 0.9 / 0.87 / 0.84 / 0.81 seconds. Full reload animation for the first round lasts 1.6 / 1.55 / 1.49 / 1.44 seconds. Each round subsequently loaded after the first one is added every 0.51 / 0.49 / 0.48 / 0.46 seconds. After ending the reload, a final animation lasting 0.55 seconds is played.
    • 1 round: 1.45 / 1.42 / 1.39 / 1.36 seconds (tactical), 2.15 / 2.1 / 2.04 / 1.99 seconds (full)
    • 2 rounds: 1.96 / 1.93 / 1.9 / 1.87 seconds (tactical), 2.66 / 2.61 / 2.55 / 2.5 seconds (full)
    • 3 rounds: 2.47 / 2.44 / 2.41 / 2.38 seconds (tactical), 3.17 / 3.12 / 3.06 / 3.01 seconds (full)
    • 4 rounds: 2.98 / 2.95 / 2.92 / 2.89 seconds (tactical), 3.68 / 3.63 / 3.57 / 3.52 seconds (full)
    • 5 rounds: 4.19 / 4.14 / 4.08 / 4.03 seconds.