Saturday, October 16, 2021

Apex legends - Uninstall origin, All legends, all weapons and all map features.

Apex legends - Uninstall origin, All legends, all weapons and all map features. By SandTag A guide to EVERYTHING found in apex legends, weapons, items, maps, legends and more! Unlike a wiki its all on one page with no ads!  Now with the new legend, Horizon, Tridents and a weapon spreadsheet! Even includes a help section for uninstalling origin! Intro The one guide to end them all.  This guide contains quite literally everything found in apex legends, characters, weapons, abilities, maps, modes and more! Everything is kept short and to the point with minimalistic opinions to keep the reading as short as possible so you can get the most out of this guide. Unlike wikis, there are no ads or page loading to contend with, It’s in the page (but not a dlc).  Overview: 2 Uninstalling Origin: 3 Game modes: 4 Legends: 5 Weapons: 14 Healing items, basic items and weapon parts: 27 Maps: 30 The Ring: 32 Badges: 33 Tridents: 34 Endnotes: 35  Overview  Apex legends is a team-based battle royale in FPS format, Games are made of 60 players in teams of three (trios/ranked) or two (duos).  The goal of apex is to take out all of the other teams and survive against the ring, a spicy hot wall that burns anything outside of it, growing in intensity as the match progresses in rounds. How to uninstall origin (by platform) Windows 10 & Windows 7  Step 1: Make sure origin is closed Step 2: Open the control pannel from the start menu Step 3: Select programs Step 4: Open "Origin" Step 5: Press uninstall Step 6: Click past the warning message Step 7: Watch Origin uninstall and your problems melt away!    For Mac  Step 1: Select the origin launcher Step 2: Place it in the Trash Step 3: Empty the trash Step 4: Enjoy not having Origin try to open itself when the pc starts. Game modes   Trios The basic format, this game mode has 20 teams of 3 fight until the end, games conclude when only a single team is left alive. This mode awards standard XP and can complete missions and challenges, treasure packs are also found frequently in this mode. Maps rotate in this mode.  Duos A second format, the only difference is that the teams are of two, 60 starting players which makes 30 teams. Maps rotate in this mode.    Ranked Leagues Unlike the other two simple modes, ranked leagues have three restraining factors and obviously, as the title suggests a ranking structure, these details are:  Ranked brackets.  Entry cost and RP gains.  Fixed map.  The ranked matchmaking brackets are as follows:  Bronze 4 <-> Gold 1  Gold 4 <-> Platinum 1  Platinum 4 <-> Diamond 4  Diamond 3 <-> Apex predator  In addition to this, the ranked leagues have thresholds which you can rank up into. To do so you will need to earn RP, which is based on this formula. (Placement + (Kill Points * Kill Value Multiplier))- Entry Cost Below lists the placement and kill multiplier, these are are:   1st: 100|2.5  2nd: 60|2  3rd/4th: 40|2 (3rd)|1.5 (4th)  5th/6th: 30|1.5 (5th)|1.2(6th)  7th/8th: 20|1.2  9th/10th: 10|1.2  11th+: 0|1 Kills are worth 10 rp up to a maximum of 5, assists also provide rp and the cap is shared. The maximum RP gain from a match is 225.  Entry cost is:  Bronze: 0  Silver: 12  Gold: 24  Platinum: 36  Diamond: 48  Master/Predator: 60  The RP cost to enter tiers is also listed below: Bronze 4: 0 Bronze 3: 300 Bronze 2: 600 Bronze 1: 900 Silver 4: 1,200 Silver 3: 1,600 Silver 2: 2,000 Silver 1: 2,400 Gold 4: 2,800 Gold 3: 3,300 Gold 2: 3,800 Gold 1: 4,300 Platinum 4: 4,800 Platinum 3: 5,400 Platinum 2: 6,000 Platinum 1: 6,600 Diamond 4: 7,200 Diamond 3: 7,900 Diamond 2: 8,600 Diamond 1: 9,300 Master: 10,000 Apex Predator*: Varies (minimum 10,001, expected 15,000~)
Note: to receive apex predator rewards, simply finish one game inside of the rank without falling out of it. It is based on the top 500 players which means the goal moves.  The rewards from ranked are: All ranks – Badge Gold+ – Dive Trail Master or predator – Dive Trail Legends Overview Legends are playable characters found in apex legends, each one has a unique set of abilities which in term provide weaknesses and strengths, legends aim to fulfil some form of role and are designated the type of:  Recon  Defensive  Support  Offensive  Since a team contains three legends (two in duos) it is impossible to get one of each type of legend into a team.  Each legend typically will have a TYPE, TACTICAL, PASSIVE and ULTIMATE. The type property is the only one which is shared across legends, hitbox size is non-uniform and will be considered in each legend’s breakdown. Legend rating is based on professional use rates and consultation with tier one players. [E<->A + S].  For type and hitbox properties, these are…  Fortified type: 15% reduced damage and no slows  Neutral type: Standard slows and damage taken  Low Profile type: 5% increased damage but minimalised hitbox  Giant hitbox: Only for Gibraltar currently who has an incredibly large hitbox  Large, medium and small hitboxes: assessed per legend. Additionally legends may have the recon property, this allows them to interact with survey beacons. Legends 1 & 2 (Bloodhound and Gibraltar)   Bloodhound Type: Neutral & Recon Hitbox: Medium  Passive: Tracker  Record enemy actions from up to 90 seconds ago, this includes gunfire, enemies dying and the use of abilities as well as footprints.  Eye of the Allfather (25s)  Create a cone that extends approximately 60 degrees in all directions from your current point of view, it extends around 75 metres Infront and magnifies your trackers tracks, it will also highlight enemies within the range. Further to this it also highlights objects of interest including loot ticks, enemy traps, animals and movement devices.  1.8s activation time, cannot be cancelled.  Enemies highlighted are alerted with a notification.  Beast of the hunt (180s)  2s approx. activation, 35 second duration  Extended by between 5 and 15 seconds depending on how little time is left, the less time remaining the larger the bonus.  Increases tactical (Eye of the Allfather)`s abilities by halving activation time and reducing base cooldown from 35s to 8s  Vision is made greyscale and you gain digital threat vision with infinite range.  The ring is still somewhat coloured along with some abilities.  Increases movement speed by 30% Rating: A     Gibraltar Type: Fortified Hitbox: Giant  Passive: Gun Shield  Aiming down sights activates a shield that covers the chest area with 50 health, it regenerates fully 9s after taking damage.  Tactical: Dome of protection (30s)  Throws down a small plate that produces a dome, the dome is solid however players can walk through it, all other projectiles, traps, grenades, ect will be blocked by the dome as if it were solid terrain. Players touching the bubble may take damage as usual from both sides.  Reduces the time to use healing items by 15%  Gibraltar revives allies 20% faster In the dome (5s -> 4s)  Lasts 12 seconds  Ultimate: Defensive Bombardment (270s)  Throws a sensor nade that calls in an orbital bombardment, each exploding projectile does 40 damage after landing within its own range and applies stun for 6s. Each individual projectile spawned in this range has a red circle indicator. Rating: S Legends 3 & 4 (Lifeline and Pathfinder)   Lifeline Type: Low Profile Hitbox: Small  Passive: Combat Revive  Reviving allies spawns a D.O.C drone that also has a forward facing shield that blocks all damage. Lifeline does not need to continue reviving the ally. Max 1 at a time, lifeline can manually revive a second ally.  Tactical: D.O.C drone (45s)  Toss out a drone that heals nearby allies over time at a rate of 7.5/s and can heal a total of 150hp. The drone is destroyed after taking damage twice from nox gas or the ring.  Ultimate: Care Package (360s)  Calls down a care package, this device must have line of sight to the sky and be unobstructed, the care package is solid and cannot be destroyed. It deals crush damage if it lands on an enemy (instant elimination) the package contains one medical item and two other purple or above items, these can be basic items or weapon parts, including the illusive sniper digital threat scope which is exclusive to this package or extremely rarely from neutral care packages. Rank: S     Pathfinder Type: Low Profile & Recon Hitbox: Medium  Passive: Insider information  Using survey beacons fully charges ultimate and reduces its cooldown by 10s  Tactical: Grapple shot (10-35s)  Throws out a grapple hook that pulls pathfinder towards it, strafing mid-air applies tension to the wire and allows pathfinder to move at and angle to the central point.  Tension can build momentum which is transferred to pathfinder even after the grapple detaches, strafe jumping on the floor can carry this momentum a long distance, in some cases more than 200 metres.  Cooldown based upon travel distance, minimum 10s.  Cooldown extends to 30s with distance and up to an extra 5s with carried momentum.  Ultimate: Zipline Gun (120s-10s per beacon scanned)  Fires a zipline that is up to 100m long that can be used by anyone  You can jump onto the zipline 3 times before touching the ground again Rank: A
Legend 5 & 6 (Wraith and Bangalore)  Wraith Type: Low Profile Hitbox: Small  Passive: Voices from the void (10s)  Passively get warned about danger, when enemies aim down sights after a short delay a “voice from the void” will alert you, it will specify either “shooter” for short to medium weapons. “sniper” for snipers and “danger” if many enemies aim at you.  For any player placed traps you will be warned “enemies have laid traps” with a somewhat short proximity range.  has a 10 second cooldown.  Tactical: Phase (25s)  After a 1.25s delay enter the void, become intangible and gain a 30% movement speed buff for 4s, you cannot open doors during this period or pickup items.  When used during wraiths ultimate, activation is instant.  Ultimate: Interdimensional rift (210s)  Create a tunnel up to 75m long through the void, upon touching the portal players will be taken to the other side rapidly, all players transferring through this portal are intangible.  The portal will collapse if both sides are inside of the ring and after 60 seconds. Rank: BEST LEGEND      Bangalore Type: Neutral Hitbox: Medium  Passive: Double time  Getting shot or having a nade thrown nearby at Bangalore will provide a 30% speed boost for a short time.  Tactical: Smoke launcher (33s*2)  Launches a smoke RPG that splits into three on contact with a surface, each smoke bomb can deal 10 damage but enemies can only be hit by one per tactical. Leaves a thick smoke field behind that obscures vision, can be negated by digital threat vision.  Ultimate: Rolling Thunder (180s)  Throw a flare that calls in an air strike, each projectile detonates 6s after hitting the ground and deals 40 damage and applies shell shock for 8s that obscures vision and hinders movement. Rank: C Legend 7 & 8 (Caustic and Mirage)  Caustic Type: Fortified Hitbox: Large  Passive: Nox Vision  Gain digital threat vision vs enemies inside of your nox gas, vision is not obscured in any way by nox gas, you are immune to all nox gas.  Tactical: Nox gas trap (25s*3)  Throw out a short range gas canister, once inflated it will activate when an enemy is nearby dealing (6+1*(tick*number of gas sources)) damage per second. Damage capped at 12 damage per tick plus an additional 1 per gas source up to a maximum of 18.  Gas will break fence nodes and enemy interception pylons, deals minor damage to amped cover and Shiela miniguns.  Takes 3s to inflate, is destroyed in one hit by bullets.  Lasts 12 seconds.  Applies gassed debuff, enemies cant sprint and are slowed by 30%.  Ultimate: Nox Gas Grenade (120s)  Identical function to gas traps with longer throw range and instant detonation.  Area of effect and duration doubled.  Can be destroyed by interception pylons. Rating: B     Mirage Type: Neutral Hitbox: Medium  Passive: Now you see me…  Gain invisibility when reviving or respawning allies, also for a short duration after being knocked down. Being knocked down also leaves a decoy behind also.  Tactical: Psyche out (15s)  Spawns a decoy, it looks identical to mirage and has 45hp, it can be tethered to mirage by pressing the same button as tactical and untethered again with the same key. It does not leave footsteps.  Ultimate: Life of the party (45s)  Creates a ring of 8 decoys that are tethered to mirage and mimic his actions, gain brief invisibility while this ability casts. Rating: D Legend 9 & 10 (Octane and Wattson)  Octane Type: Neutral Hitbox: Medium  Passive: Swift mend  While out of combat, heal 1hp per second  Tactical: Stim (10hp)  Gain a 30% movement speed and incoming slows are reduced by half.  Ultimate: Bounce Pad (60s)  Throws out a bounce pad that has 200hp, it launches players that touch it.  Players launched can jump a second time mid air with a smaller boost. Rating: C     Wattson Type: low Profile Hitbox: Small  Passive: Spark of genius  Enemies crossing your fences reveal their position, Being affected by an interception pylon quadruples the recharge rate of your tactical, Ultimate accelerants fully charge your ultimate.  Tactical: Perimeter security (30s*4)  Place fence nodes with 25hp, they pop up a tall electrical fence when linked, each node can link twice. Enemies that pass through it while active take 15 damage and get the shocked debuff.  Ultimate: Interception pylon (90s)  Places an interception pylon with 150hp that lasts for 45s. It heals 2 shields per second to all players in range. The pylon will intercept and destroy all forms of air strikes and grenades. Rating: S
Legend 11 & 12 (Crypto and Revenant)  Crypto Type: Neutral Hitbox: Medium  Passive: Neurolink  Scans all enemies within range of HACK and shares this information with your allies.  Tactical: HACK (40s)  Summon a drone that can be controlled by crypto with 60hp, it has a sonar with 30m range facing forwards, it has a standard cone of view (90 degrees).  HACK can also use survey beacons, respawn beacons and deathbox banners.  Enemies being watched by hack are alerted.  Ultimate: Drone EMP (180s)  Hack glows blue and emits an aura for five seconds warning all players in its range that its emp is charging.  Once full, activate an EMP that deals 50 shield damage and instantly destroys all enemy placed traps and equipment, amped cover will only lose its shields, Shielas are damaged but also stunned. Enemies get the shocked debuff. Enemies recently revived that have 50 or less shields are knocked down by the emp. Rank: A     Revenant Type: Neutral Hitbox: Medium  Passive: Stalker  Climb up to 25% faster and twice as far, sneaking is as fast as walking, even when healing or knocked down. Crouch is very quiet.  Tactical: Silence Grenade (2*25s)  Hold to ready grenade, release to throw.  Deals 10 damage and blocks enemy abilities for 15 seconds if they are hit.  Lingers for 10 seconds.  Ultimate: Death totem (180s)  Spawn a death totem with 50hp, all legends that interact with it get the Death protection buff for 30s.  Buff is lost if the totem is destroyed.  Shields are disabled for this duration.  Legends will not be knocked down but instead brought back to the totem with half their hp at the time of activation.  All abilities and passives (Except health or shield regeneration) still work during this ultimate.  Being silenced will not cancel this ultimate. Rank: B Legend 13 & 14 (Loba and Rampart)  Loba Type: Neutral Hitbox: Large  Passive: Eye for quality  You can see purple (level 3) or higher items through walls and can ping these items for your team  Range is based on the current magnification of your weapon, if any.  Tactical: Jump Drive (29s)  Throws a jump drive up to 85m horizontally that will teleport Loba to it when it hits the ground. Moves at approx 40m/s and the tactical key bind can be pressed again to quadruple the effect of gravity on the hoop.  Ultimate: Black market boutique (90s)  Throws down a black market with 100hp, 33% damage resistance and leg property.  The market acts like a storefront and can steal up to two items from 135m away.  Creates a large explosion sound when initially placed that can be heard from far away.  You can take unlimited ammo from the black market.  Starts the game half full. Rank: C     Rampart Type: Neutral Hitbox: Medium  Passive: Modded loader  Increases the mag size of all LMG`s and increases reload and handling speed by 15%  Tactical: Amped cover (30*3)  3s use time  Produces a small barrier with a shielded top that increases outgoing damage by 20%  Shield has 180hp, wall has 400  Destroyed in one hit if struck before fully constructed  Ultimate: “Sheila” Minigun Turret (120s)  Places down a minigun with 400 hp that can be used by anyone.  Has a 1-3x scope  150 mag capacity (173 for rampart) and 1.25s wind up time  Deals 240dps (244.6 for rampart), 293 behind amped cover.  Takes a further 1.25s to fully choke the spread after firing starts Rank: C Legend 15 Horizon   Horizon Type: Neutral Hitbox: Medium  Passive: Spacewalk  Effect of falling stuns are removed, strafe twice as fast midair and get no aim penalty.  Tactical: Gravity Lift (15s)  Throw down a gravity lift, it will raise up any legends in its range and hinder their movement. Can be used as a movement tool and offensive item. > Lasts 15 seconds and is around 40 metres tall  Ultimate: Black Hole (90s)  Throws down the N.E.W.T device that threateningly glows in an area for 15 seconds while applying what could only be described as a weak wind effect to nearby legends. > you can walk out of the black holes range without sprinting in the outer half, you will need to sprint in the inner half. > Attempts to pull ordinance, is too weak to fully pull in frag grenades or thermites, has little effect on arc stars. > Slighly pulls air strikes and other thrown abilities like silence, nox gas canisters and nox grenades towards itself. > Has 200hp > Lasts 10 seconds Rating: E Introduction to Weapons Weapons are an essential part of apex legends, oddly enough punching everything that you see is less than ideal and the wide range of guns on offer will help take you to victory! They are not all made equally however, some are more useful than others.
All weapon stats at a glance are available below [LAST UPDATED SEASON 7]  Weapons are listed below by ammo type in the order they appear in the firing range. This list will include Sheila since it functions as a gun. Heirlooms do not affect melee damage so they are not included.  Ammo rarity is Light & Heavy>Shotgun & Energy>Sniper>Heirloom (care pack only).  Weapons also have types of optic frame:  Short (1x and 2x)  Medium (1x, 2x, 3x and 4x)  Long (Any scope from 1x through to 10x)  Kraber (Only 6x and 10x)  Care package short (1x)  Care package Midrange (2x)  Care package Long-range (4x and 10x) Weapons rated: S>A>B>C>D>E Light Weapons 1 & 2 (Re-45 and P2020) LIGHT WEAPONS   RE-45 The first gun in the firing range, this small full auto pistol is as unimpressive as you expect, it lacks in both DPS and ammo efficiency with all of its stats under performing except handling, its hopup increases handling even more. It is given a statistical tier of D and rating of D  Damage per bullet: 11 Damage per second: 150 Damage per headshot: 16 Headshot damage per second: 225 Damage per magazine: 275 Headshot damage per magazine: 412.5 Magazine Size: 16|19|22|25 Handling: Fast (Very fast with hop up) Optic Type: Short Hop ups: Quickdraw Upgrades: Barrel, mag & optics     P2020 The lowest calibre gun in the game, it lacks in practically every aspect and has no overall strength, its hopup however can be a redeeming quality, with it, the gun performs averagely. It is given a statistical tier of D and rating of C with Hammerpoints and E without.  Damage per bullet: 15 (33.75 with Hammerpoint) Damage per second: 107.5|156.81 Damage per headshot: 22.5 (50.625 with Hammerpoint) Headshot damage per second: 161.25|235.215 Damage per magazine: 270 Headshot damage per magazine: 405 Magazine Size: 12|14|16|18 Handling: fast Optic Type: short Hop ups: Hammerpoint rounds Upgrades: Magazine & optics Light Weapons 3 & 4 (R301 and Alternator)  R301  A much loved weapon, this simple yet effective carbine has no overall weakness and an easy to learn recoil pattern. It is given a statistical tier of B and rating of A.  Damage per bullet: 14 Damage per second: 182 Damage per headshot: 28 Headshot damage per second: 364 Damage per magazine: 392 Headshot damage per magazine: 784 Magazine Size: 18|20|25|28 Handling: medium Optic Type: medium Hop ups: None Upgrades: stock, barrel, magazine & Optics     Alternator  This unusual SMG leaves much to be desired due to its low rate of fire, its recoil is incredibly low however. it is given a statistical tier of ? and Rating of C.  Damage per bullet: 15 Damage per second: 160 Damage per headshot: 22.5 Headshot damage per second: 240 Damage per magazine: 405 Headshot damage per magazine: 607.5 Magazine Size: 19|22|25|27 Handling: fast Optic Type: short Hop ups: None Upgrades: stock, barrel, magazine & optics Light Weapons 5 & 6 (R-99 and G7 Scout)  R-99  One of the most recognisable guns in apex legends, this fan favourite sprays bullets like no tomorrow, this does however come at the cost of being horribly inefficient with ammo. It is given a statistical tier of C and rating of B (with arguments for A).  Damage per bullet: 11 Damage per second: 198 Damage per headshot: 15.5 Headshot damage per second: 297 Damage per magazine: 297 Headshot damage per magazine: 445.5 Magazine Size: 20|22|25|27 Handling: fast Optic Type: short Hop ups: None Upgrades: stock, barrel, mag & optics.     G7 Scout  A handy mid range package geared towards 3 and 4x optics (some prefer 2x on M&K setups), this weapons high impact damage and plentiful range make it a stronger commitment to ranged engagements than most rifles. It has a statistical tier of B and rating of B.
Damage per bullet: 36 Damage per second: 136 Damage per headshot: 63 Headshot damage per second: 238 Damage per magazine: 720 Headshot damage per magazine: 1260 Magazine Size: 10|15|18|20 Handling: medium Optic Type: medium Hop ups: Doubletap Trigger Upgrades: stock, barrel, mag & optics. Heavy Weapons 1 & 2 (Wingman and Spitfire)  Wingman  A highly controversial pistol, its unorthodoxed burst damage gives it a stat profile you would expect from a light sniper rifle and its other features also match, its lack of projectile speed does let it down in its effective range however. It has a statistical tier of C, for the purpose of this guide I have opted not to rate the gun due to massive opinion variations.  Damage per bullet: 45 Damage per second: 117 Damage per headshot: 90|112.5 (With Skullpeircer) Headshot damage per second: 234|263.25 Damage per magazine: 360 Headshot damage per magazine: 900 Magazine Size: 5|6|7|8 Handling: Medium (Fast with quickdraw) Optic Type: short Hop ups: Skullpeircer OR Quickdraw Upgrades: Magazine & optics     Spitfire  A portable minigun, this huge platform has massive ammo reserves but weaker damage output, its magazine is the largest out of all guns currently in the game except the stationary minigun turret, Sheila. It has a statistical rating of A and rating of C.  Damage per bullet: 15 Damage per second: 153.6 Damage per headshot: 30 Headshot damage per second: 307.2 Damage per magazine: 945 Headshot damage per magazine: 1890 Magazine Size: 35|40|45|55|63 Handling: slow Optic Type: medium Hop ups: Modded Loader Upgrades: stock, barrel, magazine & optics Heavy Weapons 3 & 4 (Hemlock and Flatline)  Hemlock  This unusual rifle platform comes pre fitted with a select fire receiver and can swap between three bullet bursts and single shot semi-auto. The single fire mode does relatively low damage and is not considered for the gun. It has a statistical tier of A and rating of B.  Damage per bullet: 22 Damage per second: 198 Damage per headshot: 38.5 Headshot damage per second: 346.5 Damage per magazine: 660 Headshot damage per magazine: 1155 Magazine Size: 18|24|27|30 Handling: medium Optic Type: medium Hop ups: Built In select fire receiver Upgrades: stock, barrel, magazine & optics     Flatline  This high-powered rifle has an unusual recoil pattern that to some is off-putting, it’s incredibly high all-round stats and great “value on pickup” make it an extremely desirable weapon from the moment you find it. It has a statistical tier of A and rating of S. It is the favoured weapon of one of the pro players asked for opinions on weapons.  Damage per bullet: 20 Damage per second: 190 Damage per headshot: 40 Headshot damage per second: 380 Damage per magazine: 600 Headshot damage per magazine: 1200 Magazine Size: 20|22|25|30 Handling: medium Optic Type: medium Hop ups: Built in select fire receiver Upgrades: stock, magazine & optics Sniper Rifles 1 & 2 (Sentinel and Charge Rifle)  Sentinel  This all or nothing bolt action sniper rifle packs a massive punch, it also has an inbuilt railgun receiver that can be charged to add even more to its impact damage. It has a statistical tier of C and rating of B.  Damage per bullet: 70|88 Damage per second: 43.75|55 Damage per headshot: 140|166 Headshot damage per second: 87.5|110 Damage per magazine: 616 Headshot damage per magazine: 1232 Magazine Size: 4|5|6|7 Handling: very slow Optic Type: long Hop ups: Built in railgun receiver Upgrades: Sniper stock, magazine & optics     Charge Rifle  A somewhat weird weapon, it is neither a linear fusion rifle or trace rifle but some weird combination of both, with a trace hitscan laser which Intensifies into a single heavy impact beam. It has a statistical tier of E and rating of C. This weapon Is the favourite weapon of the second pro player asked for help with the weapon ratings [].  Damage per bullet: 90 total Damage per second: 45 Damage per headshot: 112.5 total Headshot damage per second: 56.25 Damage per magazine: 360 Headshot damage per magazine: 450 Magazine Size: 4 (Costs 8 ammo) Handling: very slow Optic Type: long Hop ups: None Upgrades: Sniper stock & optics
Sniper Rifles 3 & 4 (Longbow DMR and Triple Take)  Longbow DMR  A mid weight sniper with a variety of weapon mods for all occasions, it performs handily from midrange all the way to long range, its hop up helps it to deal with helmets. It has a statistical rating of B and rating of S.  Damage per bullet: 55 Damage per second: 78.83 Damage per headshot: 110|123.75 Headshot damage per second: 157.67|197.08 Damage per magazine: 660 Headshot damage per magazine: 1485 Magazine Size: 6|8|10|12 Handling: slow Optic Type: long Hop ups: Skullpiercer Upgrades: barrel, sniper stock, magazine & optics     Triple Take  Affectionately called the secret shotgun, this sniper rifle fires three pellets with huge bullet size and fixed spread, it is effectively a long-range shotgun. Its built-in choke can reduce the spread and enhance the bullet size making it easy to hit headshots. It has a statistical tier of C and rating of A.  Damage per bullet: 23*3 (69) Damage per second: 82.8 Damage per headshot: 46*3 (138) Headshot damage per second: 165.6 Damage per magazine: 552 Headshot damage per magazine: 1104 Magazine Size: 5|6|7|8 Handling: medium Optic Type: long Hop ups: Built in precision choke Upgrades: Sniper stock, magazine & optics Energy Weapons 1 & 2 (Volt SMG and Devotion LMG)  Volt SMG  A simple energy based SMG that packs a punch, its simple recoil pattern and all round high stats make it a common weapon of choice for many. It has a statistical tier of B and rating of A.  Damage per bullet: 16 Damage per second: 208 Damage per headshot: 24 Headshot damage per second: 312 Damage per magazine: 416 Headshot damage per magazine: 624 Magazine Size: 19|21|23|26 Handling: fast Optic Type: short Hop ups: None Upgrades: barrel, stock, magazine & optics     Devotion LMG  The highest DPS weapon in the game, this devastating platform slowly builds up steam and begins to fire an almost laser like stream that rips enemies to shreds. It has a statistical rating of S and rating of B without and S with turbocharger.  Damage per bullet: 16 Damage per second: 80-240 Damage per headshot: 32 Headshot damage per second: 160-480 Damage per magazine: 880 Headshot damage per magazine: 1660 Magazine Size: 36|40|44|48|55 Handling: medium Optic Type: medium Hop ups: Turbocharger & Modded loader Upgrades: Barrel, stock, magazine & optics Energy Weapons 3 & 4 (Havoc Rifle and L-Star)  Havoc rifle  This meaty fusion rifle charges up then unloads an unrelenting spray of high powered bullets, its extremely good all round stats are offset by this initial charge up time, this however is completely negated with the turbocharger, transforming this into the best gun in the game for short and medium range. It has a statistical tier of S and rating of B without turbo and S with turbo.  Damage per bullet: 18 Damage per second: 204 Damage per headshot: 36 Headshot damage per second: 408 Damage per magazine: 648 Headshot damage per magazine: 1296 Magazine Size: 24|28|32|36 Handling: medium Optic Type: medium Hop ups: Turbocharger Upgrades: Stock, magazine & optics     L-star  This… weapon is quite hard to describe, it has properties from a whole bunch of gun archetypes and the worst recoil/muzzle flare in the game, coupled with its tiny magazine which slowly recharges over time this gun is very divisive and hard to use. The statistical rating is C and rating of E.  Damage per bullet: 15 Damage per second: 150 Damage per headshot: 30 Headshot damage per second: 300 Damage per magazine: 345 Headshot damage per magazine: 690 Magazine Size: 23|27, ammo refils at a rate of 20|27 bullets per second. Handling: medium Optic Type: medium Hop ups: Modded Loader Upgrades: Stock and optics Care Package Weapons (Kraber 50 cal, Prowler SMG & Peacekeeper)  Kraber 50 cal.  This extreme weapon is the ultimate risk vs reward scenario, its fire rate is the slowest in the game. Its headshot damage instantly kills any legend. The Kraber has a statistical rating of C and rating of A (with arguments for S).
Damage per bullet: 145 Damage per second: 72.5 Damage per headshot: 435 Headshot damage per second: 217.5 Damage per magazine: 580 Headshot damage per magazine: 900* Magazine Size: 4 with 8 reserves. Handling: snail Optic Type: Kraber Hop ups: None Upgrades: None     Prowler SMG  This specialised SMG makes up for its slightly lower dps with a massive magazine and longer effective range thanks to a built in select fire receiver, it comes fully upgraded and with meaty reserves. The prowler has a statistical rating of A and rating of B.  Damage per bullet: 15 Damage per second: 215|200 Damage per headshot: 22.5 Headshot damage per second: 322.5|300 Damage per magazine: 525 Headshot damage per magazine: 787.5 Magazine Size: 35 with reserves of 175 Handling: fast Optic Type: Care package short Hop ups: Built in select fire receiver Upgrades: None     Peacekeeper  A weapon that needs no introduction, this charging slug style shotgun packs an immeasurable punch at short range and its inbuilt choke gives it enormous effective range, allowing it to operate at midrange with ease. Simply put the peacekeeper is overall the best gun in the game. It has a statistical rating of D but in reality its true rating is S.  Damage per bullet: 11*10 (110) Damage per second: 106.3 Damage per headshot: 13.75 * 10 (137.5) Headshot damage per second: 132.875 Damage per magazine: 550 Headshot damage per magazine: 687.5 Magazine Size: 5 with reserves of 20 Handling: fast Optic Type: Care package short Hop ups: Built in precision choke Upgrades: None Shotguns 1 & 2 (Mozambique and Eva-8 Auto)  Mozambique  Lifeline wants to tell you this gun is on the floor, you know you want it. In all seriousness, this little handheld shotguns reliable triangle spread makes it quite potent, the hop up makes the shotgun one-shot on flesh. It has a statistical rating of D and rating of D.  Damage per bullet: 15*3 (45) | 37.5*3 (100) with Hammerpoint rounds Damage per second: 101-168.75 Damage per headshot: 22.5*3 (67.5) | 56.25*3 (100) with Hammerpoint rounds Headshot damage per second: 151-253.125 Damage per magazine: 180 Headshot damage per magazine: 240 Magazine Size: 4 Handling: fast Optic Type: short Hop ups: Hammerpoint rounds Upgrades: Shotgun bolt & Optics     Eva-8  This mediocre automatic shotgun has a very large amount of spread and somewhat low damage, its burst potential can be improved greatly with the double tap trigger hop up. It has a statistical rating of D and rating of D.  Damage per bullet: 7*9 (63) | 7*18 (126) Damage per second: 78-104 Damage per headshot: 8.75*8 (78.75) | 8.7518 (157.5) Headshot damage per second: 97.25-130 Damage per magazine: 504 Headshot damage per magazine: 630 Magazine Size: 8 Handling: fast Optic Type: short Hop ups: double tap trigger Upgrades: Shotgun bolt & optics Shotgun 3 & Sheila (Mastiff and Sheila Minigun Turret)  Mastiff Shotgun  This powerful bolt action shotgun packs a huge punch, its wide spread can be reduced by aiming down sights. It has a statistical tier of C and rating of A.  Damage per bullet: 13*8 (104) Damage per second: 78-104 Damage per headshot: 16.25*8 (130) Headshot damage per second: 97.25-130 Damage per magazine: 684 Headshot damage per magazine: 855 Magazine Size: 6 Handling: medium Optic Type: short Hop ups: none Upgrades: shotgun bolt & optics     Sheila  Sheila is ramparts ultimate, a stationary minigun weapons that deals insane damage after winding up its barrels, it can toggle between 1x and 3x zoom and has an enourmous magazine. It has a statistical tier of S and rating of B.  Damage per bullet: 14 Damage per second: 240|244.6|293.6 Damage per headshot: 28 Headshot damage per second: 480|489.2|587.2 Damage per magazine: 2100|2422|2906.4 Headshot damage per magazine: 4200|4844|5812.8 Magazine Size: 150|173 Handling: snail Optic Type: Ramparts custom 1-3x optic Hop ups: Modded Loader Upgrades: None
Healing Items  Obviously during and while being shot at, you will eventually take some damage, to remedy this situation we have healing items!  Healing items are common across the map with smaller heals dropping more frequently, small heals can also be found in lifelines care package.  For alternative healing sources, Lifeline can create a healing drone equivalent to six syringes and Wattsons interception pylon also provides 90 shields per use over 45s. Octane gains one syringe worth of health back per 25 seconds.  The level 4 (gold) body shield provides an additional 25hp/shield on syringes and shield cells.  The healing items are:  > Shield cell (3s): +25|50 shield > Syringe (5s): +25|50 health > Shield Battery (5s): All shields > Medkit (8s): All health > Phoenix Kit (10s): All health and shields > DOC (20s): Up to 150hp over up to three players at 7.5hp/s > Interception Pylon (45s): 90 shield > Swift Mend: 1hp/s Utility items.  There are more items than just in the prior two categories, there are three groups of extra items, these are:  Utility items  Basic items  Weapon mods  Utility:  Frag grenades (10 contact damage, 100 explosion damage with dropoff)  Arc star (30 contact damage, 70 explosion damage) deals 3x damage to shield.  Thermite grenade (25 damage per tick hit over 3 seconds, 225 total)  Portable respawn beacon (12s, 8s activation): it’s a portable respawning beacon, the initial launcher needs line of sight into the sky so it can drop down. Basic Items  Basic items: These items upgrade basic features of your legend, all bar level 4 (gold) items can be found commonly across the map.  Set locations and care packages may carry level 4 items, level 5 evo shields can never be found on the floor.   Backpacks  Level 1: +2 items  Level 2: +4 items  Level 3: +6 items  Level 4: +6 items, revive with +50 health and shields.  Body/Evo Shields  Level 0: 0  Level 1: 50 [Cost: 100]  Level 2: 75 [Cost: 150]  Level 3: 100 [Cost: 300]  Level 4: 100, bonus healing on syringes and shield cells  Level 5: 125 [Cost: 750]  Knockdown shields  Level 1: 150 shields  Level 2: 300 shields  Level 3: 750 shields  Level 4: 750 shields, you can revive yourself once at half speed, doing so downgrades to level 3.  Helmet  Level 1: 10% modifier reduction  Level 2: 25% modifier reduction  Level 3: 50% modifier reduction  Level 4: 50% modifier reduction and 20% cooldown decrease on all abilities Weapon Parts  Weapon Parts.  Weapon parts come in three levels, some weapon parts have a legendary (level 4) version with a bonus property, this section also includes all optics and their rarity.  Optics: 1x Holo/Classic (Common) 2x bruiser and 1-2x holo toggle (Uncommon) 3x ranger and 2-4 AOG toggle (rare) 1x Digital threat (Very rare), allows you to see enemies through smoke with 60m range. 4-10x Digital threat sniper, allows you to see through smoke for up to 300 metres away and highlights enemies In sight. 6-10x Kraber: Exclusive to Kraber 1-3x custom: Exclusive to Sheila  Weapon Stocks Level 1: 10% drift reduction and weapon handling speed increase Level 2: 20% drift reduction and weapon handling speed increase Level 3: 25% drift reduction and weapon handling speed increase  Barrel attachments Level 1: 10% recoil reduction Level 2: 20% recoil reduction Level 3: 25% recoil reduction Level 4 (Silencer): 25% recoil reduction and halved muzzle flash, reduced volume of longbow for enemies.  Magazines come in levels 1-3 for all weapon types except shotguns and care pack guns, these provide differing increases per weapon. Map features For breakdowns of each map, please visit: [COMMING SOON]  Map Features. This section will be worked on during the first week of the season as the new map is studied in greater detail.  Hot zones  Hot zones are blue areas on the map, they contain much better loot on average, always at least high tier (even higher in high tier hot zones) and can rarely carry level 4 weapons.  Level 4 weapons come with the highest possible level attachments in all slots.    Jump towers  A long zipline that upon reaching the top, puts you into jump-jet mode just like when you leave the dropship!  Practical use for moving around the map quickly, considered a poor mans choice compared to a trident.
Care packages  Care packages drop in a pair during the closing of ring 1 and two drop, one during ring two closing and one during ring three closing. They land at or shortly after the ring finishes closing and are indicated by a distinct laser shot into the sky.  Lifeline can call in weaker versions of these that land twice as fast. Neutral & Lifeline care package contents   Neutral care packages contain:  1 medical item, 1/3 odds on all 3 large healing items.  One jackpot slot with a 25% chance of heirloom on round 1 and 75% on rounds 2 and 3.  One utility or weapon modification.  The medical items are  Phoenix kit (33%)  Shield Battery (34%)  Med kit (33%)  The Jackpot tile when rolling an heirloom weapon, these odds change with the round the pack was dropped on [R1|R2|R3].:  Kraber 50 cal. (45%|30%|10%)  “Power” weapon (35%|40%|35%), currently prowler.  “Short” weapon (20%|30%|55%), currently peacekeeper.  When rolling a dud  Evo shield level 3: 40%  Restoration Armour (level 4 non evo body armour): 10%  Cooldown Helmet (Level 4 helmet): 20%  Guardian angel backpack (Level 4 backpack): 20%  Self-resurrection (Level 4 knockdown shield): 10%  For the utility and weapon parts slot. Various items with 6% odds  Level 3 backpack, phoenix kit, level 3 knockdown shield, skull piercer rifling, shotgun bolt level 3, extended heavy mag level 3, standard or sniper stock level 3, barrel stabiliser level 3.  Sniper mag level 3 (4%)  2-4x, 4-8x and 1x digital threat optics (10%)  Mobile respawn beacon (2%)  4-10x digital threat sniper optics and turbocharger (5%)  Lifeline packages contain one medical item slot, one dud slot that contains only purple level items and one utility slot, the utility slot has a small chance to contain two items instead of one or contain a second purple basic item.  Neutral care packages have a white beam, lifeline care packages have a deep blue beam. The Ring   “Death outside the ring is slow and painful, perhaps you should stay there” - Caustic  The ring is a map constricting zone, players found outside of the ring will take damage for every second outside of it. The ring is reduced in size each round until it eventually collapses in the final round. The time and damage for each level of ring are as follows:   Ring 1: Charges for 180s Closes in 260s and deals 2 damage  Ring 2: Charges for 150s Closes in 45s and deals 3 damage  Ring 3: Charges for 135s Closes in 45s and deals 5 damage  Ring 4: Charges for 120s Closes in 35s and deals 10 damage  Ring 5: Charges for 90s Closes in 30s and deals 10 damage  Ring 6: Charges for 90s Closes in 10s and deals 15 damage  Ring 7: Charges for 120s Closes in 10s and deals 15 damage  Collapsed ring: Charges in 20s then collapses in 5s dealing 25 damage  A special ring called the “always be closing” ring can be found in some limited time events, it has differing properties, these are:  AWBC ring: 35 damage, closes over 15 minutes to ring 6 then collapses one minute later with 20 damage. Badges   Note: this section only covers badges that can always be unlocked, previous event badges are not featured here. Some badges have a standalone level while some have many tiers.  Legend Badges  Wins: 1|5|15|50|100  Assassin (Games with 5 or more kills) 1|5|15|50|100  Wrath: (Most damage in one game) 2000|2500|3000|4000  Wake: (20 kills in one game) - 20  Triple-Triple: – 3 squad wipes in one game  Squad wipe: – 1 squad wipe in one game  Flawless victory 2: – nobody knocked during a winning game  Flawless victory 1: – nobody eliminated during a winning game  Hot streak: – two wins in a row with this legend  Shot caller: – win as jumpmaster  Apex predator: – win as kill leader  The legend continues: – win with the whole squad alive  Headshot Hotshot: Win a game with at least 5 headshot eliminations  Rapid elimination: In 20 seconds knock down 4 enemies.  Reinforcement Recall: Eliminate a player within 15 seconds of them being respawned.  No one left behind: Respawn two players at the same time.  Account wide badges  Baller: own 125 legendary items  Banner legend: Equip something in all slots of 8 legends banners  Fashionista: Own a legendary skin and finisher for 8 legends  Fully kitted: Equip two gold or heirloom weapons at the same time  Master of all: Get 10 wins with 8 legends  Pack victory: win a game of trios with a full premade squad  Team. Work.: Win a game with a pre made squad where all members of the team get at least 3|5|7|10 kills  No witnesses: Win a game with a premade squad where the whole squad gets 15 eliminations, no enemies knocked down may ever be revived or respawned.  Long shot: Knock down a player from a range of 300m or more  Warlord: Own 15 legendary weapon skins  Well rounded: Deal 20,000 damage with 8 legends  Tiering me apart: In a ranked season reach – Bronze | Silver | Gold | Platinum | Diamond | Master | Apex Predator.  Battle pass badge: Reach level – 1|101|110 in a battle pass  Group theatrics: – win 1|2|3 games where every member of a pre made squad gets an elimination with a finisher.
Account Club badges  Club Player (Games played with a full club team): 1|25|100  Club Victory: Win a game with a club  The legend continues (Club): Win a game with club members only where everyone is alive at the end of the game.  Flawless victory 1 (Club): Win a club member only game where no member is eliminated  Flawless victory 2 (Club): Win a club member only game where no member is knocked down Tridents [WIP]    Tridents are fast moving, indestructible vehicles that can be found in set points on the map. Tridents have unlimited fuel and a strong boost is activated with L-mouse by default.  When a trident falls off the map, all its passengers get a jump tower effect, this can intentionally be used as a one way method of moving past areas where tridents normally cannot travel through in set locations, or as a way to spare legends lives who accidently collide their cars together, which sends them flying.  Cars act as solid terrain, most placeables can be put on them, gibraltars dome of protection sticks to the car too, which can help with trident rotations.  Ramparts minigun can be placed upon it, along with nox gas traps, interception pylons and perimeter security nodes.  Tridents can be launched by octanes bounce pads and will fly very far.  Mixed reports about amped cover placement (will be clarified later). Also mixed reports about wraiths portals.  When a trident is shot at, all legends in the car take 15% of the damage that would be dealt. for a total of 45% if three legends are on the trident. Endnotes

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