Tap strafe apex removed
Happy to talk more (Twitter isn’t great for discussion).” But Snip3down absolutely I’ve read your suggestions, talked them through with design leadership, explored technical implementation, etc. We have 16 inputs for controller that’s a huge obstacle for nuanced problems like this. Or pick system that minority of small minority likes & others hate. Either need overly cumbersome & intractable customization menu that’s hard to maintain & is used by v.
TAP STRAFE APEX REMOVED HOW TO
But I also like a lot of the other – incompatible – suggestions for how to solve it. And absolutely yes I’ve thought about your suggestion. “So this type of UX control is more my wheelhouse than RSPN_JayBiebs. I’ll defer to fellow dev rappstar’s replies to a control scheme Snip3down proposed (looting cursor with right stick, moving with left): In an effort to improve parity between input types, it seems reasonable to think moving while looting on controller should be an option. Soon after Apex released though, I saw an efficient looting meta-game emerge pretty quickly (this was before joining Respawn, and as a player I thought, “Huh, I bet they never thought this whole shield swapping mechanic would end up being such an integral part of combat!”).įast forward a bit, and stuff like menu cursor speed options and gold armor/finisher reworks signaled acceptance of this emergent looting gameplay. If I were to rewind to early Apex development, I suspect I’d agree with the design decision of stationary looting. This may come as a surprise to some, but moving while looting is a bug. movement in Apex), doubling down on that too much can warp gameplay in the grand scheme of things.Īllow controller players to move while looting: If a sweaty Path is grappling near me with a shotty, I know the tap-strafe into my face is coming, but even with the quickest of reflexes how can I improve my chances? And aside from the fact that I’m slow and washed up, mobility creep is a real concern. But add things that enhance mobility, and learnability and counterplay quickly become clouded. In most trivial examples, sure, I can learn a player will tap-strafe around corners to cut off LoS faster. There are identifiable cues and constraints where players can learn, “If grap attaches at x point and Path is moving in y direction, he’ll move roughly along this arc.” Take something like Path grapple, arguably the highest skill-ceiling ability in the game.
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As I mentioned in the post, it exists as a design problem (not a balancing mechanic) where the lack of readability and how it compounds with movement abilities are the biggest causes for concern.
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My gripe with tap-strafing isn’t that it’s only accessible by MnK. Make tap-strafing accessible on controller:Įven before reading the rest of this, I encourage curious minds to revisit my MOVEMENT TECH AND MOBILITY IN APEX twitlonger, as our stance here is pretty much the same. Apex Legends Move While Looting Not on Consoles Controller Tap-Strafing, Aim Assist Tuning and More Explained by Respawn: Over on Twitter, Apex Legends Live Balance Designer John Larson has posted a rather long tweet that talks about these things and more! Read on to see the studio’ reasoning for some of the controller design choices in the game. Well, Respawn has commented on that recently. For those playing Apex Legends on consoles (or with a controller), you might be wondering why the Apex Legends move while looting feature is not available on consoles (or controllers) still, or why tap-strafing isn’t available to controller players.