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Hello tempoman,
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The System Override Event runs March 3rd to the 17th.
- Limited Time Mode - Deja Loot
- Deja Loot is a unique take on the Apex games where “random” is a dirty word. A glitch in the system has caused all loot to spawn in the same location every match for the duration of the event. Even the plane path and circle locations will be fixed for this mode, which will change on a daily basis while the loot location stays the same for the whole event.
- Features new equipment type: Evo Shield [see below for details]
- The first week will be played on World’s Edge and the second week we’ll go back to Kings Canyon
- New equipment type: Evo Shield
- When you pick up Evo Shield it will start out weaker than a Common Body Shield (White), but as you do damage to non-downed players throughout the match it can become even stronger than Epic Body Shields (Purple). Evo Shields change color as they progress, but their perpetual distinctive glow will help you identify them. Progress also carries over from person to person, so look forward to some interesting late game scenarios.
- To start the Evo Shield will be exclusive to the Deja Loot gamemode and spawn at higher rates; after the event we’ll consider adding the Evo Shield to all matches, so please give us your feedback.
- Exclusive Event Prize Track with two Legendary Weapon skins
- 24 Event Limited premium cosmetic available directly or through System Override Event Packs
- Octane Heirloom Set Preview
- Unlock all 24 System Override cosmetics during the event and unlock the Octane Heirloom set for free
- When you pick up Evo Shield it will start out weaker than a Common Body Shield (White), but as you do damage to non-downed players throughout the match it can become even stronger than Epic Body Shields (Purple). Evo Shields change color as they progress, but their perpetual distinctive glow will help you identify them. Progress also carries over from person to person, so look forward to some interesting late game scenarios.
- Deja Loot is a unique take on the Apex games where “random” is a dirty word. A glitch in the system has caused all loot to spawn in the same location every match for the duration of the event. Even the plane path and circle locations will be fixed for this mode, which will change on a daily basis while the loot location stays the same for the whole event.
Check out the full blog with the details here.
META CHANGES
BLOODHOUND
Designer note: The intent is for Bloodhound to use their tactical as they are approaching towns pre-combat versus reacting while in a fight.
- Increased the scan distance for Eye of the Allfather by 3x.
- Increased time to activate: .4s -> .8s
- Increased duration of scan: 2s -> 3s
GIBRALTAR
- Gun Shield health reduced: 75 -> 50.
CRYPTO
- Primary weapons will now automatically reload while in drone view.
INVENTORY UPDATE
- Base inventory slots increased 8 -> 10.
- Common Backpack: expands inventory to 12 slots.
- Rare Backpack: expands inventory to 14 slots.
- Epic Backpack: expands inventory to 16 slots.
- Grenade stacks reduced to 2 -> 1.
- Light / Heavy / Energy ammo stacks reduced from 80 -> 60.
- Syringe and Shield Cell stacks reduced from 6 -> 4.
- Med Kit and Shield Battery stacks reduced from 3 -> 2.
PEACEKEEPER
- Mag size reduced from 6 -> 5.
- Increased reload time from 2.5s -> 2.65s.
- Increased reload time with empty mag from 3.5s -> 3.6s.
- Slightly increased the scale of the blast pattern from 1.6 -> 1.7.
SENTINEL
- Base damage increased from 65 -> 70
- Reduced time it takes to rechamber from 1.85s -> 1.75s.
QUALITY OF LIFE
- Muzzle flash adjustments:
- Reduced the intensity of muzzle flash while aiming down the sight for all weapons except shotties and snipers
- Red dot has been added to the iron sights for Prowler and L-STAR; iron sights dot will stay properly centered during weapon sway and bob movements.
- Heirloom crafting
- We’re changing up the Heirloom system to make it easier for you to acquire the heirloom you want. Instead of an entire Heirloom set dropping at once, you’ll now receive Heirloom shards. You can then use those shards to pick the exact Heirloom set you’d like. The shards will have the same drop rate as the previous system, so that after 500 Apex Packs, you will have enough Heirloom Shards to obtain an Heirloom set from the Heirloom shop. And don’t worry, your existing progress towards the 500 Apex Packs will carry over with the switch. Remember that once a player owns all of the Heirloom sets, the player will not be eligible to receive more shards until more Heirloom Sets are added to the game.
BUG FIXES
- Fixed bug for cases where Bangalore would appear invisible when equipped with certain skins. The Apex Overdrive and Killer B skins have been re-enabled now for affected players.
- For cases where sometimes Revenant’s Ultimate Totem could be destroyed or disabled when placed too close to some geometry, it will now be refunded back to the player at full charge when this happens.
- Fixed a bug for where sometimes players would enter a match with a different character than they selected and all loadouts being set back to default after the match.
- Cleaned up some areas around World’s Edge with bad collision or provided ways for players to exploit them.
- Fixed an exploit near Geyser where players could climb to a spot that provided an unfair advantage.
- Fix for cases where players were able to punch and shoot enemies clipping through doors and other areas with thin geo.
- Fixed bug for cases where full-auto mode would be disabled when players equipped the Anvil Receiver hop-up while in single-fire mode for R-301 or Flatline.
- Fix for cases where there could be a delay with firing the Havoc after cancelling a reload.
- Fixed a bug where players could place Gibraltar’s Dome Shield on Crypto’s Drone allowing the Dome to be mobile while in use.
- Fixed bug for cases where players were able to reroll Daily Challenges without being charged the Legends Tokens for reroll.
- Fixed a bug for cases where unlocking new badges would not trigger the red dot notification to make players aware a new badge is available.
- Fixed a bug where if players were respawned while spectating someone under Revenant’s death protection, they would return in that state permanently and unable to use heal items.
- Fixed players getting assist credit by using abilities that place status effects (e.g. Crypto Drone, Revenant tactical etc) on enemies after they are knocked down.
- Fixes for cases where the Store would show placeholder images when content would be slow to load.
- Fix for cases where audio from Wattson’s skydive emote would continue to play after she lands.
- Stability fixes to reduce crashing and script errors.
- Various stability and polish bug fixes for Firing Range.
Let us know what you think over at the discussion thread.
- Limited Time Mode - Deja Loot
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Hello Crazybob,
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Publisher: Rebellion DevelopmentsDeveloper: Rebellion DevelopmentsRelease: 2020Rating: MatureReviewed on: Xbox OneAlso on: PlayStation 4, PCIn a last-ditch effort to avoid losing World War II, Hitler has enacted a plan that turned all his followers into flesh-eating zombies. Now, it’s up to you and up to three friends to shoot, slash, and blast your way through seemingly endless droves of the undead. The premise of Zombie Army 4 may be absurd, but it’s a consistently fun, albeit repetitive, adventure across an alternate-history version of 1940s Europe.
Pushing through hordes of zombies across the European front is a gruesome and vicious affair. From standard brain-eaters that mindlessly wobble your way to upgraded undead with flamethrowers and sniper rifles, you never know what’s standing between you and the next safe room. Firefights seem manageable enough at first, but often devolve into adrenaline-fueled messes. I can’t tell you the number of encounters I had where I was performing crowd control with lower-level zombies, only to have a minigun-wielding monster come around the corner and ruin everything.
Click here to watch embedded mediaMovement in tight spaces is clunky, and getting stuck on furniture and walls is infuriatingly easy when you’re in panic mode. Thankfully, you can often get yourself out of tricky situations with a supercharged melee attack or by whipping out your shotgun. Zombie Army 4’s gunplay compensates for the temperamental movement mechanics, delivering smooth and satisfying shooting buoyed by an upgradable arsenal of weapons. I loved slapping supernatural attachments on my weaponry; I moved down the upgrade tree to give my shotgun an electric attachment that arcs damage between enemies. I also got a sniper-rifle upgrade that provides a small health boost with each headshot.
That health boost upgrade is crucial, as you can only hold one medkit at a time, and outside of safe rooms, they’re hard to come by. Zombie Army 4’s encounters are great at getting you to make mistakes in the panic. I loved the rush that came every time zombies started pouring in from directions I didn’t expect, and the area I planned on defending to my death was rendered useless. Those moments, where you must think and react on the fly, are where Zombie Army 4 shines brightest.
Unfortunately, the encounters frequently repeat themselves and become predictable in the process. While the enemy types differ, I lost count of the number of times I needed to kill every zombie in an area to open a seal, eliminate zombies within a certain radius to sate a Blood Fountain, or defend a mechanism from an encroaching horde. Because of this, I began establishing certain strategies that could be generally applied to each encounter type, removing the thrilling wildcard element and making fights feel more routine.
Click image thumbnails to view larger version
If you don’t want to deal with the campaign’s standardized encounters, you can get the action delivered to you over the course of 12 intense waves through Horde mode. I love how the maps open new areas and relocate your supplies so you can’t just dig into one spot. However, my favorite part of Horde is how it drives you to get creative with environmental traps, different kinds of explosives, and your ammo supply. I don’t anticipate spending a ton of time in Horde trying to top my previous high score, but it’s a fun diversion from the meat of the game.
While the campaign suffers from a lack of variety, the shooting mechanics are solid. Zombie Army 4's action is fun and over-the-top, but slaughtering the undead shouldn't feel this routine.

Score: 7.5
Summary: Zombie Army 4: Dead War is action-packed and fun, but the experience is too often hindered by relying on familiar conventions.
Concept: Battle hordes of the undead on a silly, fun, and repetitive adventure to stop the Nazis
Graphics: The X-ray kill-cam adds a fun flourish to the otherwise unremarkable visuals
Sound: Characters helpfully call out threats and items, but most of the sounds you hear are the splashes of zombie guts
Playability: While movement is clunky, blasting through groups of zombies is satisfying
Entertainment: Despite some fun gunplay, the repetitive nature of the campaign means that the undead aren’t the only ones wandering mindlessly
Replay: Moderate
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Hello KrateArscher,
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