
Apex Legends - Trying Out Arenas (New 3V3 Mode)
Apex Legends - Trying Out Arenas (New 3V3 Mode)
INTRODUCING ARENAS
Introducing Arenas, a new permanent game mode coming to Apex Legends.
Arenas is a new permanent game mode coming to Apex Legends as part of the upcoming Legacy update. It condenses the chaos of 20-squad Battle Royale matches down into more focused 3v3 combat. You’ll face off against the enemy without any other squads coming to crash the party—allowing you to focus on surviving and winning the fight. You’ll compete over multiple rounds, striving to be the last squad standing each time.
Before every round starts, you’ll use materials earned during the previous round to get and upgrade weapons, as well as ordnance and healing supplies.
After customizing your loadout and preparing for the round, you’ll jump straight into the action with your gear.
If you’re eliminated in a round, your squadmates won’t be able to respawn you, but you’ll be ready to fight again at the start of the next round. Of course, you can still revive knocked teammates. Rounds are won when you kill all players on the enemy squad. Then the next round begins, and the cycle repeats until an overall match winner is crowned.
WINNING AN ARENAS MATCH
To win an Arenas match, you need to win at least three rounds and be ahead of the enemy team by two points. Let’s talk about what that looks like in practice!
The easiest way is to win three rounds without dropping more than one round to your opponent. In other words, go 3-0 or 3-1 and the match is over.
However, if your opponent is able to win at least two rounds, things get interesting. You’ll have to pull ahead by two full rounds to win. Going 3-2 or 4-3 won’t cut it. Instead, you’ll have to go 4-2 or 5-3 to secure victory. Rounds will continue until one team pulls ahead by two rounds. If this continues all the way to the ninth round (by going 4-4) the game kicks into sudden death mode. Whoever wins round nine takes home all the glory.
Originally we had a “best of 7” rounds system for determining wins in Arenas, but we kept seeing a lot of 4-0 or 0-4 blowouts. These felt terrible for the losing side, and sort of boring for the winners. Our new ruleset takes a bit of getting used to, but prevents total blowout games from dragging on for too long. It also lets more competitive games keep the heat going for longer, and give teams a chance to come back and win!
You can keep easy track of your progress by checking the scoreboard in the top-center of the screen on the buy menu. The score widget turns blue when your team is one round away from winning, red when the enemy team is close, and yellow when it’s a tiebreaker The little pips in the center of the widget count the number of tiebreaker rounds that have occurred—the third tiebreaker means sudden death.
GEAR UP FOR BATTLE
Win or lose, each round starts fresh with base equipment and some materials to use. Decide how you want to approach the upcoming round by using your materials to get weapons, upgrade them, and pick up any additional supplies you need. The bar is raised every round as more materials are awarded than the previous round, giving you more options and letting you upgrade further as the match progresses. (Don’t worry, materials can’t be purchased—you’ve got to earn them by playing and completing rounds.)
Getting a weapon gives you the base gun with no attachments. Weapons can be upgraded to white, then blue and finally purple. Upgrading a weapon equips it with all available attachments of that tier. Fully upgrading to purple will fill out the hop-up slot for weapons that have one. Select your preferred optic for each weapon. Upgrading unlocks additional optics for that weapon.
Weapons don’t carry over from round to round—this was something we debated and ultimately we decided on this design for two reasons: 1) to free players up to swap weapons freely between rounds, and 2) to prevent matches from snowballing too hard after one or two rounds.
Now onto abilities.
Use your Ultimate and Tactical abilities wisely, as you’ll have a limited number of uses each round, instead of recharging indefinitely like other modes. Legends start with some Tactical charges, but additional charges and Ultimate abilities can be purchased with materials when customizing your loadout. This allows more Legends to be made viable in Arenas, and forces characters with very strong tacticals (like Bloodhound) to make choices between weapon upgrades or more tactical charges.
Don’t worry, unused Ultimate and Tactical charges will carry over to the next round.
https://www.ea.com/games/apex-legends/news/introducing-arenas
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