Read moreIDK, maybe these are the results of game-testing where designers concluded that it is correct decision. But to be honest I cannot understand why designers changed the nature of some weapons from TF|2 in Apex.
I liked the idea of FLATline that this gun has actually a FLAT recoil. I mean mostly horizontal-only. You know, it's kinda unusual and interesting by concept. Same was with Alternator, but this gun now is a bit closer to TF Origins.
Spitfire is useless potato. In TF it has pretty big but predictive recoil pattern and really huge damage. It was nice gun to cover friends/ defend position and for suppression. But you could counter it with SMG due to Spitfire's low fire rate. Pretty fair.
L-Star... I REALLY love and enjoy this gun since TF|2. And thank you Respawn Team for swapping it with Devo, and for deleting stupid reload.
But I cannot understand the last change of this gun. Whether it's new or old recoil pattern - this gun is still ...
> But to be honest I cannot understand why designers changed the nature of some weapons from TF|2 in Apex.
TF2 recoil was functionally random. Each bullet fired applied a base amount of pitch and yaw, and put an extra amount randomness in any direction on top of that. This put a very wonky skill ceiling on controlling recoil because it was either easy to control (e.g. "up and to the right") or impossible to control; it was primarily dependent on the tuning of that extra randomness value. Yes, the Flatline had horizontal recoil, but it was also impossible to learn because the bouncing left/right were completely random. We did experiment with a more horizontal recoil for the Flatline in Apex, but when it comes down to it, trying to practice and learn a recoil pattern that involves rapid left/right direction changes isn't fun. It's hard enough to do with a mouse, and damned near impossible on a controller. For more evidence of the difficulty of controlling left/right r...
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