IDK, 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 pretty bad for precise ADS long-range fire even if you master this gun. It literally didn't change anything, IMO. At the same time, now even with good accuracy - it overheats too quickly and one load usually isn't enough take down the enemy. It is primarily suppressive Close/Medium range LMG that is best to "choke" enemies with aggressive spray and very useful in hip-firing. Making R-pattern more predictable - doesn't change thing much, while now I struggle hard to takedown enemy until I am dead because of overheat.... The change in priorities doesn't feel fair enough.
P.S.- of course it's nothing more than speculation based on personal feelings. I don't have the results of game testing and how much worse it could be if devs didn't change balance. But yeah, I still have questions :D
> 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 recoil, look no further than the previous version of the L-STAR, and comments in this thread about the Alternator. The Alternator is 100% predictable in it's left/right, but it's still a pain if you're trying to use it at longer ranges (not recommended).
> Spitfire is useless potato. In TF it has pretty big but predictive recoil pattern and really huge damage.
There was no predictive pattern at all on that one, it just kind of saturates a cone with high damage bullets... it's like a slow, relentless shotgun.
Another major factor in TF2 that limited the skill ceiling was that weapons would basically cease vertical recoil after some time. For every upward degree of recoil that is applied to the weapon, there was a "spring" that was pulling it back towards the center. Eventually the upward recoil and the downward force applied by that spring would equalize, capping the gun out.
The behaviors in TF2 were tuned for a much faster paced game that involved tons of firing at high speed targets (basically, pathfinder everywhere), firing while being a high speed target, and dealing with tons of verticality. Necessarily, there is far less emphasis on recoil control in TF2, but that level and type of tuning isn't appropriate for Apex.