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Apparently the choreography of Octane's left hand pulling out the stim is too important to ever so slightly be disturbed by a right punch.
I'll see if I can get a more solid confirmation on the melee, but for characters which have a similar animation (MIrage's deploy, Valk's flight ending) the behavior is consistent.
From my testing, and what I got back from QA, there isn't extra mechanical recoil when Iron sights are added, the difference is that the recoil animation seems more extreme because you're zoomed in and have a big chunky sight added to the gun, so the weapon flies wildly across a much bigger part of the screen.
Stand at a set distance and from a wall and pop wingman shots into it, outside of standard random sway changes, the patterns should be very similar. If you have evidence of adding a sight adding mechanical recoil I'll bring this back up.
- 5 years ago
I understand your point, that it's an animation coded similarly with other characters', which seems fair as their animations forbid melee too, and it's convenient as it makes the code uniform. But if it really is an intended game mechanic, then it's bad design as it in no way enhances gameplay experience and is absolutely unintuitive. Furthermore, I don't think it should be too difficult to code the melee animation DURING stim to be used for the AFTER stim animation.
@EA_David wrote:I'll see if I can get a more solid confirmation on the melee, but for characters which have a similar animation (MIrage's deploy, Valk's flight ending) the behavior is consistent.
So I take it that since the bug doesnt produce gameplay effects measurable by bullet holes, it must be ignored? Don't you care at all that your ability to track targets with a character during a tactical is negatively affected when equipping something totally unrelated to the tactical's design (optic sights)? How about if the reticle flies 20 meters up the screen instead of 1 meter? If the devs still reply that it's not a bug, then it would be honestly just utter laziness and having no regard to quality of gunplay, which is one of the most important aspects of Apex Legends.
@EA_David wrote:From my testing, and what I got back from QA, there isn't extra mechanical recoil when Iron sights are added, the difference is that the recoil animation seems more extreme because you're zoomed in and have a big chunky sight added to the gun, so the weapon flies wildly across a much bigger part of the screen.
...If you have evidence of adding a sight adding mechanical recoil I'll bring this back up.
@EA_David wrote:the difference is that the recoil animation seems more extreme because you're zoomed in
But x1 optics have the same FOV as Wingman ironsight, and all three x1 optics are affected by this. Couldn't you just code it such that the recoil animations are exactly the same for stim with the only difference being having the left hand missing, just like with the rest of all the weapons in the game?
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