@Maun0_Mato Bullet velocity is a big problem! Gravity and Velocity need to be at least close to reality, even in fantasy shooters. Much needs to adjusted in APEX because this very enjoyable game becomes super aggravating when "Bullet Velocity" is why you miss... That's on you devs. Leading an opponent from >10m away is so ridiculous it makes the entire game seem like a huge gimmick.
Because in APEX a character can dart back & forth(without getting tired or consulting gravity/inertia) quicker than bullets can travel at them. That makes absolutely no sense whatsoever. Bullet velocity should be a constant. At 10meters away the bullet should leave the gun and make contact in less than 1/10th second, that is not the case in APEX. 1/10th of a second is so fast the "SEEING THE BULLET" gimmick is proof devs aren't working in the realm of believable reality.
"This is a fantasy shooter" Oh, I get this criticism and I file that away with the "Why do you play if its aggravating". The answer to both is, the game has to be enjoyable, which it mostly is, but inane moments compile to make me aghast at these clear(to me) discrepancies.
In APEX you always have to use Kentucky windage, at any distance, to hit targets because bullet velocity is not a constant but depends on a series of factors none of which are based in a believable reality. Why even have crosshairs, they just get in the way of seeing the bullets, which is the only real way to reliably hit targets, fire a few and see where they land.
For example, I recently was >5m away from an opponent, I had a charge rifle. I clicked mouse to shoot, first bullet hit opponent right in the chest. Then I get knocked, second bullet from charge rifle never fires. HOW DEVS? This all happened faster than bullets travel approx 10meters. How does getting knocked stop the “in progress” firing of a weapon? This is just dumb. I’ve thrown numerous nades and abilities that never land or explode because I was knocked during the process. Throwing a nade that disappears is, again, a huge problem for the feeling of a believable reality.
Last point: if we can slide cancel we should also be able to gimmick cancel. If my character throws up a peace sign after using an ability, we should be able to click through and cancel that gimmick’s VFX and start firing. I’ve been killed multiple times in the game “in progress” of some unnecessary VFX, unable to shoot or slide or do anything other than catch bullets with my face.