EDIT #2 Improving Gyroscope Aiming On Nintendo Switch
Hi there,
First off, thanks so much for bringing Apex to Nintendo Switch. My friends and I are having a ton of fun playing it!
I have extensive experience using motion controls for aiming: 4000+ hours playing Splatoon 1 for the Nintendo Wii U, as well as large amounts of time in Splatoon 2 and Fortnite for the Nintendo Switch and Fortnite on PC.
The implementation of gyro aiming for Apex Switch is surprisingly good, but there are a few aspects of it that should be iterated upon.
The largest is definitely that the aim compensation mechanism interferes with gyroscope adjustments. Especially when ADSing with the higher scope powers (3x+) at long distance, having to fight against the aim compensation makes hitting targets extremely difficult. Gyroscope aiming, which is much closer to a mouse in terms of precision and response time, in most cases does not need the aim compensation which many games implement for controller analogue stick input. Perhaps a good way to address this would be to include an option in the settings to disable aim compensation on the Nintendo Switch. A more complex solution would be disabling aim compensation only when ADSing if motion controls are enabled as some controller players may prefer that aim compensation remains on when hip firing.
EDIT: I went and double checked the settings and discovered that it is possible to turn off aim compensation on the Nintendo Switch version. However, this does not completely solve the issue with the gyroscope. It looks like something about the the actual implementation of gyroscope polling may be causing the interference. My best guess is that it has to do with the minimum threshold for recognising input from the controller gyroscope being too high. I will keep experimenting to provide better info!
A less pressing issue, but one that some gyro players might find helpful, would be the inclusion of a camera reset binding. The implementation for this feature is to simply reset the camera to horizontal when the button is pressed, regardless of gyroscope orientation. This eliminates the need to constantly correct the vertical position of the gyroscope manually with the analogue stick.
As a final side note, it would be cool to see your dev team back-port motion controls to PC! People with chronic wrist injuries for whom using M+KB is painful would benefit greatly from this input option.
EDIT #2: I've managed to work my way up to plat in ranked this split using the current motion control implementation which has refreshed my perspective a little bit. I think a potential solution to making the motion controls feels more responsive is to make it possible to further lower what is referred to as X/Y scale while also adding the ability to increase the sensitivity higher than 10. With the scale set at the new minimum (presumably 1.0), I would still want to be able to do at least a full 180˚ turn solely with the gyroscope.
As someone that relies predominately on the gyroscope for aiming at targets and turning for movement tech, it definitely feels like the controls have me hitting a wall in both long range gunfights and short range gunfights that require a lot of climbing and fast turns.
I'm looking forward to see Apex Switch continue to improve.
Cheers!