Could you explain your reasoning here, are you saying old soldier was casual and the new one is competitive? That makes zero sense as the new soldier is comparable to Call of Duty recoil which is a casual game and the old one was more akin to Quake spread which is definitely up there as one of the most competitive FPS out there.
Unless you’re coming from a different angle in which case good…
Please don’t try to compare fps arena with modern fps.
Competitive fps use recoil pattern this is fact.
Random spread is used by casual game like cod or battlefield.
I’m not enter in detail but you really think recoil where is only the player to control it need less skill than random spread where the player only wait the spread is reduced by the game?
If you really think this i suggest to you to go to Valve and say to them they are doing their game wrong.
Whoever thinks Soldier is overtuned after this change, probably didnt play soldier that much before. Does less damage, reloads less, needs to rely WAY MORE on pure aim to get value and spread is easier to manage (its basically repeating the same burst pattern over and over). Recoil is harder so no, he is balanced.
He does a little too much consistent dmg… and his burst dmg uptime is substantially higher with the helix CD buff so they have to either nerf helix by 1/2 secs or nerf the gun by 1 dmg
The consistence of damage is skill based, so no nerf to the main weapon isn’t needed, is balanced by skill.
For helix i’m not sure, not need a nerf for the the main weapon change for the reason already explained, but maybe 6 seconds is low by itself for a skill do 120.
I’d even buff the dmg of helix but make it on a 8 second cooldown like it was
To maybe something like 125 so he can direct 4 shot again (before with 20 dmg u could 4 shot after direct and those 4 shots would be a laser anyway as it took I think up till 7 consecutive shots for spread to occur)