https://www.theverge.com/2020/9/15/21438194/rocket-league-fr...
I don't like not being able to play the game on my OS anymore, but that's just a tree in the forest of behavior. Epic anti-competitive monopolist behavior is completely transparent if you've been watching from the start. They also attacked companies that created popular games using their engine by copying the games and releasing them for free to undercut their own engine customers (see: Fortnite vs PUBG).
Epic uses their "free" software as a weapon, just like Microsoft did in the 90s.
More people playing the game you like is very good for that game receiving more investment/developer time. Shorter queue times, more revenue for the game in the form of mtx, and gameplay in a competitive multiplayer game should never (this is a big should, but in the ideal) get worse for an existing player because of skill-based matchmaking (something TF2 lacks).
Another problem it enables is trolls: People make new accounts then join games to ruin the fun for everyone else. Account got banned? No problem: Make a new one. Repeat.
The ranked play aspect of the game was completely ruined after Epic bought Rocket League.
In return for those problems, the game gets an instant, massive increase in players. Monetization usually increases, since modern mtx are usually much more effective than either subscription or one-time-purchase models.
I'm not saying there are zero problems with going F2P. Obviously there are. But just as obviously, since so many studios have chosen to go that route, the benefits are worth it for the company. If the revenue benefits are worth it, they keep developing the game, keep running the servers, keep fixing bugs, rather than just letting the game die. That seems pretty good.
c.f.: sunk cost fallacy
There's a reason I haven't played TF2 in years, and it's not because I'm indignant that others didn't have to pay for it.