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Ten-Sidhe
Osmon Surveillance Caldari State
414
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Posted - 2012.12.21 23:04:00 -
[1] - Quote
The ar recoil change is better then before when it was non-existent, but it made me notice the barrel rises and stays there. I hadn't noticed this on other guns as I was firing single shots or at close range where it is less noticeable.
I checked other games to see what was common, Killzone 2,3 Mag, and Borderlands 2 had the barrel return after trigger is released. So, my memory wasn't failing me.
I did google search to see if I could find any numbers. Battlefield 3 seems to have .2 to .55 degrees of muzzle rise with about double for first shot in most cases for assault rifles, recovery is about 1.5 to 2 degrees per second. This works out to one second to recover from 3 to 6 shot burst. The recoil recovery seemed to be down only while recoil had a random amount left or right as well.
I suggest adding a recovery at a rate equal to muzzle rise of standard burst ar per second, only recovering the vertical rise.
If there is no left and right element of recoil, randomly pick a number of left and right offset in .125 degree increments 0-8.875. Randomly determining left and right then adding them gives a simple bell curve and only takes 2 bytes since the variable values are 0-7 for each.
Edit. The lack of recovery could be adapted to, but since most games have it it will make it easier to pick up for new players |
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2012.12.22 04:55:00 -
[2] - Quote
Or battlefield, MAG, Killzone, Borderlands, call of duty(according to google search, I don't play it) that have the recoil recover.
A 6 round burst worth of rise in a second of drop, how many clips would it take to point at the ground?
In original post I said it could be adapted to, just suggesting it could be easier for new players to adapt if it was more like other fps games.
Short bursts are the best way to compensate, even machine guns are meant to fire in bursts.
Edit,........ just tested recoil with no skills with new char and frontline. The recoil gets worse with sustained firing, not much muzzle rise then it starts climbing, so it seems even more reason for short bursts.
If running and gunning the difference between recovery and no recovery would probably not be noticeable. Firing while scoped at distant targets is where it would show up. |
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2012.12.22 08:30:00 -
[3] - Quote
I pulled up a video of planetside recoil reduction, yea that looks annoying. No wonder Mobius Wyvern was so vehement about not having that here.
Refinement of above suggestion to prevent the Planetside issue. 1)Have recoil reduction on/off in options. default should be on since most shooters have it that is what most noobs will expect. 2)Have it only recover from last burst, so if a second burst starts the first burst won't recover at all. Assumption being if firing restarted aim was adjusted before fire resumed. 3)Have a max aim adjust, maybe a second worth as the max. Since burst ar is seven rounds seven rounds would be max for ar. Smg and Hmg would need different numbers. How many rounds does burst hmg fire per burst? 4) have any upward movement stop the adjust, it clearly is not wanted if the player is fighting it.
This would not help aim while firing, the downward motion only starts after firing has stopped. To adjust for recoil during fire either aim low and let bullets climb target stopping at head or as Mobius Wyvern said learn to push gun down while firing.
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