A couple of Changes to the shooting Mechanics of Dirty Bomb


(watsyurdeal) #1
  1. Recoil Patterns

So, one of my biggest gripes with Dirty Bomb, is consistency. It’s hard to get consistent shots due to this, the recoil pattern seems incredibly random. Compare that to Blacklight or CS GO, where the recoil will always go in the same direction, allowing skilled players to compensate for it. The spread will always be different but you at least you have an idea of where your shots are going.

This is what I think Dirty Bomb needs, right now the only guns I can think of that have a consistent pattern are Shotguns. They always fire in a Star shape pattern, I simply propose the all guns do the same. Pistols should fire in / pattern, where the bullets will go up the right at 45 degree angle. Automatic weapons like the M4, Crotzni, and Empire, should go in wave pattern, in the upward direction. So something like this, the one that says signal, just in a vertical direction rather than horizontal.

  1. Stability, Accuracy, and Recoil

To add onto the recoil patterns, I propose the following values work in this manner…

Spread - an enumerating value that updates, this determines the angle at which your bullets come out at. Creating your cone of fire, the higher it is, the more your shots are off center, the lower it is, the more accurate they are.

Recoil - How much spread is added per shot

Stability - How much spread is reduced overtime when you stop firing

Accuracy - Your maximum possible spread

So, with that stated, let’s say my gun had these stats…

Recoil - 0.5

Stability - 1.0

Accuracy - 5.0

So, for every shot fired, my spread would be increased by 0.5, and it will continue until Spread is the same value as Accuracy. When I stop firing, 1.0 is subtracted from Spread overtime, until it reaches 0.0.

What does all this mean?

More consistent, and therefore more enjoyable gunfights. Let’s say the M4 had better accuracy, and worse stability than the Dreiss. That would mean the M4 is better for spraying your shots, while the Dreiss would be better for careful, accurate shots. Which makes a lot of sense considering the differences in damage between them.


(avidCow) #2

I don’t understand the link between spread and recoil here. Recoil is the movement of the barrel in a general upwards motion. Spread is the amount of spread added per shot. Your three ratings don’t account for the amount and severity of the rise due to recoil. Are you suggesting the recoil for weapons stays the same as it is now, but with a predictable drift?


(watsyurdeal) #3

I stated above that recoil is how much spread is added per shot, not the actual visual recoil you experience. I suppose we could call that kick instead, but considering how little actual kick you experience in Dirty Bomb I felt like there was no need to mention it.

I’m just talking specific spread mechanics, read this post, I based most of my information off of it.


(CCP115) #4

The whole spread accuracy debacle is pretty interesting, but I am going to stay out of that.

As for spraying… I don’t feel as though you should ever be spraying anyway, and if you do, a short spray, short enough so that it isn’t noticeable. On the K-121, the spray is insane AFTER 10 bullets ish, so for the first few bullets I can safely spray and hit my target, after that it’s all RNG. 10 is enough to kill someone tbh, so I don’t see a need for patterns. Also in Blacklight Retribution, were there patterns on purpose, like a game mechanic? I’m pretty sure CS:GO has it as a mechanic, but in Blacklight I don’t remember that.


(watsyurdeal) #5

Yes the patterns on blacklight were later on changed to be just like in cs go, only the pattern just determined where your mouse moved. It’s not like in go where you have to pull down to hit a guy above your cross hair. The cross hair would just go in a specific pattern everytime.

I feel like dirty bomb needs that to be truely competitive. No random patterns or anything based purely on a lottery.

I mean the shotguns always fire in a star pattern, can’t think why auto matic weapons should kick upward in a wave or s pattern.