Guns Thread


(Cankor) #21

[QUOTE=Reanimator;244225]That’s what I thought, so wouldn’t it be considered part of accuracy?
Stability causes less recoil which in turn makes the gun more accurate, so would there be a correlation in-game when you increase stability?[/QUOTE]

It’s two different things. Accuracy is how much spread the weapon has. Stability is how much the weapon jumps when you fire. A highly unstable weapon would make your 2nd and 3rd shots climb way up, but the spread (accuracy) is still the same the weapon is now just pointed a little higher.

So both affect your aim in differnt ways (or rather where your bullets go), although stability has no effect on your first shot whereas accuracy does.

This is obviously an educated guess, but that’s typically how it’s done.


(potkettleblack) #22

Accuracy and Recoil

Spread, or your weapons’ accuracy, is affected by 4 main factors:

  1. Shots fired: how many shots has a player fired and how quickly. Your first shot is the most accurate and each subsequent shot will adds to the spread up to a maximum value. In addition to general spread, recoil and kick back will slowly move your point up aim upwards on the screen.
  2. Player activity: Looking around (mousing) and moving about both add to your potential spread.
  3. Stance: A player’s stance modifies how much spread is added for shooting, mousing, and/or moving. Spread increments and maximum spread while prone are generally half of what a standing player would experience. Again, this is a general statement and may not necessarily be true for all weapons.
  4. Jumping status: When a player jumps, their spread increases very quickly and will jump almost to the maximum limit. Therefore, while you can jump and shoot, your accuracy will be at its worse.


(Nail) #23

as stated before, a weapon’s accuracy doesn’t change, the shooter’s accuracy changes with stable mounts and better target aquisition


(Reanimator) #24

O.k. I think I understand. So accuracy is the spread of the weapon? That makes sense.


(DouglasDanger) #25

Accuracy could be how close the bullets land to where you aim.

Stability is probably how much the weapon bounces around when it recoils. Foregrips, muzzle brakes and suppressors should increase stability-- a foregrip lets you better control your weapon, a muzzle brake redirects some of the gases + energy to the sides rather than straight back, a suppressor is a weight at the end of your barrel(that happens to suppressor your muzzle blast).


(Reanimator) #26

Yeah I assumed Stability related to recoil, but for some reason I thought it also had to do with accuracy. I see what Nail is saying by stability making the player more accurate not necessarily the gun.


(Nail) #27

suppressor is a weight at the end of your barrel, nope, it supresses sound, like a muffler on a car

spread is the amount YOU can control a weapon, locked in a vise, most decent centerfire rifles will shoot a hole through a hole at 300 meters


(DouglasDanger) #28

[QUOTE=Nail;244272]suppressor is a weight at the end of your barrel, nope, it supresses sound, like a muffler on a car

spread is the amount YOU can control a weapon, locked in a vise, most decent centerfire rifles will shoot a hole through a hole at 300 meters[/QUOTE]

I know what a suppressor does. But having a weight at the end of your barrel would surely help combat muzzle climb.

Most rifles are not that accurate. You are talking sub-m.o.a. when you talk about the bullet holes touching at 300 meters. A customized, tweaked, perfected target rifle with a bolt action, firing hand-loaded cartridges optimized for that particular gun would have a hard time shooting a 1 inch group at 300 meters.


(master[mind]) #29

Do suppressors reduce bullet velocity? That might end up being a slight downside to it.


(.Chris.) #30

Give me a rocket launcher any day of week, a real weapon if there ever was one.


(master[mind]) #31

Yes! There’s nothing like obliterating an opponent with a weapon designed for vehicle destruction. Over Kill is awesome. :smiley:


(DouglasDanger) #32

I think it depends on the type of suppressor.

I’m talking about a suppressor enhancing stability, by being a weight at the end of the barrel. I don’t know how heavy a suppressor typically is, so I don’t know if it is heavy enough to actually have an effect on muzzle climb or not.


(master[mind]) #33

It’s mostly hollow(at least according to the diagrams) but I would think it would help reduce some muzzle climb.


(Nail) #34

[QUOTE=DouglasDanger;244290]I know what a suppressor does. But having a weight at the end of your barrel would surely help combat muzzle climb.

Most rifles are not that accurate. You are talking sub-m.o.a. when you talk about the bullet holes touching at 300 meters. A customized, tweaked, perfected target rifle with a bolt action, firing hand-loaded cartridges optimized for that particular gun would have a hard time shooting a 1 inch group at 300 meters.[/QUOTE]

a weight at the end of your barrel would only help if the gun was stock heavy, a muzzle break would give you better results

and yes, I exagerated, would be closer to 100 meters, point was, accuracy is more dependant on the shooter than the gun


(madoule) #35

could we dial one step back. can somebody elaborate what a muzzle break does and the rest of those barrel attachments? (tho it might be guesswork) imo the silencer is more of limited value if you do have those hit indicators, showing you where fire came from. that made more value on long range shoting e.g. M4 carabine in CS.


(Nail) #36

muzzle break deflects some of the spent gases to the side of the muzzle, gaining stability, and somewhat reducing sound and flash


(.Chris.) #37

Good job brink wont be a combat simulation.


(jazevec) #38

That’s true, but this view is a bit narrow. Many players forget there are team firefights, not just serries of duels. This is not Settlers. You don’t get hit indicators for when your teammates are shot. So while you may hear his scream as he goes down, you won’t know where the attacker is. You may be completely unaware someone close by is killing your teammates.


(murka) #39

Do people really like if weapons are 100% like in real life and not balanced weapons? It’s just like 1 weapon with different skins/models for gaming. Only difference would be weapon types ex: low-rof/high dmg/good acc(me likes),low-rof/med-dmg/med-spread, high rof/low acc(aka spamgun), nade/rocket launcher(requires predicting projectiles) etc.


(LyndonL) #40

Gimme high rof, medium damage, good accuracy any day :smiley:

I always liked the UMP45 :smiley: