Iron Sights Recoil...


(PixelTwitch) #1

Currently when shooting in iron sights the recoil is pretty much linear. Each bullet Randomly selects 1 of x number of recoil camera animations and applies it. This results in players losing their target within the first couple of bullets unless they compensate for the recoil. I can see two possible ways of reducing this effect and making the iron sights a more reliable option than they currently are at long range. Let’s not forget, most of the community seem to want to keep iron sights reserved for long range fighting only and the current implementation means they are actually less effective at range when compared to hip fire with certain weapons.

First way to improve this feeling would be to not have the recoil being linear. you could do this by simply having the first 3 - 5 bullets using a certain camera animation each with a much lower vertical pull. Personally, I believe you could make the weapon feel like its pushing back towards you during these shots rather than pulling up.

Alternatively you could add a scale multiplier to the current camera animations. and make it build up to the current recoil in about 1/3 of the bullets in a clip but then have it go past the current recoil in later bullets.

Both options would likely increase the number of people that use the Iron sights for burst fire and transitioning mid RLRLRL fight. I also have to say its also much more noob friendly… Many players are going to struggle using the iron sights in Dirty Bomb and having them be able to start of bursting and then slowly increasing the number of bullets they dare bursting as they improve and get more used to the weapon. Also it could be used to make the weapons feel a little more individual. Destiny and S.K.I.L.L. also both handle iron sight recoil in quite interesting ways so I would recommend booting them games up and seeing what they do better and worse than Dirty Bomb. Personally I really like the first few bullets making the gun feel like its pushing towards you, kinda like what happens with Sawbones and Naders SMGs. Destiny on the other hand has recoil that shares the effective recoil between your camera and the weapons sight. This means shot accuracy is reliable and it can be controlled with the mouse without you always loosing your target!


(tokamak) #2

Right now nobody uses iron sights so that would be quite the improvement.

I also don’t think anyone wants COD antics where IS feel like they’re mandatory. I think Quake Wars holds the sweet spot when it comes to hip/IS balance.


(Smooth) #3

The actual camera animations are all entirely depth/roll-based and don’t actually move the crosshair. They’re mostly there to give the weapon a more impactful ‘kick’ when firing but also do partially disrupt vision when tracking a target so they’re tweaked based on that too.

Any actual pitch/yaw changes to the crosshair are defined separately in the gameplay packages and yes they are linear right now. It’s on the tasklist to get non-linear recoil implemented, when this goes in things will be revisited.

The reason some weapons (especially close-range, spammy SMGs) have a large variable horizontal recoil is because without it they do become quite laser-like at range, and they’re not intended to be that accurate.

Having said that, these things are currently far from final and very easy to change as we move forward. If we see/feel ironsights being under under-utilised at range then there are many things we can adjust to compensate for that.


(ToonBE) #4

IS is not needed… Just give us laser accuracy and damage decrease over distance


(tokamak) #5

I believe Shootmania: Storm already exists. It’s really fun.

//youtu.be/_yMKbsPlqB8


(ragnak) #6

A lot of players wanted exactly that, splash damage already decided that iron sights are “mandatory” for modern shooter, so yeah 8D.


(Protekt1) #7

I liked shootmania. It just never seemed to be popular enough to warrant a purchase from me.


(chippy) #8

Problem is the “main” shootmania modes were really stale. If you looked around and the different user created modes you’d be amazed of the potential the game actually had.


(Bangtastic) #9

the comp mode for shootmania was awful " team shooter 3vs1" thats why it failed.

But this tornado mode was awesome tbh, amount of adrenaline was too high lol^^


(Glottis-3D) #10

so true.
when i fisrt found out the 1v3 mode i watched a whole stream of it. and my only thought was: “no thnx, this is so boring”


(Protekt1) #11

I liked playing the 3v1 thing.


(Talespin) #12

elite mode was godlike, fight me


(xdc) #13

waiting for weapon attachments update