More recoil requested


(giftedBull) #1

Not normal that a smg ‘‘snipe’’ the whole map with 60% HS rate and we got stuck with shotgun that have barely 5 foots deadly dmg and snipers that have to die after 1 miss shot because the maps are too small.

I don’t care about “cod” ,“CS” ideas , make the game more unique and stop following boring trends.


(RadicalMac) #2

I’m not sure they’re looking for the insane recoil type of Counter-Strike in a fast paced game like this. It’s more focused on the teamwork and how they use their merc than having an SMG fire from the ground to the sky in 2 seconds without controlling recoil. The creators gave each weapon recoil, but not a whole lot as people shouldn’t be focusing most of their energy on controlling their spray, so in turn they created specific recoils for the guns, though it’s not a lot of recoil, it’s what is so far best. As well I have no idea what you’re going on about the maps being too small. They’re basically half the size of a Battlefield map. This is how the game works, you need practice to get better. Just because someone has better accuracy than you (not saying some guns don’t need any tweaks whatsoever) it doesn’t mean it’s the game/developer’s fault. If you’ve used guns like the Tolen MP you can see they have quite a large amount of recoil as it is, even though SMG’s shouldn’t have a LOT of recoil considering it doesn’t give off the same firepower or kick as a rifle or revolver. If you ask me the SMG’s could have less recoil if you want realism out of it.


(RadicalMac) #3

But since you took the time to create an account and write this, I liked your post unlike the 2 people that disagree :smiley:


(Jostabeere) #4

SMGs can’t snipe. They all have a recoil if you spray. Some less, some more. I believe Crotzni has the highest and the Hochfir has the lowest out of main-arm-SMGs.
I hate shotguns tho and I think they’re too strong. But it seems you’re just using yours wrong. Go into close combat, and you’ll kill people with 1-2 shots.
I think the maps are fine. How do you want to react to a sniper if he is camping 100-200 meters away?
Also, I believe every DB map is bigger than DE_dust2, and nobody complained about DE_Dust2 being to small for AWP ever?
It’s all about balance. Too big maps aren’t good for CQC-mercs, too small not good for Vassili.


(Amerika) #5

You can’t snipe with SMG’s. Even with ADS the bloom gets crazy at range and the falloff too. This game has more accurate weapons than most games but it also has a much higher TTK. It sounds like you might need to get used to this.


(KangaJoo) #6

There is no bloom while ADS, though. Don’t get me wrong there’s random horizontal recoil that sort of acts like bloom but unlike actual spread it doesn’t get any worse the longer you hold down the trigger.

I wouldn’t mind higher vertical recoil across the board for all weapons but I don’t think it’s a big deal if it stays the same. This game’s more about tracking than recoil control anyway.


(Jostabeere) #7

[quote=“ChinaRep;56187”]
I wouldn’t mind higher vertical recoil across the board for all weapons but I don’t think it’s a big deal if it stays the same. This game’s more about tracking than recoil control anyway. [/quote]
Because the TIMIK is so popular across all Skyhammer players, other guns need more recoil, too. :smile:

[spoiler]Still prefer TIMIK to M4 tho[/spoiler]


(Edzer) #8

Wish they buffed the timik’s damage a bit, making it interesting to pick up for skyhammers. High risk high reward guns sound fun.


(Ghosthree3) #9

Trend? I fucking wish games had this ‘trend’ games haven’t been so accurate in 10 years.


(Old Man) #10

I used to think that the game has too little recoil, but the present gun play fits right into the game style and character speed.

Your problem seems to be more with…your performance with shotguns and bolt rifles.


(Radford_343) #11

I disagree. The way the recoil works is fundamental to the identity of DB as a fast paced arcady shooter with emphasis on keeping your aim on-target longer than say, CoD.


(perfumedCoin) #12

And still recoil and spread are too much right now for a fast fps game (or at least most of the weapons, not all). Weapons should have better accuracy overall but with less damage.


(watsyurdeal) #13

This isn’t a tactical shooter like Call of Duty, Counter Strike, or Battlefield where the guns are realistic or attempt to.

Recoil like you asked for has no place in a fast paced shooter like this, it’d make the fights way longer than they need to be, and for no good reason.


(Jostabeere) #14

Bwahahahahah.


(Edzer) #15

Lol realism in Call of Duty.


(Amerika) #16

CoD (and BF for that matter) doesn’t even attempt to be realistic. The developers of CoD have said they made their game in an attempt to make an “arcade shooter” that anybody could pick up and play. The low TTK just tends to cross over into the realm of what people believe to be realism due to this however so it’s commonly referred to as a “sim” when that wasn’t the goal.


(watsyurdeal) #17

I’m sorry but any game that encourages positioning over actual gun fights with depth, I consider to be a tactical shooter. Cause those games aren’t about who’s better, it’s more about who’s in the right place or making the right moves. It’s a like a chess sim rather than a shooter.

But anyway, this game doesn’t need more recoil because all that mechanic is supposed to do is add more variables when the game has fast ttk.

For example, the only reason recoil works in cs go is because of the stop and shoot play style and recoil making each weapon it’s own animal.

In a game like this, where fights already last twice as long even with headshots, it’s just be out of place. The game doesn’t need it, the movement and speed at which the game is played is enough.


(Radford_343) #18

[quote=“Watsyurdeal;56423”]I’m sorry but any game that encourages positioning over actual gun fights with depth, I consider to be a tactical shooter. Cause those games aren’t about who’s better, it’s more about who’s in the right place or making the right moves. It’s a like a chess sim rather than a shooter.
[/quote]

Well said, good sir. Which is one of the major reasons I will never return to those titles unless it has “Bad Company” in it.

Sheesh, I really needed DB.


(B_Montiel) #19

It’s just a balance between time to kill and accuracy of weapons. There’s ton of possibilities, but Dirty Bomb selected a different way than most of arcade shooters do. If you increase recoil or spread, medium range fights will need longer time to resolve. They’ll therefore have to increase the average dps of the weaponry. TTK is already very low in close quarters where a lot of things happen in this game, it will make the CQB actions very cod/bf like where the first shooting generally wins. That’s somewhere Dirty Bomb philosophy is interesting and it will get crushed somehow. On top of that, I don’t think high recoil or spread really fits with the ads system of this game.

Don’t forget that dirty bomb share more similarities in its weapon mechanics with fast paced shooters like Quake, or more closely with ET or Urban Terror. Fast movements generally show them being totally arcade, and as a trade off they have very accurate weapon mechanics. But COD/BF/CS are not closer to reality as well. Since they chose to have “relatively close” to reality movement speeds, they generated weapon mechanics which are inaccurate in essence to balance their game. Go to arma or insurgency, your aiming will follow with the recoil, that kind of stuff. Those are “close” to reality weapon mechanics.


(perfumedCoin) #20

In your equation, if you take into consideration accuracy, you have to take aswell damage. DB won’t be like COD/BF with a low TTK if you tweak the damage aswell. And to be fair, the game right now, unless you play Fragger/Rhino is “first seen, first dead” considering 2 good players.
For a competitive game and in addition to that, for a fast FPS, more RNG is worst thing to happen.