I’ve finally come up with a way of making the recoil values more understandable.
Average Recoil - The average amount that your aim moves when shooting.
Recoil Variance - The maximum amount that recoil can vary. Recoil is not always the same; one bullet may throw your aim to the left while the next one may throw it to the right.
So I’ve fed the raw numbers into these formulas (look in spreadsheet for formulas) and now have a complete list of comparable recoil for all normal weapons.
I was sadly not able to grab the recoil values for abilities and stationary MG/EV turret before SD removed the GetAll console command that I used to grab data from the game.
Some interesting things:
Recoil for ADS is the same as when running, i.e: higher than when standing or crouching.
I think that it’s preferrable to have low recoil variance, even with high average recoil since consistent recoil generally is easier to compensate for, even if it’s higher on average.
SMGs generally have much lower average recoil than other weapons, but also have much higher recoil variance.
Hochfir has very low average recoil (compared to other SMGs), but also has very high recoil variance. This means that while your aim generally won’t move much, every couple of bullets your aim will move a larger distance. This can be observed by ADSing and spraying at a wall then looking at the bullet pattern on the wall.
Blishlok on the other hand has high average recoil, but low recoil variance. Which might explain why it’s a rather easy gun to control.
Hurtsall 2K and MK46 are closer to SMGs in their recoil behaviour than they are to Assault Rifles; they have low recoil, but very high recoil variance.
MoA actually has higher recoil than FEL-IX, but since there’s a cocking animation that offsets your aim after the higher recoil is kind of irrelevant.
Empire-9 has the highest normalized recoil variance in the game AND fires very fast. Overall it has extremely erratic recoil.