Recoil


(.-COM-.PAIN) #1

Is recoil really needed?

I’ve come the realization that I can’t stand recoil. If I remember correctly W:ET didn’t have recoil. I moved from W:ET essentially over to L4D2 for team play and gameplay. It has no recoil. It plays just as smooth as W:ET. Has shoot from the hip and kneel to reduce spread. The Source engine reminds me so much of W:ET (wasn’t it based on Quake 3 back in the day?).

Anyway, can we try a bit of no recoil, it would be so much more fun.


(Ecano) #2

+1 to reduce recoil.


(EnderWiggin.DA.) #3

-I’m not a huge fan of recoil but I see what they are doing. Honestly I’d rather have recoil that I can control and reduce the random spread. I didn’t really notice the recoil much after 5 minutes. I guess BC2/BF3 training took over.

-I thought it was odd that with the addition of recoil they didn’t include a benefit for iron sighting or crouching to reduce recoil.


(Stoffifee) #4

I totally agree.

Although it is not very high anyway (except e.g. for the fop’s SMG, srsly it is way too high in comparison), it would be nice to see it removed completely. Keeping it only for the (scoped) sniper rifle and pistols would be enough.

And yes, I belong to the W:ET-party and am therefore not used to having smg recoil at all. But I played a lot of other FPS as well and found this feature absolutely superfluous (at least at smgs) whenever i had to deal with it. :rolleyes:

@.-COM-.PAIN: how about adding a poll. :slight_smile:

Cheers. :penguin:


(INF3RN0) #5

Recoil is actually fine by me in different amounts per weapon type. The way I’d like to see it is higher damage for higher recoil vs lower damage for lower recoil. Recoil is one of the few mechanics I actually find adds an interesting amount of weapon mastery. That said, X recoil is a weird mechanic. It makes sense to me in a few scenarios; SMGs and certain hip-fired heavy weapons applied over extended times of firing. Y axis recoil however is fine by me, just requires some practice but in the end doesn’t ruin anything really. I wouldn’t mind future “low recoil weapons” as long as they are fairly weak in comparison to weapons with higher recoil, as higher skill cap=more reward. We can’t just simply make things easy on ourselves hah.


(Kendle) #6

There’s recoil? Try playing DOD, now there’s a game with recoil!

Recoil is fine as long as it’s controllable, it’s just another skill to be learned. As Inferno said, I’d happily trade some added recoil for some added damage. Right now the Engie’s whatever it is is not too different from the Medic’s SMG, I wouldn’t mind more damage on that at the expense of some added recoil.


(Ecano) #7

[QUOTE=Kendle;428622]There’s recoil? Try playing DOD, now there’s a game with recoil!

Recoil is fine as long as it’s controllable, it’s just another skill to be learned. As Inferno said, I’d happily trade some added recoil for some added damage. Right now the Engie’s whatever it is is not too different from the Medic’s SMG, I wouldn’t mind more damage on that at the expense of some added recoil.[/QUOTE]

Yes there is. But the point is that has increased with this update. DOD has bigger recoil but with very low spread and high damage.
As far it can be managed doesn’t mind but I would prefer to reduce it. Less work to do :smiley:


(chrawr) #8

Inferno and Kendle pretty much summed up my thoughts!


(maxxxxlol) #9

You can control recoil, spread is random. So I don’t mind it.


(Kl3ppy) #10

I personally find the recoil when ironsighting with the medic smg a bit strange. But with the other guns, I’m fine with the recoil.


(Mustang) #11

-1

I’d rather increase recoil in favour of decreasing spread.

Recoil that is something like 80% controllable (i.e. steady vertical climb) and 20% uncontrollable (i.e. a small random movement away from the ideal vertical climb with each shot), would be perfect.

Recoil reduction for ironsights would also be acceptable for me.


(Stumperd) #12

I prefer low recoil. It’s true recoil adds more difficulty because you have to control it. But it also creates the chance for people to get random lucky headshots while aiming next to the head instead of right on the head. This is why I love W:ET and why I don’t like for example counterstrike. I prefer the aim to be fully in your control. if your really good, you get results, with more recoil you can still be really good but you don’t get guaranteed succes because of the randomness


(Mustang) #13

I actually still hope we can have something like Brink, where each class can use all the weapons, and which one you choose is just a personal preference of recoil, spread, rof, etc.


(Stumperd) #14

This reduces the benefits and uniqueness of the different classes


(chippy) #15

Personally I’m not very found of the idea. I’m afraid that something like this would break the different classes even more. Someone might love the engineer weapon, but hate playing engineer, so he switches to another class and uses the engineer weapon. This can have a massive snowball effect leading to one or more core classes never being used unless they really have no other choice.

I’d prefer 2 different build/loadouts for each class. Each with their own advantages. I believe it would be easier for newcomers to comprehend as well and also to spectate. Shoutcaster example: “Team X has opted to go with Arty instead of Skyhammer, interesting choice since the map blahblah”.

I might be extremely paranoid here, but obviously, we’re in alpha and this is the perfect time and place to test these things out.


(Kendle) #16

As per the 2 above, I sincerely hope we DON’T allow all classes to use all weapons, otherwise we’re back to everyone using the same gun (see CARB-9 in Brink) because it’ll be impossible to ensure EVERY gun is perfectly balanced against every other gun, so one will undoubtedly become the most popular.

I hope there’s more than one choice per class (shotgun or assault rifle for the Engie for example). I understand in pre-alpha builds there were other guns available besides the ones we’re using now?


(warbie) #17

The loadouts are specific to the class character - the lady engie had the shotgun and mines (and nobody played her because she was rubbish :slight_smile: )


(Maca) #18

As far as I’m aware there wasn’t anything extra. The mercs had same weapons as now, but there was two mercs of every class (3 of assault) and you could decide with cheat which you used. Now we’re fixed to one of the two mercs per class and with every patch one merc is swapped.

And yes, weapons should be limited to classes.

And as far as recoil goes, I’m slightly against it, especially if the TTK is as slow as it is now. If damage or ROF was made more lethal it would be perfect. Ah! I see what you’re doing Kendle, slowly going towards RTCW :wink:


(Mustang) #19

Interesting, I had no idea that the weapon selection thing was such a contentious point.

I just assumed that everyone would feel like me that more options would be a better thing.

Never-the-less how would people feel about weapons bring class specific, but not loadout specific.

For example being able to have an Engie with a mine, but then a separate selection to choose either assault rifle or shotgun.

I think that’s a fair compromise and hopefully addresses the issues mentioned above, whilst also allowing for personal preference.

(Sorry for the hijack I know this isn’t strictly recoil related)


(Stumperd) #20

[QUOTE=Maca;428721]As far as I’m aware there wasn’t anything extra. The mercs had same weapons as now, but there was two mercs of every class (3 of assault) and you could decide with cheat which you used. Now we’re fixed to one of the two mercs per class and with every patch one merc is swapped.

And yes, weapons should be limited to classes.

And as far as recoil goes, I’m slightly against it, especially if the TTK is as slow as it is now. If damage or ROF was made more lethal it would be perfect. Ah! I see what you’re doing Kendle, slowly going towards RTCW ;)[/QUOTE]
RTCW has recoil? (played 3000+ hours ET, barrely played RTCW)
I thought RTCW had as low recoil as ET