Recoil


(Maca) #21

[QUOTE=Stumperd;428740]RTCW has recoil? (played 3000+ hours ET, barrely played RTCW)
I thought RTCW had as low recoil as ET[/QUOTE]

The RTCW thing was just a bad joke/over simplification of the situation


(Stumperd) #22

ah ok :smiley: I was confused


(warbie) #23

Does anyone here enjoy recoil as a game mechanic? It’s always felt like something that got in the way of me having fun when the battle frenzy sets in.


(Kendle) #24

When I played RTCW and later ET I’d have said No, but having played DOD for years I appreciate the added dimension it adds to the game. I’d certainly be happy to have more damage if it came at the cost of more recoil, and conversely to have less damage for less recoil, different mechanics suit different play styles.


(Maca) #25

I don’t enjoy recoil if it won’t be integrated to the game more properly, so crouching and ADSing should effect it a lot and so on.


(INF3RN0) #26

I agree. Crouching and ADS should have more significant effects on it.


(tangoliber) #27

In a burst-fire game I’m fine with recoil. In a game about tracking and shooting full-auto, then I would prefer 0 recoil.


(Stumperd) #28

This. .


(Kendle) #29

Obviously, but what is DB? And who decides? And why can’t it be both?


(radi) #30

Excellent point. I look at it as a combination of cod4/ET. only difference is you cant really shoot while running so its not really a run and gun. But if you could shoot while running, then straffing comes into play and I would agree 100% there should be zero recoil.


(INF3RN0) #31

Remember guys. It’s going to be a f2p with a huge variety of content. Who says they can’t have a bit of everything, but balance it all out?


(Apples) #32

I dont feel that the recoil is overwhelming here, close range it helps me because aiming for upper torso will lead to the head eventually, and long range with burst fire its pretty easy to manage it.


(bluefoot) #33

I prefer recoil, personally.


(tokamak) #34

I really feel like I need to reinstall ETQW, I’m checking out some videos but it really seems like the main guns all have very low recoil.


(Anti) #35

This is important to bear in mind. If the only mechanic we have to really differentiate weapons is rate of fire, clip size and damage, as well as ‘aim’ skill, then guns will fast become very similar and the skill cap will be relatively low. Elements of spread, fall-off and recoil allow us to add much more variety and depth.

It doesn’t mean everybody will like every gun, but it should mean that everybody finds at least two or three guns that suit their style of play and preferences.


(tokamak) #36

In order to test the game right we’re going to need the mean of what you guys think should be the collective pool of guns. At least, that’s what I hope we’re playing with right now.


(Anti) #37

To some extent we’re still trying to find a good baseline for that stuff ourselves, so it’s hard to share right now :smiley:


(INF3RN0) #38

[QUOTE=Anti;429233]This is important to bear in mind. If the only mechanic we have to really differentiate weapons is rate of fire, clip size and damage, as well as ‘aim’ skill, then guns will fast become very similar and the skill cap will be relatively low. Elements of spread, fall-off and recoil allow us to add much more variety and depth.

It doesn’t mean everybody will like every gun, but it should mean that everybody finds at least two or three guns that suit their style of play and preferences.[/QUOTE]

I’d like to think of getting a similar extent of weapon variety you can get in a game like CS, but apply the general ET mechanics to the guns of course. For me personally I like to use the most leethal weapon, but those usually have the highest mastery curve via recoil or rof, etc and the highest risk factor of failure. Best part about those types of games with big weapon arsenals is that the weapons in general have that very unique feel, but offer players a lot of choices when it comes to suiting their particular play style without making them feel unbalanced.


(tokamak) #39

Well I intended to say (was going to say ‘mean to say’) that while we’re in the phase of determining the mean then we shouldn’t be worrying to much yet about the standard deviation, which can indeed be increased by all kinds of factors, like recoil.

I just think that perhaps recoil isn’t a very strong main factor. Recoil has it’s perks but unlike spread you can’t play with the recovery as much. That’s why I think that we first should play with low recoil and balance the whole thing around spread and then later on look at guns that can trade in spread for recoil or other means of balancing them out.


(Apples) #40

Spread is random by definition (well we’ll simplify by saying it is random sample in a closed space), to me random != depth. I would understand if EVERY gun had the same cone of fire growing the longer you press kill, huh, mouse1, but balancing gun by spread isnt a good idea IMO.

Recoil is another story as it is totally up to the player to manage it or not, this way people will learn new skill with each different recoil.

My last point will be, it is nice to keep in mind that with a larger pool of gun everyone will eventually find 2_3 guns that suit them better, but by experience I often see that everyone choose the same 2-3 guns :slight_smile: and it is not because they suit them better, its because to put it blend these 2-3 guns are simply more efficient than the others.

Dont take my post as criticism for the sake of it, I really mean it and to me it is a very important point you pointed out, and more of a philosophical question in gaming.

/beer