I don’t seem to get any sort of feedback when firing from the hip (other than a giant gun barely moving), would it be possible to implement an optional screen shake what apes the weapon recoil?
Weapon Feedback
this is not BF3 myopia simulator with this pseudo realistic recoil, bob effects and suppression thing who just make the gameplay so clunky. but if it’s optional I let you play with 
There are currently two main lines of thought for DB’s weapons:
- The people who say the guns don’t give enough feedback.
- The people who say the guns get in the way too much already.
Hopefully we’ll be able to give everyone some options soon to suit their preferred method of play, whether it’s cinematic or stripped back.
The size is a problem, you can’t get them to behave dramatically because they would be taking up even more space.
[QUOTE=MrEd;426793]There are currently two main lines of thought for DB’s weapons:
- The people who say the guns don’t give enough feedback.
- The people who say the guns get in the way too much already.
Hopefully we’ll be able to give everyone some options soon to suit their preferred method of play, whether it’s cinematic or stripped back.[/QUOTE]
It’s more to do with that I don’t use expanding reticule bloom, rather mine is fixed in most cases where there is a option. In games that give me that option the screen shake gives a indication as to where the barrel is pointing. So I can instinctively compensate for recoil, in fact if you would have implemented this some of the annoyances with voiced with spray patters may have been avoided. Anyhow thanks for the reply good to know something is being done about it.
I like bob effects too, you can see that your in the swing when you bhop, something not realistic.
In which games is this the case? As far as I’m aware in pretty much every game ever made the weapon model animation, and the direction of the bullets, are entirely independent of each other. In other words the weapon “shake” is just a visual effect added for the sake of it.
If you mean your barrel lifts upwards to demonstrate recoil, DB already has this, it’s just that it doesn’t have much recoil, so the effect is minimal.
i think the feedback of the weapong could be even smaller if i hade the chioce i even would disable the weapon bob while moving around so ive just have a static weapon without any movements so i can exactly focus on my crosshair
[QUOTE=Kendle;426853]In which games is this the case? As far as I’m aware in pretty much every game ever made the weapon model animation, and the direction of the bullets, are entirely independent of each other. In other words the weapon “shake” is just a visual effect added for the sake of it.
If you mean your barrel lifts upwards to demonstrate recoil, DB already has this, it’s just that it doesn’t have much recoil, so the effect is minimal.[/QUOTE]
Cs 1.6 @ CS GO both do this, however they are not trying to shoehorn in iron sights, nor are they using fantasy guns like quake or Unreal. For which most games that do it use screenshake as a visual effect. They use ADS mechanic and don’t have a effective crosshair for hip fire (even though the weapons position in DB is how a paintballer would have it, so to call it hip fire is a lie) so it does not need to be modeled in that way.
Scratch this thread off please the weapons pretty much go straight up in a line and don’t deviate left or right much, I wish I would of realized this sooner.
The weapons are pretty large. A smaller weapons option as well as the option to turn them off completely would be very welcome.
As for spread and recoil etc - I’d still like less spread, possibly coupled with reduced rof, and am not a fan of recoil fullstop. I know some people love it but as a mechanic is adds nothing interesting to me and just gets in the way of a good fight.
Creep spread on some weapons in some modes of use makes sense (think hip fire high damage heavy weapons), but there are a lot of other less intrusive means of weapon control. Recoil and weapon overheat to name a few, and then there’s just plain positional advantage. Overall I strongly disagree with the implementation of creep spread as a general default mechanic for all weapons in hip fire. The theoretical result is intriguing, but the actual result in such a fast paced game does not work as intended, although I can see it working on certain weapon types that would require it as a balancing mechanism.