[QUOTE=Ashog;473849]The problem is not recoil, but horizontal recoil. Can’t counter it with muscle memory no matter how hard you try because its direction is random. That is in my opinion a comp play killer and a huge takedown for pub play too unless one is a total nab. I can see no other reason to have this type of recoil other than trying to look as a realistic game. Which it isn’t and never will be. Vertical recoil is ok and must be in (but balanced ofc).
Regarding burst fire - this is imho very silly regarding how this game is built. This is a medium to fast paced game with small maps, a lot of obstructions, crossfires and mostly close combat firefights. Who on earth would burst fire in close quarters in close and personal firefight? It just doesn’t make sense on these maps unless you wanna pick someone across half the map with IS. So keeping burst fire gun balancing in just for these seldom cases will just run close combat which is mostly what this game is about.
Burst fire gunplay imho would be good for games like modern (CS), BF and CoD - slow paced large open area mapped games with huge weapon damage.[/QUOTE]
I tend to agree.
I find that that spread and recoil feel random enough that there isn’t a consistent way to handle the guns in a close to mid range firefight. I like that with the recent patch the head shot modifier was increased and body shot damage was decreased as it’s something I wanted to see implemented, but I still feel the game is missing that sense of consistency.
If some of this randomness was eliminated you would see more potential for big plays, which are exciting to both watch and pull off. After the first couple shots spread starts to get out of control, especially if you’re trying to dodge bullets by strafing which is obviously what you want to be doing. This puts you at a massive disadvantage against more than one opponent because even if you’re dead on with your aim, you have to stop firing at some point to let the spread calm down if you want to land head shots with any sort of consistency. This seems to give too much time for more than one player to simply spray you down; after all, both of them start at perfect accuracy when they start shooting you. In any game, you are obviously at an inherent disadvantage when you are outnumbered so having to take that extra time to burst fire I feel unnecessarily hampers you in these situations, not to mention it kills the pace.
I would just like it for the game to make it so that when your crosshair is on the head, you hit a headshot. Recoil is fine and in fact I encourage it as long as it can be mastered. I feel that spread/bloom is just a bad solution to weapon balance as it’s just frustrating when you miss despite not aiming any differently. It may be a suitable mechanic in a game like CoD where you can barely dodge bullets, but not here.