Weapon Handling and Feedback


(BioSnark) #21

There are two weapon stances (hip, sights) and at least five player stances (crouch, crouch move, stand, stand move, air).

Assuming that, in this point, you are conceding that there’s more than one weapon in the game, there are an amazing number of different weapon statistics that can be varied per weapon, even in automatic hitscan weapons. Vertical recoil per round and vertical recoil per round per consecutive rounds fired are only two such statistics.


(Protekt1) #22

I wouldn’t mind guns having more recoil on hipfire but again improving hipfire spread as well.


(BioSnark) #23

While you’re at it and we are discussing weapon feedback, after they are fired, all the reasonably slow RoF weapons should have some sort of distinctive audio feedback (such as a metallic click) that tells the player when the weapon is ready to be fired again.


(Humate) #24

If a gun has little recoil then burst shooting is not necessary.

Tap fire and burst fire manipulates the spread by resetting it back to its lowest spread state. Thats ETQW weapon mechanics in a nutshell.


(Protekt1) #25

One thing I like is that there is no auto-recenter. I absolutely hate that in other fps games on PC. Games that have this are made soooooo much worse just because of it.

[QUOTE=attack;473736]what annoys me is the unpredictable recoil i cant get used to it :confused:
ther is no musklememorie to build :([/QUOTE]

The amount of randomness they have in the game is fine tbh. I haven’t messed around with them too much though so maybe I am wrong.


(attack) #26

[QUOTE=Protekt1;473793]One thing I like is that there is no auto-recenter. I absolutely hate that in other fps games on PC. Games that have this are made soooooo much worse just because of it.

The amount of randomness they have in the game is fine tbh. I haven’t messed around with them too much though so maybe I am wrong.[/QUOTE]

its a big point for me as it could easy be the differnce between 3 hs or lost firefight


(Ashog) #27

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 ruin 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.


(ras) #28

[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.


(onYn) #29

Besides the facts that headshots still doesnt seam to do enough damage, and the fire rate seems too high, the recoil issue and all that stuff, the sound of the weapons seems to be kinda broken. When i just shoot once with my gun (fire support guy with aistrikes :P) gun, it sounds as if i would shoot twice. I am not a specialist for these sounds, maybe it sounds like that for a good reason, but it still confuses me.


(BomBaKlaK) #30

Already ask for this …


(attack) #31

i think hs dmg is nice.otherwise close fights would end to fast .sound will hopefully fixed as soon we have stable not chnging gunplay :confused:


(Ashog) #32

I wouldn’t expect the firing sounds to be fixed anytime soon.Imho the gunplay is even less balanced now than 2-3 months ago. There’s a lot to balance yet and correcting the sounds before that would be a waste of resources.


(BomBaKlaK) #33

you’re right much needed


(INF3RN0) #34

2.5x headshot multiplier. It’s the same as ETQW. Firing rates I agree on, but imo you just need to practice to get used to the recoil. Recoil is just an extra layer of skill to master, which helps to broaden the skill gap. Some weapons don’t have much recoil, but of course they will be weaker in damage as a result.


(attack) #35

you cant get used to unpredictable recoil


(Hundopercent) #36

Horizontal spread is what they’re talking about and you have no control over that. It’s one of the worst mechanics ever implemented into the FPS genre. It needs to stay with the realism games and not arcade shooters like XT. Slight vertical is enough. Random spread = Obnoxious.


(onYn) #37

Yeah, a slightly vetical recoil is ok, but it´s little too much, and the horizental one is horrible. I didn´t know about the headshot dmg tho so exactly, prolly they just fixed it on the last patch and i missed it :stuck_out_tongue:
Still the fire rate is way too high, I feel like handling a minigun all the time, what is neither realistic (not like it should be realistic, maybe in fact it is realistic but not so common in games? dunno exactly) nor is it fun to play with. basically when someone sees you from behind, he instakills you, no matter how the individual skills of the players look like. in maps where everyone can come from every direction, and the fighting itself (in pub at least) is verry chaotic, this isn´t really benefiting the fun, because you just die too quick. that´s a point, that made a lot of previous sd games so succesfull, and I don´t think that SD should change this now.


(Humate) #38

Horizontal recoil was in Brink if I recall… Have not played the new update yet (capped net), I’m hoping its nothing like that.


(1-800-NOTHING) #39

footsteps audio tweak would probably help with some of the sudden-death-from-behind-ness…

it’s not just recoil, it’s recoil+view kick+spread+input tracking and firing lag. on top of that you get internet doing what it does best… sigh

i think conker’s MG is good in the sense that it’s perfectly clear (when you die) what you must do better next time: it’s a slow, heavy gun with recoil.
for a lot of the other weapons (which, unlike conker’s MG, do not have synced audio) it’s kind of unclear what they are trying to be. (“is this a recoil weapon or a spread weapon? surely not both*???111” etc… same with the effective range on the shotguns - where is it?)

*or better yet, a high RoF weapon with recoil… i am confuse.


(Rex) #40

And who likes recoil?