Recoil control

General discussion of the Project Reality: BF2 modification.
sgt.maze2
Posts: 59
Joined: 2017-02-21 14:57

Recoil control

Post by sgt.maze2 »

Hello

Recoil in PR is good but the way the muzzle stays pointing where muzzle climb ended isn't natural.The muzzle should go down to what u were aming at after the muzzle climb ended. This is what happens when u shoot , the character in-game has to have that little control on the recoil
When u shoot IRL this happens naturally without much control.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Recoil control

Post by Rabbit »

sgt.maze2 wrote:Hello

Recoil in PR is good but the way the muzzle stays pointing where muzzle climb ended isn't natural.The muzzle should go down to what u were aming at after the muzzle climb ended. This is what happens when u shoot , the character in-game has to have that little control on the recoil
When u shoot IRL this happens naturally without much control.
Its been discussed a few times, I wanted to do it, then I think max looked into it aswell.
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sgt.maze2
Posts: 59
Joined: 2017-02-21 14:57

Re: Recoil control

Post by sgt.maze2 »

Rabbit wrote:Its been discussed a few times, I wanted to do it, then I think max looked into it aswell.
So is it gonna be fixed?
Rabbit
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Joined: 2006-12-17 15:14

Re: Recoil control

Post by Rabbit »

sgt.maze2 wrote:So is it gonna be fixed?
I doubt it.
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sgt.maze2
Posts: 59
Joined: 2017-02-21 14:57

Re: Recoil control

Post by sgt.maze2 »

Rabbit wrote:I doubt it.
If it could why not?
Rabbit
Posts: 7818
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Re: Recoil control

Post by Rabbit »

Could require recoil reworks, but even more importantly generally any chance made in pr is met with at best disdain. Also it didnt seem to popular when I wanted to add it.
Last edited by Rabbit on 2018-02-13 13:22, edited 1 time in total.
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mebel
Posts: 143
Joined: 2017-02-18 16:03

Re: Recoil control

Post by mebel »

Rabbit wrote:Could require recoil reworks, but even more importantly generally any chance made in pr is met with at best disdain. Also it didnt seem to popular when I wanted to add it.
Personally I like the idea. Did You tried to do anything with it? Got any sketches?
Rabbit
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Re: Recoil control

Post by Rabbit »

Nope, just testing myself, I was also looking into a fix for the crouch to stand deviation/ general accuracy but rivers told me not to bother because its his thing and he was going to do changes. (still waiting)
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sgt.maze2
Posts: 59
Joined: 2017-02-21 14:57

Re: Recoil control

Post by sgt.maze2 »

I found this interesting video with the m4 recoil in previous versions
https://www.youtube.com/watch?v=HDkD57s ... ture=share
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Recoil control

Post by Rabbit »

sgt.maze2 wrote:I found this interesting video with the m4 recoil in previous versions
https://www.youtube.com/watch?v=HDkD57s ... ture=share
Yep, its a nice feature. If we could get that, realistic accuracy and nerfed deviation I think the game would be in a much better state.
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B4rr3l
Posts: 259
Joined: 2017-01-19 20:44

Re: Recoil control

Post by B4rr3l »

Rabbit wrote:Yep, its a nice feature. If we could get that, realistic accuracy and nerfed deviation I think the game would be in a much better state.
Do we need to change the animations for that?
Rabbit
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Re: Recoil control

Post by Rabbit »

B4rr3l wrote:Do we need to change the animations for that?
Not sure why would you need to.
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B4rr3l
Posts: 259
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Re: Recoil control

Post by B4rr3l »

Rabbit wrote:Not sure why would you need to.
I see no other way to make it came back after fire, this one what it does? ObjectTemplate.recoil.hasRecoilForce 1
Rabbit
Posts: 7818
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Re: Recoil control

Post by Rabbit »

B4rr3l wrote:I see no other way to make it came back after fire, this one what it does? ObjectTemplate.recoil.hasRecoilForce 1
ObjectTemplate.recoil.goBackOnRecoil 0 change that to 1
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Rusty_42
PR:BF2 Developer
Posts: 293
Joined: 2012-04-23 06:38

Re: Recoil control

Post by Rusty_42 »

sgt.maze2 wrote: When u shoot IRL this happens naturally without much control.
Same as right now ingame, you naturally move your mouse down.
Inexperienced players can't do that well, just like inexperienced shooters IRL.
Frontliner
PR:BF2 Contributor
Posts: 1884
Joined: 2012-10-29 09:33

Re: Recoil control

Post by Frontliner »

Rabbit wrote:Yep, its a nice feature. If we could get that, realistic accuracy and nerfed deviation I think the game would be in a much better state.
I toyed around with it a bit and honestly, GoBackOnRecoil is more of a hindrance than help, since you have to compensate for two autonomous movements as opposed to one. The only weapons that benefit from it are the semi-autos/DMRs when they have enough time to spare to let the downswing settle.
In Squad(bloody hell, I'm going to mention a positive aspect of that game), the recoil when firing semi is extremely low, making it favourable to actually leave the weapon on semi for many engagement ranges. This is unfortunately not possible to do in PR.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Recoil control

Post by Rabbit »

Frontliner wrote:I toyed around with it a bit and honestly, GoBackOnRecoil is more of a hindrance than help, since you have to compensate for two autonomous movements as opposed to one. The only weapons that benefit from it are the semi-autos/DMRs when they have enough time to spare to let the downswing settle.
In Squad(bloody hell, I'm going to mention a positive aspect of that game), the recoil when firing semi is extremely low, making it favourable to actually leave the weapon on semi for many engagement ranges. This is unfortunately not possible to do in PR.
Rabbit wrote:Could require recoil reworks, but even more importantly generally any chance made in pr is met with at best disdain. Also it didnt seem to popular when I wanted to add it.

Yep, like I said, could require a recoil rework. But I honestly think much of the shooting requires a rework. I am able to hit a 600m target while standing with the m16a4 about 30%-40% of the time. Absolutely unrealistic.
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mebel
Posts: 143
Joined: 2017-02-18 16:03

Re: Recoil control

Post by mebel »

On the posted video I can see that crosshair is coming back to the original direction, would be ok just to move it down to the previous level, leaving horizontal deviation unaffected by ObjectTemplate.recoil.goBackOnRecoil (same as it is in Squad?).
Frontliner
PR:BF2 Contributor
Posts: 1884
Joined: 2012-10-29 09:33

Re: Recoil control

Post by Frontliner »

GBOR from the way I perceive it works by pulling the crosshair back halfway towards the original position eg. if the gun recoil rolled 2° up and 1° right, after moving to 2° up and 1° right the game moves the crosshair to 1° up and 0.5° right compared to the position from where you shot. This recoil compensation takes longer the higher the recoil(Could be wrong! It felt that way to me during testing.), so in the low-recoil enviroment of 0.98 it looks as though it goes back to the original position completely and rather quickly which it actually does not*.

I asked Alon or Mats(maybe both?) if GBOR can be changed, altered or reduced and the answer was the nightmare of all PR suggestions: Hardcoded.

*side note I forgot to add earlier when replying to Rabbit on why I see GBOR as more of a hindrance than help:
Any decent PR player can pull down his crosshair back on target quicker by himself than GBOR will do for him(that is to say, if you're close enough to the target that it does that for you). So as opposed to helping you with quick shot alignments you actually tend to overcompensate because the backswing will not have fully completed while you're already back on target. So the game still moves your crosshair. I can't say for certain if you can force yourself to not compensate as much so that it becomes a non-issue after adjusting yourself to behave this way. To me this feels really awkward, so I personally just prefer one movement I have to compensate for over two.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Recoil control

Post by Rabbit »

Frontliner wrote: *side note I forgot to add earlier when replying to Rabbit on why I see GBOR as more of a hindrance than help:
Any decent PR player can pull down his crosshair back on target quicker by himself than GBOR will do for him(that is to say, if you're close enough to the target that it does that for you). So as opposed to helping you with quick shot alignments you actually tend to overcompensate because the backswing will not have fully completed while you're already back on target. So the game still moves your crosshair. I can't say for certain if you can force yourself to not compensate as much so that it becomes a non-issue after adjusting yourself to behave this way. To me this feels really awkward, so I personally just prefer one movement I have to compensate for over two.
I'm not worried if it helps you, but A. Its a realistic representation of firearms, and B. it could possible change laser auto guns to have a bit more bounce.
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