Realistic recoil?
-
MichSt-Spartan
- Posts: 180
- Joined: 2007-05-13 16:02
Realistic recoil?
When you fire a gun in PR, it kicks up due to weapon recoil, but unlike in reality, the gun stays up there. Now I'm not suggesting that the gun should come to rest right where it started, but it should come down at least 60% of the height that it kicked up, if not 75%.

-
VipersGhost
- Posts: 1171
- Joined: 2007-03-27 18:34
-
Tumppu4321
- Posts: 100
- Joined: 2007-06-17 11:12
-
Waaah_Wah
- Posts: 3167
- Joined: 2007-07-26 13:55
I like the idea. If im not totally wrong i seem to remember that the L85 in BF2 goes a littlebit up and then down when you fire a shot. So this can deffinately be doneMichSt-Spartan wrote:When you fire a gun in PR, it kicks up due to weapon recoil, but unlike in reality, the gun stays up there. Now I'm not suggesting that the gun should come to rest right where it started, but it should come down at least 60% of the height that it kicked up, if not 75%.
-
VipersGhost
- Posts: 1171
- Joined: 2007-03-27 18:34
-
AnRK
- Posts: 2136
- Joined: 2007-03-27 14:17
There is the Day of Defeat ethos which I forgot to mention though. They strive to have it so you have to control your own recoil instead of having the game sort it out for you. I've never fired a gun so I don't know how much you actually have to control it yourself and how much it balances itself out with its' weight.
-
VipersGhost
- Posts: 1171
- Joined: 2007-03-27 18:34
There is no controling your recoil when shooting single-shot. This is how 80% of the PR shots are fired. So even if that is true about controling your own recoil...then we've based our model to support reasim for the minority 20%...instead of the realism model of the majority 80%. Doesn't make sense now that .6 is out.
-
CAS_117
- Posts: 1600
- Joined: 2007-03-26 18:01
Um I fired an M-16 (well actually an C-7, but same difference). It felt like about the force of catching a hard thrown beach ball. Or a lightly thrown basketball. I come back after and play PR and its like "are you kidding me? Is this guy here like a 10 year old?" Because thats how weak you'd need to be in order for the M-16s recoil to make sense because...
1. Gas is forced UP out of the top of the barrel, forcing it down.
2. The stock has an ingeniously placed spring which absorbs the tiny amount of recoil that isn't dissipated out of the barrel.
3. It fires a 5.56. Not a bazooka round.
And I am still boggled as to how the recoil goes up and not back. Like IRL you would seriously have to lift the barrel up and keep it there in order for that to happen. We should actually have to scroll the mouse UP in order to keep the barrel elevated.
1. Gas is forced UP out of the top of the barrel, forcing it down.
2. The stock has an ingeniously placed spring which absorbs the tiny amount of recoil that isn't dissipated out of the barrel.
3. It fires a 5.56. Not a bazooka round.
And I am still boggled as to how the recoil goes up and not back. Like IRL you would seriously have to lift the barrel up and keep it there in order for that to happen. We should actually have to scroll the mouse UP in order to keep the barrel elevated.
-
TristanYockell
- Posts: 340
- Joined: 2007-01-21 05:03
-
Soulis6
- Posts: 452
- Joined: 2007-02-17 12:31
If I recall correctly, i remember the devs saying that one of the main reasons they have recoil jacked up so high is because there is no way to imitate a weapon/scope sway in the bf2 engine.
If recoil was lower then people would be getting even more accurate, all the time. If you think prone spammers are bad now.....
I've said it before, but IMO the by far #1 issue with this extremely great mod is that there is no way to simulate the time it takes to get from different stances (and actions) into your perfectly steady, 100% accurate aim.
In RL there is no way a guy who is sprinting around the corner will be able to stand a chance against the stationary guy waiting 20 ft around said corner with his gun already aim in that direction. In BF2 (and by extension PR) the guy running around the corner can stop on a dime, raise his weapon, and fire with perfect accuracy in less then 1 second.
The only way your aim should be perfectly steady like that is either a very careful stationary stance, in which you haven't just been running for your life 2 seconds ago, or a gun deployed with bipods or otherwise resting atop something.
This is (again, in my honest opinion) the main reason cover is more or less useless in PR right now. It just means that they have to aim for a slightly smaller target (your head) which evens it out anyway in that it only takes one hit there (as opposed to 2 or 3 elsewhere).
I would like to see recoil be realistic levels, but until there is some way to replicate this in the BF2 engine (which i have no idea if it is even possible), i'm not sure how much it would help.
If recoil was lower then people would be getting even more accurate, all the time. If you think prone spammers are bad now.....
I've said it before, but IMO the by far #1 issue with this extremely great mod is that there is no way to simulate the time it takes to get from different stances (and actions) into your perfectly steady, 100% accurate aim.
In RL there is no way a guy who is sprinting around the corner will be able to stand a chance against the stationary guy waiting 20 ft around said corner with his gun already aim in that direction. In BF2 (and by extension PR) the guy running around the corner can stop on a dime, raise his weapon, and fire with perfect accuracy in less then 1 second.
The only way your aim should be perfectly steady like that is either a very careful stationary stance, in which you haven't just been running for your life 2 seconds ago, or a gun deployed with bipods or otherwise resting atop something.
This is (again, in my honest opinion) the main reason cover is more or less useless in PR right now. It just means that they have to aim for a slightly smaller target (your head) which evens it out anyway in that it only takes one hit there (as opposed to 2 or 3 elsewhere).
I would like to see recoil be realistic levels, but until there is some way to replicate this in the BF2 engine (which i have no idea if it is even possible), i'm not sure how much it would help.
Last edited by Soulis6 on 2007-08-03 06:46, edited 1 time in total.
-
Lampshade111
- Posts: 401
- Joined: 2007-06-08 19:37
-
Ace42
- Posts: 600
- Joined: 2007-07-26 23:12
In BFV you gave each shot a min and max vertical and horizontal recoil value. If you give the minimum vertical value a negative score (-12) for example, and the maximum a higher positive score (+24, for example), your recoil would make the muzzle climb "12" on average. By manipulating the range in which recoil can lift the barrel, you could create the effect described in full-auto, as shots would have a chance to pull the gun back down.VipersGhost wrote:I think BF2's recoil was like this...it wasn't stick was it? Its been so long though....I dont remember![]()
-
VipersGhost
- Posts: 1171
- Joined: 2007-03-27 18:34
Soulis your definitely right...there are several issues plaguing the small arms gunplay. I believe Spearhead could possibly be working on an Aiming-Animation similar to the Support gun...that would help with everything in general-including the insta-prone...it would also give the stationary/defensive guy a portion of the advantage he deserves. I think it'd be cool if when the weapon was raised...the animation wobbled your gun around a bit while recovering to an accurate position. That way to be perfectly accurate you'd at least have to site it in for a split second instead of just insta-aim, insta-accurate.
I still don't want sticky recoil though.
I still don't want sticky recoil though.



