Dear god so THAT'S why I'm floating fifteen foot above my desk?! Why did no-one ever TELL me that I needed to work out how to decesend after jumping?! *grin*Harrelson wrote:that doesnt make sense to me
its like having a soldier jump then having to figure out how to come down for himself
if i press space bar, i jump and come down then surely if i pull the trigger and send a round i should expect the weapon to "behave" itself
The "Pull down" of recoil, is, as numerous others have said, due to the person holding the gun holding it tightly. The gun itself tugs upwards, the shooter tugs down.
As Gaz said, there's no reason why the game model should do that for you. In-game, I can fire a group of four or five shots into a body from 100m pretty damn quickly by pulling down on the mouse and clicking furiously; to me that pretty clearly represents me holding the gun firmly and readjusting my sight after each shot, as I'd have to in real life.
Point is, the game is a representation of reality. Here, there are two possible models that could be used, either of them (ultimately) would work and players adjust and use it.
The current model works fine, everyone is used to it, and in m view it's superior because it asks the player to play a larger role in controlling the recoil. A good CQB rifleman can fire from the hip and empty a whole mag on full auto without firing a single shot above head height; a bad one will be spraying the ceiling by the 10th round. It requires a small degree of learnt skill, which is nice.
Changing it to the other model wouldn't break the game (in the same way that it currently isn't broken), but it would be pretty pointless as ultimately, it's just a different way of representing exactly the same thing- but removes some of the element of aquired skill needed to be as effective as possible.
