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Recoil
06-19-2007, 02:22 PM
Post: #3
RE: Recoil
Well, it seems like an interesting idea at the root of it, but it really comes down to shooting style. What you said is true of european counter-terrorism teams who have a knack for holding an SMG extended out in front of them.

But other schools of style, including the older way to shoot a gun, tries to join body and rifle so that firing is just a simple action, instead of a complex action needed to get everything just right.

Part of this is to make it muscle memory to put the head on the stock. It does get recoiled quite a bit.


Now, as to handling recoil, I love how Infiltration handled it. They have free aim for about 50-60% of the screen\'s area. Then they have unbridled recoil. This means that there is no automatic return. If you fire the button, the gun goes up by itself. If you fire fully auto, you have to fight the recoil and muzzle climb to keep a fairly accurate grouping. Then, depending on the gun, the fully auto function becomes more difficult. Ala an Mp5 is easy to control full auto, while a relatively light M14 with a big cartridge is harder to control. This system, while not necessarily accurate to what actually happens, has a huge amount of freedom, difficulty and reward to it (not to mention weapon collisions).

My only quarrel with it, and it is a HUGE problem, is that the weapon models are too far away from the eye. It is almost impossible to get a sight picture through some of the tiny sights. Moving the eye to roughly 3-5 inches behind the rear sight would fix this problem, accurately portraying how someone would actually hold the gun.


Now, here comes the compromise part. You have to figure out what you actually want, what is realistic, and what is best for gameplay. Free-aim isn\'t necessarily realistic. While I can freely aim my guns around, I have increasingly little control over them, as well as an awkwardness of position as I stray away from my base position, not counting increased strain on myself.

As to recoil, you have to gage what is most realistic, versus what can draw the most amount of people. Do you implement an Inf type system where there is unaided recoil? Or possibly another one where there is bullet spread based off of cone firing or side to side recoil? Or some sort of compromise like TTR? Or, if you have a lot of time on your hands, you could implement both and make it a user driven option.


There isn\'t an easy solution, and someone will always not like the outcome.
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Messages In This Thread
Recoil - Reno - 06-19-2007, 12:19 PM
RE: Recoil - Smithcraft - 06-19-2007, 02:11 PM
RE: Recoil - The_Punisher - 06-19-2007 02:22 PM
RE: Recoil - Reno - 06-19-2007, 02:33 PM
RE: Recoil - The_Punisher - 06-19-2007, 11:37 PM
RE: Recoil - tomcat ha - 06-20-2007, 08:06 AM

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