Deviation and Recoil

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Robert-The-Bruce
Posts: 150
Joined: 2009-04-13 00:34

Deviation and Recoil

Post by Robert-The-Bruce »

I'm sure you are going to change things on this front wether or not I post, but here goes:


The guns have a very vanilla feel to them, i.e. too much minimum deviation, far too little recoil.

I think FH has found a pretty good spot on that front.
AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

Re: Deviation and Recoil

Post by AfterDune »

I actually copied the deviation and recoil from PR weapons, so should handle pretty much the same?

But we'll see how things go. It might change, it might not.
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lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: Deviation and Recoil

Post by lucky.BOY »

As someone already said in respective thread, the problem is not in the code, but rather in the 2D sights. When aiming through the 2D sight the weapon lacks the mass, its seems aimed dead on. If there are people willing to make 3D sights a real thing, I think it would contribute to many things, and also to the "feeling" of deviation.

-lucky
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Deviation and Recoil

Post by Pvt.LHeureux »

Yes indeed, 2D sights play a big roll in the player's mind. 2D sights seem always accurate and that no deviation seems present because the sights do not shake, etc.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Robert-The-Bruce
Posts: 150
Joined: 2009-04-13 00:34

Re: Deviation and Recoil

Post by Robert-The-Bruce »

After some more playing I'm fairly certain that deviation was in fact not as big a factor as I thought. Instead it's mostly recoil related.

Now to make this less confusing I have to break this up into several parts.

1. Recoil of full sized rifles, is too little. Especially when you compare the two M1's you will notice that the Garand, which fires a full sized rifle round[.30-6], is actually more managable than the M1 Carbine which fires a pistol round. The M1 Carbine seems to use the recoil values of the 5.56 rifles which should be pretty accurate. What all the full sized rifles use I'm not sure, since you can shoot the G43 and M1 Garand rifles more easily in rapid fire than the M1 Carbine. In my opinion these rifles should behave similar to the G3, which fires a similarly powered round.

2. The MG42 can be controlled far too easily in undeployed mode. I'm currently not sure about deployed mode. I think overall it shoots more like the 5.56 SAWs rather than the MG3.

3. The BAR has 2 issues. Firstly the point of aim is quite a bit higher than the sight suggests it is. Secondly, in undeployed mode(and this time it is an issue) deviation is too big, but there is hardly any felt recoil.


Hope this clears things up a bit.

PS: Also the M1 Garand currently has a 10 round magazine, it should only hold 8 rounds.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Deviation and Recoil

Post by Pvt.LHeureux »

Yeah we can't change the Garand problem without releasing a new version. It can be changed serverside but it will split the ammo count in too, with like 5 clips with 8 and 5 clips with 10 bullets.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
ShavedAlpaca
Posts: 117
Joined: 2010-08-05 23:03

Re: Deviation and Recoil

Post by ShavedAlpaca »

Robert-The-Bruce wrote:
2. The MG42 can be controlled far too easily in undeployed mode. I'm currently not sure about deployed mode. I think overall it shoots more like the 5.56 SAWs rather than the MG3.
How can that be? AFAIK the mg42 is the mg3 ironsight version?


And yes it does seem a bit too controlable.
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Friendly fire isn't always that friendly.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Deviation and Recoil

Post by Pvt.LHeureux »

Yes it's the MG3 from PR, that's why there's a rail on it :P
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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