Wut?ComradeHX wrote:So how does "dramatically" increased recoil of M249 compares to M16?
![Confused :confused:](./images/smilies/imported_confused.gif)
Wut?ComradeHX wrote:So how does "dramatically" increased recoil of M249 compares to M16?
Answer the question.tankninja1 wrote:Wut?![]()
I want to say...ComradeHX wrote:Answer the question.
It's no surprise that you are dodging the question.tankninja1 wrote:I want to say...
yes?
I have to agree with you that the AK's on INS really perform poorly in most aspects now. I feel pretty much defenseless with them now, more of a make noise hey I'm here, 1 shot me in the face from 300 yards away kind of deal.Jolly wrote:Type 95 is shit right now, but it's what it should be.
AK74 is like AK47, I feel bad when I am on Ins team coz I have no idea what gun I should take as a inf man.
Never tried PPSH yet. Any feedbacks?
I literally have no idea what you are asking.ComradeHX wrote:It's no surprise that you are dodging the question.
Read again.tankninja1 wrote:I literally have no idea what you are asking.
I have no idea what you are asking either...ComradeHX wrote:Read again.
I asked for which, in his opinion, has more recoil...Acecombatzer0 wrote:I have no idea what you are asking either...
I'll give my two cents however, In MY experience, the M249 has more recoil than the M16, due to the size of the bolt assembly and configuration of the weapon.
EDIT: I mean, don't get me wrong, the M249 is a light machine gun, and is very controllable for its type, but the fact that the recoil should match the M4/M16s in the game is completely ludicrous.
Are you sure? This is not the final word by any means, but on this discussion for example, the consensus is pretty strong that the M249 recoil is noticeably less controllable.ComradeHX wrote:Currently m16 on fullauto is much easier to keep on-target than undeployed m249, which is bullshit.
That had 1000rpm m249 vs 700rpm m4.'[R-DEV wrote:M42 Zwilling;2079507']Are you sure? This is not the final word by any means, but on this discussion for example, the consensus is pretty strong that the M249 recoil is noticeably less controllable.
I really like guns in 1.2. It was very good balanced. Sad about increasing recoils for optics.Nate. wrote:I liek all guns in PR.
But it makes sense because now the recoil is the same for both iron sights and scopes. Scopes shouldn't get less recoil just to make them easier to use. It also helps to balance iron sight vs scoped engagements like with militia vs blufor, for example, and gives more incentive to choose red dot variants. If you can't get used to it, try increasing you mouse sensitivity a little so you can better compensate for the kick. It worked for me.zloyrash wrote:I really like guns in 1.2. It was very good balanced. Sad about increasing recoils for optics.
To compensate recoil in 1.2 I moved my mouse approximately the same way(distance) for scoped and for ironsight.fatalsushi83 wrote:But it makes sense because now the recoil is the same for both iron sights and scopes. Scopes shouldn't get less recoil just to make them easier to use. It also helps to balance iron sight vs scoped engagements like with militia vs blufor, for example, and gives more incentive to choose red dot variants. If you can't get used to it, try increasing you mouse sensitivity a little so you can better compensate for the kick. It worked for me.
I totally understand what you're saying but I have to agree with Nate about it being only fair since scopes were overpowered. I think it was a good design decision.zloyrash wrote:To compensate recoil in 1.2 I moved my mouse approximately the same way(distance) for scoped and for ironsight.
In 1.3 I have to move mouse for much longer distance for scoped than for ironsight to compensate recoil.
I consider that mouse movements for recoil compensations in game = body movements for recoil compensations in real life.
I think to compensate recoil (when spraying\firing bursts) IRL it does not matter what kind of sight you using.
Sorry for not so smooth explanations