Recoil has destroyed gunplay

AlonTavor
PR:BF2 Developer
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Re: Recoil has destroyed gunplay

Post by AlonTavor »

I've yet to see proper feedback for the new recoil. Vast majority of comments are contradictory or complaining about things that were not changed. We've got a guy claiming that "C7 is terrible now!" followed by "C7 is an OP laser" in the next line. We've got people are thinking full-auto mag dumping with x4 optics is
relevant, which is exactly what we wanted to remove. My favorite is Smek thinking its some "Minority of the dev team having too much power", despite the person he's talking about being away for the last few months and had zero to do with any of this.

What's actually broken is the lack of BUIS on all weapons, which doesn't allow you to use full auto for close quarters if you've picked optics, and I'm surprised no one even mentioned this glaring issue.
something we all liked.
We have decades of people complaining about 900rpm being too strong.
Who really make this game is us, the players!
What.
Last edited by AlonTavor on 2021-10-16 13:55, edited 5 times in total.
rogdozz
Posts: 97
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Re: Recoil has destroyed gunplay

Post by rogdozz »

AlonTavor wrote: What's actually broken is the lack of BUIS on all weapons, which doesn't allow you to use full auto for close quarters if you've picked optics, and I'm surprised no one even mentioned this glaring issue.
Please do not change this, unscoped weapons need to have an advantage in close quarters combat.

Besides that, I have to give the devs credit for not listening to forum opinions all the time because a lot of them are stupid. I think the recoil stuff is mostly fine, at this point I'm used to it. Could still use a little balancing in favor of insurgent AK weapons
Frontliner
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Re: Recoil has destroyed gunplay

Post by Frontliner »

rogdozz wrote:Could still use a little balancing in favor of insurgent AK weapons
If we were to look at the amount of damage pumped out at a certain distance compared to the amount of recoil experienced by the shooter, the 7.62x39mm AKs are more or less perfectly nestled in-between the 5.56 and 7.62 NATO firearms respectively. The issue with insurgents is their lack of body armour, which makes both AK 47 a 2-3HKO against BluFor with BluFor also 2-3HKOing the insurgents back. Given that the recoil on any 5.56 rifle is about 25% lower than on the AK 47 give or take, what it comes down to is not the damage output, but the ease with which one weapon system allows for 2 - 3 hits in quick succession.

And yes, this is a concern for balance, IF we were to assume that Insurgents(in the Ins game mode) were to have an equal amount of resources, which they don't. INS has INFINITE tickets. The weapons/equipment are balanced in an asymmetric fashion and have been for the past 10+ years. If I'm leading Ins, I'm not expecting to roll over a BluFor squad, my sole intention is stalling until they aren't reaching the cache. And on the opposite end, if I'm unable to roll over the Insurgents with my better weaponry, I know I'm in deep shit.
AlonTavor wrote:We've got people are thinking full-auto mag dumping with x4 optics is relevant, which is exactly what we wanted to remove.
It legit didn't use to be an issue previously to magdump with a magnified 900 RPM weapon BECAUSE the code was botched. This was explained in very understandable terms by camo in the DevCast we released prior to the update, and that the fix we applied would achieve both a better balance of semi vs full auto, as well as nerfing the 900 RPMers.

Comparing a weapon like the C7 to the AK74M, if we were to take the intrinsic values of the 5.56 cartridge and compare them to the 5.45 one, we would expect 5.56 have more recoil, with the higher fire rate amplifying the recoil experienced by the shooter. However, what actually used to be the case that a weapon like C7 was firing

FASTER

while putting out

LESS RECOIL

and doing

THE SAME DAMAGE

as the AK74M. I don't care who you are and how many hours you've played, but to publicly state
that this behaviour(and the implications it has on balance) was "desired that way by DICE",
that the old behaviour was much superior and
that the ones who managed to figure out a way to fix it have no idea what they were/are doing - real talk, what is your understanding of balanced game design?
UncleSmek wrote:Problem is One person already did something that degraded the game and the devs continued to give him more influence over all of the weapons in the game.
You got something to say to me? Scared to even mention my name, are we, eh?

This has NOTHING to do with me, quite frankly whatever VOODOO MAJIK Alon and Mats came up with to fix this is much beyond what I can do. What I can do however - much to your dismay as we know - is be quite good at the game, to the point that you VERY QUICKLY went back on your "The responsible Dev has to be shit at this game" rebuttal last time and turned it into the opposite. Omegalul. Alon is incorrect however in saying that I was inactive before it was introduced. That was not the case.

And even IF I was the one responsible - the 900 RPM fix has been asked for for years, so you naming(or rather not naming) and shaming me would be utterly ineffective.
The entire team(at least as far as I can tell) was IN AGREEMENT that this fix was awesome and would be exactly that - repairing something DICE left in a broken state and never bothered nor were able to fix and caused issues during previous iterations of the game and BF2 as a whole, to an extend.

If you disagree with that, ok, let's hear how you'd go from here, because we are so not walking back on a bugfix. Just do yourself a favour and do not expect us to be receptive towards you given the previous mud-slinging.
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dcm
Posts: 357
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Re: Recoil has destroyed gunplay

Post by dcm »

@alon

I have no idea what you guys have done to the recoil. But it feels worse. I can recount several instances where the guns kicked much harder than I'm used to, than they were supposed to. Which got me killed. I'm primarily an iron sight user, because I think it's more fun. And I love fighting in close quarters. I've feel affected by these changes the most.

I never had any problem with 900rpm weapons. Except for one; the idf X95 still feels overpowered. Going toe to toe with an X95 user, there's always a greater chance that he'll win, even if you shoot first(Funny enough the idf M4A1 does not feel as op) Using a 600rpm AK74? Forget it you're dead. Using a 7.62 AK, G3, M16 or some other faster weapon, evens the odds but not by much. I can say the exact same for the dutch C7. I hate fighting against dutch C7 users as russians. All the dutch guns feel too strong, too accurate. The canadian C7 doesn't seem to have this problem.

If you want to balance 900rpm full auto weapons. I'd give them more deviation per shot in full auto or something. The M16 and M4 are limited to burst fire which curtails they're true potential.
LiamBai
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Re: Recoil has destroyed gunplay

Post by LiamBai »

dcm wrote:@alon

I have no idea what you guys have done to the recoil.
Maybe going back and reading Alon's posts will help you with this issue.
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Coalz101
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Re: Recoil has destroyed gunplay

Post by Coalz101 »

BL4CK_DR4GON wrote: The shooting and recoil mechanics were awesome, no need to change them at all! And yes, it is s*it now! I can't understand, all over these years we should improve the game and not change something we all liked.
Who is we?
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Outlawz7
Retired PR Developer
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Re: Recoil has destroyed gunplay

Post by Outlawz7 »

dcm wrote: I have no idea what you guys have done to the recoil.
https://www.realitymod.com/forum/showth ... ost2212861
The Battlefield 2 recoil systems has lots of shortcomings. Most obvious are the issues around full automatic firing and the reduction in overall recoil. This issue comes from two main factors. First when you shoot, all previous recoil is disregarded and restarts from 0. Secondly the second shot skips the first and biggest tick in the recoil animation. Both combined result in a reduction of about 50%. The next big issue is the client making false predictions for the recoil and the server constantly correcting the client. This makes recoil hard to control, especially on high latency.
Fixing these issues was no easy task and the only way to do so was to get rid of the default BF2 recoil function. Using our infrastructure to update game code on server and client, we created a new recoil function that sums up all recoil and improves heavily on the miss-predictions. With these changes all full automatic weapons now get the same recoil as using single fire. There is no more advantage for faster firing weapons.
Additionally to further improve on the single fire experience, we decreased the length of the recoil animation to make reacquiring your target easier and also allow for faster firing in single fire mode.
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dcm
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Re: Recoil has destroyed gunplay

Post by dcm »

Alright, I admit it. I was wrong. I've done some testing offline, and I've been able to confirm that the guns no longer recoil differently in slow vs rapid fire. This recoil change has been so drastic that it threw off my aim. 15+ years of muscle memory betrayed me. My body and mind were still operating under the assumption of the old recoil patterns. I was unintentionally compensating for more recoil than there was and instead of letting the gun ride in full auto, I was overcompensating. I've been able to acclimate myself to most Rifles, but Pistols still feel the most off to me.

Btw why do IDF/Hamas 5.56 guns like the X95/M4/M16A1 & variants have only 29 rounds in the magazine and not 30?
camo
PR:BF2 Developer
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Re: Recoil has destroyed gunplay

Post by camo »

dcm wrote: Btw why do IDF/Hamas 5.56 guns like the X95/M4/M16A1 & variants have only 29 rounds in the magazine and not 30?
IDF standard practice. So they can seat the magazine on a closed bolt.
An attention to detail no one notices but is fun to have anyway.
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dcm
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Re: Recoil has destroyed gunplay

Post by dcm »

camo wrote:IDF standard practice. So they can seat the magazine on a closed bolt.
An attention to detail no one notices but is fun to have anyway.
I notice. It's my job to notice little things like that.

I always felt that the idf guns were a bit fast. Depleting just that smidge faster.
SemlerPDX
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Re: Recoil has destroyed gunplay

Post by SemlerPDX »

dcm wrote:I notice. It's my job to notice little things like that.
What job?! Who is paying you?!
:lol:
Brotherscompany
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Re: Recoil has destroyed gunplay

Post by Brotherscompany »

After getting used to the recoil update l think l have a clearer opinion about it.


First the positives aspects:

- You cant lazer beam people anymore with high RPM weapons
- Semi-auto is actually a viable in CQB (not even going to mention Close-Medium range because it was already a viable option in the past alongside full auto).

Negative aspects:

Semi auto was intended to be a alternative to full auto by being able to precisely hit your shots like you guys said multiple times, as it stands players just simply spam the fuck out of single mode without being accurate and get a kill (its the META)
-Full auto a scoped weapon its almost a death sentence, this freaking sucks to people that suffer from FPS issues like myself due to the game engine the scope was the only way to make the game playable inside urban areas and some woodland maps
- The hipfire is so unreliable due to the new recoil, going around the corner and missing my shots on someone laying down 1-2m away from me and dying because of it
- Burst fire is completely destroyed, l feel more secured going on Semi-auto into buildings than burst mode, the recoil is all over the place
- Semi auto is too strong and full auto is almost unriable in CQB like 5-10m distances you will get yourself killed for using full auto, this has happened multiple times not only to me but other players which leads to my other complain semi auto is too strong and it almost on the same level as full auto at distances which it shouldn't even be the case
- Might be me but handguns feel worse now, and l have been SL a lot could just be me didnt saw anyone else mention it.


I still hate this update but l see its point but it still needs tweaking as it stands sometimes it makes no sense. Reduce semi auto effectiveness in CQB l shouldn't be killing someone in full auto cause lm spamming the fuck auto of single, slightly reduce the recoil so people dont get killed in CQB using full auto and so that hipfire doesnt miss as well, but no so you cant fill auto at Close-Medium distance

https://youtu.be/nZgnQdzs4Cw - this video illustrates the current situation of the recoil in extreme CQB (1-2m), burst mode and hip fire, it shows the dude missing almost all shots even though he had to compensate for the other player going down the wall he landed 1 shot on the ground and all the others missed
Cpt.Future
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Re: Recoil has destroyed gunplay

Post by Cpt.Future »

I finally had time to play a couple of rounds since the update and I have to say that I really like the changes.

Shooting semi on short-mid ranges, esp. with guns like the G36, is way more satisfying now and finally the better option (again). Also spraying a full mag at very short ranges still works fine.

I wasn't able to test all of the main rifles, but I'm enjoying the recoil update so far.
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dcm
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Re: Recoil has destroyed gunplay

Post by dcm »

I cant get used to these new changes. And I dont think it's muscle memory related. Yes you may have evened out the performance gap between low and high rof weapons. But, semi auto and burst fire feel worse, objectively worse. Doesn't matter what range. The guns somehow feel less controllable in single fire. I could not hit an insurgent sapper 5m from me who was prone and facing away planting an ied. He got up to ran and pulled out his pistol and turned around and got me. This shouldn't happen at all!

On Basrah; I was about 20m from another insurgent sapper who was walking, not running in an open field in the desert. I was using ironsight l85a2 and I could not hit him for shit. I'm a pretty good shot with ironsights, but all my shots were missing. I wasn't even actively compensating for recoil at that time, I was letting the gun ride the recoil and only repositioning the sights after the gun had stopped recoiling visually. I ran up to him and we had a semi auto duel. We both had to reload and I swapped to full auto. I only won because I had full auto. His pistol got me black and white.

On Bamyan; I was taliban medic with SKS. I chased an american sniper on the big hill. He turned around and shot at me with his pistol. I dumped a whole mag in his direction. Only when I had to reload did he get me.

Just recently like 15-20 minutes ago. I was USMC combat engineer on fallujah. I had M4 with the Eotech. I saw an insurgent like 15m away from planting an ied. I opened fire and hit him once. He ran behind cover, I moved up and was still on single fire. I could not hit him. He got me good. No time to drop patch. Reload and swap to burst fire. We both rounded the same corner and I got him on the 4th or 5th burst. I was actively compensating for recoil that time. Same round, I spawn on fob and there's a civi. I move into arrest him with cuffs, he picks up a usmc kit and demolishes me in semi auto, while my gun is still doing the long *** draw animation.

Look I'm not saying to revert the changes wholesale. I'm saying you gotta do something to balance out single shot performance. Because semi auto and burst fire is especially weak. Full auto is somehow more powerful. Full auto rifle users have never had it easier but everyone else who relies on aimed rapid fire is horribly screwed.
Conman51
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Re: Recoil has destroyed gunplay

Post by Conman51 »

I really like the new changes overall.

Machine Guns are a little weird, but its something that can be trained around.
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SemlerPDX
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Re: Recoil has destroyed gunplay

Post by SemlerPDX »

dcm wrote:...
On Basrah; I was about 20m from another insurgent sapper who was walking, not running in an open field in the desert. I was using ironsight l85a2 and I could not hit him for shit. I'm a pretty good shot with ironsights, but all my shots were missing. I wasn't even actively compensating for recoil at that time, I was letting the gun ride the recoil and only repositioning the sights after the gun had stopped recoiling visually. I ran up to him and we had a semi auto duel. We both had to reload and I swapped to full auto. I only won because I had full auto. His pistol got me black and white.
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https://youtu.be/w-hI1j17Im4?t=90

:lol:
dcm
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Re: Recoil has destroyed gunplay

Post by dcm »

SemlerPDX wrote:"Knife to meet you!"

https://youtu.be/w-hI1j17Im4?t=90

:lol:
You know I've never watched a single episode until now. I've heard of the series and saw it in my youtube recommendations, But never had the desire to check it out till now.
saXoni
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Re: Recoil has destroyed gunplay

Post by saXoni »

Considering my stance on 'drastic' changes in general this is gonna sound fucking nuts, but I really don't mind the new recoil. I hadn't played PR in many months until a couple of days ago, and it felt like a breath of fresh air rather than a step in the wrong direction. Now there's an even stronger incentive to take your time and make sure your first shot lands - and hope it registers.
Danesh_italiano
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Re: Recoil has destroyed gunplay

Post by Danesh_italiano »

Even MP5/VZ61 recoil is shit now, VERY UNREALISTIC

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dcm
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Re: Recoil has destroyed gunplay

Post by dcm »

I dont wanna start a new thread.

Recoil just dont feel right. It feels 'off.'

The scorpion and mp5 and most pistol caliber weapons, still feel way too high. The 1911 has the same recoil as a battle rifle; around 4.5° per shot, when aiming down sights.

You know, I think this whole; 'Six Second Settle Down System.' Needs to be looked at too. Six seconds is an awful lot of time to be standing still, and lining up your shot. Especially in a game like this where people have little incentive to camp. I think the system should remain for sniper rifles and other long range weapons. But should be lessened for service rifles and pistol caliber weapons. Just recently I was using an M14 EBR on Karbala as a frontline combat rifle when assaulting an SPG emplacement. What got me killed was the god damn deviation. We were less than 5m apart and I saw my bullets go around the guy, hitting the wall in front of him. He turned around and frag me with an RKG. Now I know I was using the rifle outside of it's intended role. But come on. Seeing bullets deviate so much at such close range too? Why, that's fucking bullshit. This is why shotguns are becoming my preferred weapon in the game. You always gonna hit something.
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