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Old 2012-07-23, 01:56 PM   [Ignore Me] #16
EisenKreutzer
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Re: Vanu weapon recoil


Originally Posted by Reizod View Post
You have to remove real world idea/perception of what recoil and accuracy means with real ballistics. I'm trying to help you in such a way without having to say directly...
I am talking about games.

Bullet spread and recoil are two different things.

Also, why avoid saying things directly? That seems like trying to be intentionally unhelpful.
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Old 2012-07-23, 01:56 PM   [Ignore Me] #17
WiteBeam
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Re: Vanu weapon recoil


Originally Posted by EisenKreutzer View Post
What?

Let me clarify:

Does "High" recoil on the chart mean:

Lots of recoil;

or

Very little recoil?
Apparently the chart is retarded when it says HIGH recoil but means low recoil. VS have low recoil.
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Old 2012-07-23, 01:57 PM   [Ignore Me] #18
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Re: Vanu weapon recoil


Originally Posted by EisenKreutzer View Post
What?

Let me clarify:

Does "High" recoil on the chart mean:

Lots of recoil;

or

Very little recoil?
One way or the other, that chart is badly done.

"high" recoil mean that the recoil is... high or strong. Saying high recoil but meaning little is a... contradiction. Can't really tell if there is a mistake or not.

And NC got the medium recoil which doesn't make sense. NC is "suppose" to have the highest recoil for having the highest damage per shot type of weapon. At least, that is what they said.
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Old 2012-07-23, 01:58 PM   [Ignore Me] #19
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Re: Vanu weapon recoil


Originally Posted by EisenKreutzer View Post
Theres been some confusion, atleast on my part, regarding the VS and their recoil.

The chart thingy that was supposed to explain the factions in PS1 (it's been floating around on the web, a really handy thing) seemed to indicate that the VS weaponry would have medium rate of fire, high accuracy and high recoil.

EDIT: Found it!


But have heard from several sources that "high" in that chart actually ment "good," and thus the Vanu have medium rof, good accuracy and good recoil. Good recoil obviously means low recoil.
I guess you can see the confusion.

Maybe someone who may or may not be in the technical test could shed some light on this for me?

So, once and for all: High recoil or low recoil?

From the point....of...pure....speculation.......The recoil is medium, based on my play.........from various events i have played the game from...................... i can control the recoil on the engineer weapon for example, by using my mouse scrolling down to obtain a 1 ft spread throughout the whole clip. the engi weap is legit. one of my favorites, plays kinda like an mp5 would. the light assault is considerably higher recoil, but controllable. i played competetive cs and if you're familiar, all the recoil is basically higher then the bullpup was unscoped.....

ps2 is still very much tactical gunplay, in that i mean its less important landing bullet for bullet, as it is setting up successful positioning for effective fire. ie. being above them, or behind them, or off angle as opposed to perpendicular. all though there are headshots with the chaos around you and muzzle flash aiming for them is not always the most overall tactically important method.

these are loose numbers, but at lets say 30 feet if you aim at their waste the last bullets would be hitting their head, in a clip of 30
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Old 2012-07-23, 01:58 PM   [Ignore Me] #20
Reizod
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Re: Vanu weapon recoil


Originally Posted by vVRedOctoberVv View Post
Because that makes PERFECT sense. Whoever made that chart needs their ass kicked...
Yes indeed, I concur!!!
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Old 2012-07-23, 01:58 PM   [Ignore Me] #21
Ranik Ortega
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Re: Vanu weapon recoil


Originally Posted by vVRedOctoberVv View Post
Because that makes PERFECT sense. Whoever made that chart needs their ass kicked...
Never said it made sense. It just that the Cycler was known for being accurate at burst fire and highly innacurate at sustained. So just extrapolating
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Old 2012-07-23, 01:59 PM   [Ignore Me] #22
EisenKreutzer
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Re: Vanu weapon recoil


Originally Posted by Ranik Ortega View Post
I'll spell it out for you.

HIGH RECOIL on that chart probably means = very low recoil.

We are using the TR Cycler as a comparison to understand the chart.
THANK YOU!
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Old 2012-07-23, 01:59 PM   [Ignore Me] #23
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Re: Vanu weapon recoil


yeah the chart is kinda retarted

High in the Accuracy circle means- Actual in game very accurate/high accuracy

high in the recoil circle means actual in game lower recoil etc

Chart was made by NC
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Old 2012-07-23, 01:59 PM   [Ignore Me] #24
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Re: Vanu weapon recoil


To use another game as an example (BF3 in this case) i think the the weapon handling for VS (pulsar) seems to be like the G3 in BF3, except without it's high damage and most likely with some more ROF.

The NC seems to be like the vanilla SCAR in BF3 but with added recoil (i think).

TR seems like the F2000, deviation even on the first round but the max deviation is low with high ROF and low damage.
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Old 2012-07-23, 02:01 PM   [Ignore Me] #25
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Re: Vanu weapon recoil


Originally Posted by EisenKreutzer View Post
Bullet spread and recoil are two different things.
Recoil creates CoF(bullet spread). They are very much related.
Some bullet spread is caused by inaccurate weapons, like when we talk about Minutes of arc.
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Old 2012-07-23, 02:01 PM   [Ignore Me] #26
Reizod
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Re: Vanu weapon recoil


Originally Posted by EisenKreutzer View Post
I am talking about games.

Bullet spread and recoil are two different things.

Also, why avoid saying things directly? That seems like trying to be intentionally unhelpful.
Because of November Delta Alpha my friend.
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Old 2012-07-23, 02:01 PM   [Ignore Me] #27
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Re: Vanu weapon recoil


In PS2 I believe the differences can be summed up as follows:

TR - High rate of fire

NC - High damage

VS - No bullet drop (laz0rs)

Obviously there are other slight differences depending on the weapon but that is the basic ethos I believe.
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Old 2012-07-23, 02:01 PM   [Ignore Me] #28
Flaropri
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Re: Vanu weapon recoil


Originally Posted by Top Sgt View Post
Chart was made by NC
Clearly, VS are too smart to screw that sort of thing up, and TR too professional to confuse terms.

Originally Posted by Reizod View Post
Because of November Delta Alpha my friend.
Hey! We aren't supposed to talk about that in public!

Last edited by Flaropri; 2012-07-23 at 02:02 PM.
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Old 2012-07-23, 02:02 PM   [Ignore Me] #29
Rasui
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Re: Vanu weapon recoil


What concerns me most about this is that typically in an FPS the weapons with really high recoil also have realy high individual shot damage. It balances out so that if you burst fire with some space to allow your crosshairs to re-center you can still put out pretty good DPS at a distance. If the VS weapons have high recoil and medium damage their accuracy will mean nothing. It breaks the whole formula.

Edit: Thread moves fast.

Originally Posted by Pozidriv View Post
To use another game as an example (BF3 in this case) i think the the weapon handling for VS (pulsar) seems to be like the G3 in BF3, except without it's high damage and most likely with some more ROF.

The NC seems to be like the vanilla SCAR in BF3 but with added recoil (i think).

TR seems like the F2000, deviation even on the first round but the max deviation is low with high ROF and low damage.
If this is correct it scares the crap out of me. The whole reason the G3 works is it hits like a truck. If it didn't have the damage there's literally no reason to use it. Accuracy doesn't mean anything if you're not putting out decent DPS.

Last edited by Rasui; 2012-07-23 at 02:05 PM.
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Old 2012-07-23, 02:04 PM   [Ignore Me] #30
EisenKreutzer
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Re: Vanu weapon recoil


Originally Posted by WiteBeam View Post
Recoil creates CoF(bullet spread). They are very much related.
Some bullet spread is caused by inaccurate weapons, like when we talk about Minutes of arc.
They are two different concepts.

If you fire at a wall a metre in front of you, you can see both effects at play.

The bullets will initially hit exactly at your crosshair, then gradually start drifting outward from the centre. This is bullet spread.

Your crosshair will also start to drift, either upwards or horizontally. This is recoil.

The two effects happen simultaneously, so they might seem like one phenomenon, but I can assure you that from a game balancing perspective, they are two very distinct effects.
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